US20090184472A1 - Card Game - Google Patents

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Publication number
US20090184472A1
US20090184472A1 US12/017,712 US1771208A US2009184472A1 US 20090184472 A1 US20090184472 A1 US 20090184472A1 US 1771208 A US1771208 A US 1771208A US 2009184472 A1 US2009184472 A1 US 2009184472A1
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play
card
cards
pile
playing
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US12/017,712
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Kristoffer Kenton Cox
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games

Definitions

  • This invention relates to games and particularly card games, as well as alternative embodiments of the same, including but not limited to different game formats such as electronic games, interactive networks, computer software, board games, tile games, dice games, and wagering games.
  • Card games have historically provided entertainment and mental stimulation. There is and continues to be a need for card games that increase entertainment and mental stimulation through new game concepts, custom card decks, play methods, and strategies.
  • card games use standard decks, custom strategies, and mathematical principals to simultaneously provide entertainment and mental stimulation. Examples of such card games are poker, blackjack, Vietnamesere, spades, and cribbage.
  • U.S. Pat. No. 4,807,885 describes a card game that uses a custom deck, custom strategies, and mathematical principals.
  • the play of the game involves sequentially eliminating players from play until all players except one are also eliminated from the game. Eliminating players from play limits the positive impact of the game, both in entertainment and mental stimulation. Additionally, the play of the game is one-dimensional in that it is focused upon a linear sequence of numbers. It does not incorporate the use of suits or other strategies that would increase the dimensionality of play.
  • U.S. Pat. No. 5,067,725 describes a mathematical card game that uses a custom deck and is designed particularly for preschoolers. The young age of the intended players necessitated simplistic design that limits dimensionality, entertainment, and mental stimulation for older children and adults.
  • U.S. Pat. No. 5,639,091 describes a custom mathematical card game that emphasizes overtly performing mathematical functions.
  • the deck of the game is custom but is described as being similar in configuration to a conventional card deck.
  • the present invention is a card game that requires multidimensional strategic thinking, is entertaining, and is mentally stimulating.
  • one object of the present invention is to provide a card game for two players structured around three thresholds, the thresholds being cumulative value, suit redundancy, and number redundancy.
  • the method of play involves collecting sets of cards. The player collecting the most sets of cards wins the game.
  • the card game includes fifty-two cards, numerically valued and of four different suits, and two wild cards that can assume any value and suit represented on the other cards.
  • the selected cumulative value threshold is sixteen. Players alternate drawing cards from the draw pile and discarding cards to the play pile until the cumulative value threshold is either met or exceeded by the sum of the cards in the play pile. If the cumulative value threshold is met, then the player who discarded the final card is awarded the set of cards in the play pile. If the cumulative value threshold is exceeded, then the opponent of the player who discarded the final card is awarded the set of cards in the play pile.
  • the selected suit and number redundancies threshold are three.
  • the redundancy thresholds are met when three cards of the same number or suit are discarded to the play pile sequentially. If either redundancy threshold is met, the player who discarded the final card is awarded the set of cards in the play pile.
  • Another object of the present invention is to provide a card game for four players. Play is similar to the object of the present invention for two players, in that the four players form two teams with two players per team. Opposing teams alternate play. When formed, sets are awarded to a team instead of to an individual player.
  • Another object of the present invention is to provide a card game, and more specifically a wagering game, in which players place wagers on the outcome of play of the card game.
  • FIGS. 1A through 1D show fifty-two suited cards and associated values, which form a part of the card deck in the present invention.
  • FIG. 1E shows two wild cards and associated value range, which form a part of the card deck in the present invention.
  • FIG. 2 is a top view illustrating the card game of the present invention being played by two players.
  • FIG. 3 is a top view illustrating the card game of the present invention being played by four players.
  • the present invention is a card game comprising the fifty-four card deck shown in FIGS. 1A through 1E combined.
  • Fifty-two of the cards are divided into four groups of thirteen. These groups are each marked with one of four suits 11 , distinguished by FIGS. 1A , 1 B, 1 C, and 1 D respectively.
  • the cards in each suit are numbered zero through six 10 , with two cards of each number except the number zero, of which there is one card per suit.
  • the remaining two cards in the card deck are wild cards shown in FIG. 1E , and are marked to indicate their ability to assume any suit 13 or number 12 .
  • FIGS. 1A through 1D The drawings of the card markings of the present invention are merely representative renderings of necessary card markings. Alternative markings may be used if the markings convey the distinct suits and card values shown in the drawings. For example, the four suits of the cards shown in FIGS. 1A through 1D may be rendered as four distinguishable letters, colors, patterns, textures, shapes, or other artwork, and card numbers may appear in alternative type styles or locations on the cards.
  • the goal is to win by collecting the most sets of cards.
  • a set consists of the cards in the play pile 21 at the time a threshold of the game is met or exceeded.
  • the present game includes three thresholds: cumulative value, number redundancy, and suit redundancy. Cumulative value is defined as the sum of the card values in the play pile 21 . For example, if the play pile 21 contains four cards numbered five, six, one, and four, the cumulative value is sixteen. Redundancy is defined as the number of cards with similar characteristics played sequentially to the play pile 21 . For example, if three cards of the same number or suit are played sequentially to the play pile 21 , the redundancy is three. In the present game, the selected cumulative value threshold is sixteen, the selected number redundancy threshold is three, and the selected suit redundancy thresholds is three. It will be understood and appreciated from this disclosure that other threshold values could be selected for the present game.
  • FIG. 2 shows the present game being played by two players.
  • Reference numerals 22 and 23 show the hands of the two players.
  • To start the game one player draws the top card from the draw pile, adding the card to his hand. The same player then discards one card from his hand to the play pile 21 , face-up.
  • the process of drawing and discarding a card in the manner described can be described as a “turn.”
  • the set is awarded to the player who played the final card of the set. Note that if the playing of a card results in the simultaneous formation of multiple sets, and one of the sets is a bust, then the bust overrides all other sets formed and the set is awarded to the player who did not play the final card of the set. When awarded, the set is removed from play and stacked face down in front of the player to whom it was awarded. This player then starts the next “round,” which is described as the play necessary to form a set.
  • each wild card In playing the present game for two players, each wild card assumes the suit and number declared by its player upon its play to the play pile. Only numbers and suits of other cards in the present game can be declared. The wild card retains its declared suit and number through the round and contributes accordingly to the formation of sets.
  • FIG. 3 shows the present game being played by four players.
  • Reference numerals 32 and 33 show the hands of the two players forming one team.
  • Reference numerals 34 and 35 show the hands of the two players forming the other team.
  • Play begins to the left of the dealer and rotates clockwise. When a set is formed, it is awarded to the team of the player who played the set-forming card. The player to the left of the player who played the set-forming card then starts the next round. The team with the most sets after all cards are played wins. If both teams finish with an equal number of sets, then they tie. Method of play is otherwise similar to the present game with two players.
  • certain adjustments to the card deck or to the method of play can be made for the purpose of tailoring strategy or enjoyment.
  • the influence of luck can be reduced by removing one or both of the wild cards from the deck.
  • Frustration for beginning or younger players can be reduced by declaring one or two of the thresholds to not be set-forming.
  • a player who forgets to draw a card can be penalized by having to play with fewer cards instead of being allowed to refill his hand.
  • a bonus set can be counted and awarded when a card played forms two sets simultaneously, such as would happen when the card played is the third number two played sequentially to the play pile, and also results in the sum of cards in the play pile reaching sixteen.
  • the game In playing the present game for the purpose of wagering, the game is played with two players. Adjustments to the method of play can be made to affect entertainment or the odds of winning, as desired. The influence of luck can be reduced by removing one or both wild cards from the deck. Game play, predictability, and odds of winning can be controlled by allowing the dealer or dealer's opponent to take the first turn in every round, regardless of who won the previous round.
  • One method of placing wagers is based on the outcome of play of the round. In this method, one player places a wager prior to his turn, and the other player can raise, call, or fold. The other player then places a similar wager before his turn. Play and wagering continues in this manner until the round ends, at which time the cumulative wagers are paid to the player who won the set.
  • Another method of wagering is to place only one wager at the beginning of each round, based on the outcome of play of either the round or the game.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

A card game method of play and apparatus, comprising a deck of cards containing numerical values and suits, and a plurality of wild cards (FIGS. 1A through 1E). In playing the game, players take turns drawing cards from the draw pile (20) and playing cards to the shared play pile (21). Players seek to accumulate “sets” of cards by playing cards that cause the cards in the play pile to meet or exceed a designated threshold. Thresholds include cumulative value, suit redundancy, and number redundancy. When a designated threshold is met or exceeded, the set of cards in the play pile is awarded to the appropriate player. Play continues until the draw pile is exhausted and all cards in the deck have been played. When play has ended, the player with the most sets is declared the winner.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • Not Applicable
  • FEDERALLLY SPONSORED RESEARCH
  • Not Applicable
  • SEQUENCE LISTING OR PROGRAM
  • Not Applicable
  • BACKGROUND OF THE INVENTION
  • 1. Field of Invention
  • This invention relates to games and particularly card games, as well as alternative embodiments of the same, including but not limited to different game formats such as electronic games, interactive networks, computer software, board games, tile games, dice games, and wagering games.
  • 2. Prior Art
  • Card games have historically provided entertainment and mental stimulation. There is and continues to be a need for card games that increase entertainment and mental stimulation through new game concepts, custom card decks, play methods, and strategies.
  • Many card games use standard decks, custom strategies, and mathematical principals to simultaneously provide entertainment and mental stimulation. Examples of such card games are poker, blackjack, euchre, spades, and cribbage.
  • U.S. Pat. No. 4,807,885 describes a card game that uses a custom deck, custom strategies, and mathematical principals. The play of the game involves sequentially eliminating players from play until all players except one are also eliminated from the game. Eliminating players from play limits the positive impact of the game, both in entertainment and mental stimulation. Additionally, the play of the game is one-dimensional in that it is focused upon a linear sequence of numbers. It does not incorporate the use of suits or other strategies that would increase the dimensionality of play.
  • U.S. Pat. No. 5,067,725 describes a mathematical card game that uses a custom deck and is designed particularly for preschoolers. The young age of the intended players necessitated simplistic design that limits dimensionality, entertainment, and mental stimulation for older children and adults.
  • U.S. Pat. No. 5,639,091 describes a custom mathematical card game that emphasizes overtly performing mathematical functions. The deck of the game is custom but is described as being similar in configuration to a conventional card deck.
  • The prior art games have targeted, both in benefit and appeal, narrow age groups rather than a broad age spectrum. Their limited dimensionality fails to maximize entertainment and to fully stimulate algebraic, logical, and decision tree thinking. They overtly emphasize the performance of mathematical functions while inadequately incorporating creative strategies, also resulting in limited entertainment value.
  • SUMMARY
  • The present invention is a card game that requires multidimensional strategic thinking, is entertaining, and is mentally stimulating.
  • Accordingly, one object of the present invention is to provide a card game for two players structured around three thresholds, the thresholds being cumulative value, suit redundancy, and number redundancy. The method of play involves collecting sets of cards. The player collecting the most sets of cards wins the game. The card game includes fifty-two cards, numerically valued and of four different suits, and two wild cards that can assume any value and suit represented on the other cards.
  • In accordance with the same object of the present invention, the selected cumulative value threshold is sixteen. Players alternate drawing cards from the draw pile and discarding cards to the play pile until the cumulative value threshold is either met or exceeded by the sum of the cards in the play pile. If the cumulative value threshold is met, then the player who discarded the final card is awarded the set of cards in the play pile. If the cumulative value threshold is exceeded, then the opponent of the player who discarded the final card is awarded the set of cards in the play pile.
  • In accordance with the same object of the present invention, the selected suit and number redundancies threshold are three. Thus, the redundancy thresholds are met when three cards of the same number or suit are discarded to the play pile sequentially. If either redundancy threshold is met, the player who discarded the final card is awarded the set of cards in the play pile.
  • Another object of the present invention is to provide a card game for four players. Play is similar to the object of the present invention for two players, in that the four players form two teams with two players per team. Opposing teams alternate play. When formed, sets are awarded to a team instead of to an individual player.
  • Another object of the present invention is to provide a card game, and more specifically a wagering game, in which players place wagers on the outcome of play of the card game.
  • Other objects and advantages of the present invention will become apparent and obvious from a study of the following description and the accompanying drawings which are merely illustrative of such invention.
  • DRAWINGS—FIGURES
  • FIGS. 1A through 1D show fifty-two suited cards and associated values, which form a part of the card deck in the present invention.
  • FIG. 1E shows two wild cards and associated value range, which form a part of the card deck in the present invention.
  • FIG. 2 is a top view illustrating the card game of the present invention being played by two players.
  • FIG. 3 is a top view illustrating the card game of the present invention being played by four players.
  • DRAWINGS—REFERENCE NUMERALS
      • 10 suited card value
      • 11 card suit designation
      • 12 wild card value
      • 13 wild card designation
      • 20 draw pile
      • 21 play pile
      • 22-23 player hands, two-players
      • 32-35 player hands, four-players
    DETAILED DESCRIPTION—PREFERRED EMBODIMENT
  • With further reference to the drawings, the present invention is a card game comprising the fifty-four card deck shown in FIGS. 1A through 1E combined. Fifty-two of the cards are divided into four groups of thirteen. These groups are each marked with one of four suits 11, distinguished by FIGS. 1A, 1B, 1C, and 1D respectively. The cards in each suit are numbered zero through six 10, with two cards of each number except the number zero, of which there is one card per suit. The remaining two cards in the card deck are wild cards shown in FIG. 1E, and are marked to indicate their ability to assume any suit 13 or number 12.
  • The drawings of the card markings of the present invention are merely representative renderings of necessary card markings. Alternative markings may be used if the markings convey the distinct suits and card values shown in the drawings. For example, the four suits of the cards shown in FIGS. 1A through 1D may be rendered as four distinguishable letters, colors, patterns, textures, shapes, or other artwork, and card numbers may appear in alternative type styles or locations on the cards.
  • In playing the present game, the goal is to win by collecting the most sets of cards. A set consists of the cards in the play pile 21 at the time a threshold of the game is met or exceeded. The present game includes three thresholds: cumulative value, number redundancy, and suit redundancy. Cumulative value is defined as the sum of the card values in the play pile 21. For example, if the play pile 21 contains four cards numbered five, six, one, and four, the cumulative value is sixteen. Redundancy is defined as the number of cards with similar characteristics played sequentially to the play pile 21. For example, if three cards of the same number or suit are played sequentially to the play pile 21, the redundancy is three. In the present game, the selected cumulative value threshold is sixteen, the selected number redundancy threshold is three, and the selected suit redundancy thresholds is three. It will be understood and appreciated from this disclosure that other threshold values could be selected for the present game.
  • In playing the present game with two players, each player is dealt a hand of three cards. The remaining cards are turned face-down to form the draw pile 20. FIG. 2 shows the present game being played by two players. Reference numerals 22 and 23 show the hands of the two players. To start the game, one player draws the top card from the draw pile, adding the card to his hand. The same player then discards one card from his hand to the play pile 21, face-up. The process of drawing and discarding a card in the manner described can be described as a “turn.”
  • In playing the present game with two players, players take turns alternately until a set is formed. Sets are formed in four ways, and are awarded to the players when formed. First, if the sum of the cards in the play pile 21 equals sixteen, the set is awarded to the player who played the final card of the set. Second, if the sum of the cards in the play pile 21 exceeds sixteen, the set is awarded to the player who did not play the final card of the set. This type of set can be described as a “bust.” Third, if the card played is the third card of the same suit to be played sequentially to the play pile 21, then the set is awarded to the player who played the final card of the set. Fourth, if the card played is the third card of the same number to be played sequentially to the play pile 21, then the set is awarded to the player who played the final card of the set. Note that if the playing of a card results in the simultaneous formation of multiple sets, and one of the sets is a bust, then the bust overrides all other sets formed and the set is awarded to the player who did not play the final card of the set. When awarded, the set is removed from play and stacked face down in front of the player to whom it was awarded. This player then starts the next “round,” which is described as the play necessary to form a set.
  • In playing the present game for two players, each wild card assumes the suit and number declared by its player upon its play to the play pile. Only numbers and suits of other cards in the present game can be declared. The wild card retains its declared suit and number through the round and contributes accordingly to the formation of sets.
  • In playing the present game with two players, players play rounds until all cards in the deck have been discarded to the play pile. When the draw pile 20 is exhausted, players continue alternately discarding the cards in their hands to the play pile until all cards have been played. When one player runs out of cards, the other player plays all his remaining cards. Any sets formed during final play are awarded as appropriate. Any final cards played that do not form a set are ignored. The play necessary to exhaust all cards in the draw pile 20 and in the hands of the players can be described as a “game.” The player with the most sets when all cards have been played wins. If both players finish with an equal number of sets, then a tie is declared.
  • In playing the present game with four players, two teams are formed with two players per team. Teammates can sit alternately so that play alternates between the teams. FIG. 3 shows the present game being played by four players. Reference numerals 32 and 33 show the hands of the two players forming one team. Reference numerals 34 and 35 show the hands of the two players forming the other team. Play begins to the left of the dealer and rotates clockwise. When a set is formed, it is awarded to the team of the player who played the set-forming card. The player to the left of the player who played the set-forming card then starts the next round. The team with the most sets after all cards are played wins. If both teams finish with an equal number of sets, then they tie. Method of play is otherwise similar to the present game with two players.
  • In playing the present game with two or four players, certain adjustments to the card deck or to the method of play can be made for the purpose of tailoring strategy or enjoyment. The influence of luck can be reduced by removing one or both of the wild cards from the deck. Frustration for beginning or younger players can be reduced by declaring one or two of the thresholds to not be set-forming. A player who forgets to draw a card can be penalized by having to play with fewer cards instead of being allowed to refill his hand. A bonus set can be counted and awarded when a card played forms two sets simultaneously, such as would happen when the card played is the third number two played sequentially to the play pile, and also results in the sum of cards in the play pile reaching sixteen.
  • In playing the present game for the purpose of wagering, the game is played with two players. Adjustments to the method of play can be made to affect entertainment or the odds of winning, as desired. The influence of luck can be reduced by removing one or both wild cards from the deck. Game play, predictability, and odds of winning can be controlled by allowing the dealer or dealer's opponent to take the first turn in every round, regardless of who won the previous round.
  • In playing the present game for the purpose of wagering, multiple methods of placing wagers can be used. One method of placing wagers is based on the outcome of play of the round. In this method, one player places a wager prior to his turn, and the other player can raise, call, or fold. The other player then places a similar wager before his turn. Play and wagering continues in this manner until the round ends, at which time the cumulative wagers are paid to the player who won the set. Another method of wagering is to place only one wager at the beginning of each round, based on the outcome of play of either the round or the game.
  • The present invention may, of course, be carried out in other specific ways than those herein set forth without parting form the spirit and essential characteristics of the invention. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive, and all changes coming within the meaning and equivalency range of the appended claims are intended to be embraced therein.

Claims (10)

1. A card game apparatus wherein the card deck includes four suits of sequentially numbered cards, and additional wild cards.
2. A method of playing a card game, as described in claim 1, wherein the game is played by a plurality of individual players or teams of players.
3. A method of playing a card game, as described in claim 2, wherein the object of the game is to create and collect the most sets.
4. A method of playing a card game, as described in claim 3, wherein sets are created by playing a card that causes one or more of the designated thresholds in the play pile to be met or exceeded.
5. A method of playing a card game, as described in claim 4, wherein set-forming thresholds include cumulative value, number redundancy, and suit redundancy, wherein:
(a) cumulative value is the sum of the card numbers in the play pile;
(b) number redundancy is the number of identically numbered cards played sequentially to the play pile, and;
(c) suit redundancy is the number of identically suited cards played sequentially to the play pile.
6. A method of playing a card game, as described in claim 5, wherein the card deck includes wild cards, which upon play to the play pile assume the number and suit of any other card in the deck, as determined and declared by the player playing the wild card.
7. A method of playing a card game, as described in claim 6, wherein the process of play includes the following steps:
(a) dealing a plurality of cards to the hand of each player;
(b) placing the remaining cards face-down to form the draw pile;
(c) taking turns drawing a card from the draw pile and discarding a card to the play pile; wherein the play pile is formed upon the first turn;
(d) awarding threshold-meeting sets to the player or team discarding the set-forming card to the play pile;
(e) awarding threshold-exceeding sets to the opponent of the player or team discarding the set-exceeding card to the play pile;
(f) continuing play when the draw pile is exhausted, until all players have played all cards in their hands, wherein any sets formed during final play are awarded as appropriate, and;
(g) declaring the player or team with the most sets upon completion of play to be the winner.
8. A method of playing a card game, as described in claim 7, wherein the influence of luck may be adjusted by adding wild card to the deck or removing wild cards from the card deck.
9. A method of playing a card game, as described in claim 8, wherein order of play, designation of thresholds, and use of wild cards may be adjusted to meet entertainment, educational, or other preferences.
10. A method of playing a card game, as described in claim 9, wherein when played as a wagering game, order of play, designation of thresholds, and use of wild cards may be adjusted to meet statistical, entertainment, or other preferences.
US12/017,712 2008-01-22 2008-01-22 Card Game Abandoned US20090184472A1 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20190259249A1 (en) * 2017-10-26 2019-08-22 Richard Jonathan Scott Zero value playing card game
US20220401821A1 (en) * 2021-06-16 2022-12-22 John Molinare Card deck

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4281835A (en) * 1979-08-03 1981-08-04 Nat Seiden Arithmetic card game method
US4512746A (en) * 1982-09-15 1985-04-23 Donald Turner Mathematical teaching cards
US4807885A (en) * 1987-06-30 1989-02-28 Chamblee William A Card game
US6581936B1 (en) * 2001-12-11 2003-06-24 Z Gaming, Llc Casino card game
US6685189B2 (en) * 2001-08-06 2004-02-03 Eugene Joseph Cherven Method of playing a rummy game using star playing cards and companion playing card games
US6863275B2 (en) * 2002-09-19 2005-03-08 Pm Square Limited Matching card game and method for playing the same
US20050093229A1 (en) * 2003-07-02 2005-05-05 Dennis Dewayne Games with unique deck, dice or image
US20060157933A1 (en) * 2005-01-20 2006-07-20 Jack Lichtman Card game
US20080272547A1 (en) * 2007-05-04 2008-11-06 Bobby Joe Turkington "Gotcha" card game system & method

Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4281835A (en) * 1979-08-03 1981-08-04 Nat Seiden Arithmetic card game method
US4512746A (en) * 1982-09-15 1985-04-23 Donald Turner Mathematical teaching cards
US4807885A (en) * 1987-06-30 1989-02-28 Chamblee William A Card game
US6685189B2 (en) * 2001-08-06 2004-02-03 Eugene Joseph Cherven Method of playing a rummy game using star playing cards and companion playing card games
US6581936B1 (en) * 2001-12-11 2003-06-24 Z Gaming, Llc Casino card game
US6863275B2 (en) * 2002-09-19 2005-03-08 Pm Square Limited Matching card game and method for playing the same
US20050093229A1 (en) * 2003-07-02 2005-05-05 Dennis Dewayne Games with unique deck, dice or image
US20060157933A1 (en) * 2005-01-20 2006-07-20 Jack Lichtman Card game
US20080272547A1 (en) * 2007-05-04 2008-11-06 Bobby Joe Turkington "Gotcha" card game system & method

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20190259249A1 (en) * 2017-10-26 2019-08-22 Richard Jonathan Scott Zero value playing card game
US11127260B2 (en) * 2017-10-26 2021-09-21 Richard Jonathan Scott Zero value playing card game
US11727764B2 (en) 2017-10-26 2023-08-15 Richard Jonathan Scott Method for playing poker with a zero value playing card
US20220401821A1 (en) * 2021-06-16 2022-12-22 John Molinare Card deck

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