US20100052256A1 - Ten0 - Google Patents

Ten0 Download PDF

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US20100052256A1
US20100052256A1 US12/590,253 US59025309A US2010052256A1 US 20100052256 A1 US20100052256 A1 US 20100052256A1 US 59025309 A US59025309 A US 59025309A US 2010052256 A1 US2010052256 A1 US 2010052256A1
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card
player
total
deck
playing
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Abhishek Kumar
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Priority claimed from US11/049,581 external-priority patent/US20060170162A1/en
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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
    • 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
    • A63F1/04Card games combined with other games
    • 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
    • A63F1/04Card games combined with other games
    • A63F2001/0416Card games combined with other games with numbers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0457Geographical or like games ; Educational games concerning science or technology, e.g. geology, chemistry, statistics, computer flow charts, radio, telephone
    • A63F2003/046Mathematics

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  • Multimedia (AREA)
  • Toys (AREA)

Abstract

Ten0 is an entertaining, multi-level card game involving the fundamentals of math. It is inclusive of four operands that are central to the game. The Ten0 also features a Ten0 scale reading and special cards. One of the unique features of this game is that it is an educational game and also a fun game. Playing Ten0 games include providing a deck of cards, dealing cards, forming the deck, placing the deck faced down, and starting the game with the total for all participating players. The players choosing card(s) from his/her hand, calculating and recording with the use of the card(s), drawing a card and shuffling the deck and finishing the game.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application is a continuation in part of U.S. patent application Ser. No. 11/049,581, filed on Feb. 3, 2005, the disclosure of which incorporated herein by reference.
  • “Ten0.” (Pronounced Ten-O,) Ten0 is derived from the maximum face value in the deck. 0 (zero) is adjunct next to “Ten,” to represent the number 0, and the number 100 (Ten0=100). A further explanation of the numbers 0 and 100 is explained in detail in the preceding sections of the paper.
  • STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
  • N/A.
  • REFERENCE TO SEQUENCE LISTING
  • N/A.
  • BACKGROUND OF THE INVENTION
  • Math applications continue to exist in our everyday lives and it has become necessary for people to grasp a basic understanding of the topic. However, there are individuals that struggle with math applications, not only in the real world but also academically. This invention, Ten0, enables people to understand how to apply math when needed but also builds confidence in the process. Additionally, this invention allows young students to excel in the subject.
  • BRIEF SUMMARY OF THE INVENTION
  • This invention Ten0 signifies the importance of Math and reminds us of why we need it to be integrated in our daily lives. Ten0 has several qualities, which comprise of fun, competitive learning and entertainment. The game also consists of different levels that involves interactive skills and allows every individual to have fun at every level. Ten0 prepares people for real-world applications. More importantly, we are able to learn how the math operations are applied by learning the sequence of operands. Playing the game is extremely fun for the family, friends and even among strangers while being a mentally stimulating challenge. Ten0 can be played by all ages, specifically 8 and above.
  • BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING
  • FIG. 1: The front face of the card.
  • FIG. 2: The back face of the card.
  • FIG. 3: Switch0 card.
  • FIG. 4: Zer0 card.
  • FIG. 5: Ten0 card.
  • FIG. 6: Ten0 Scale Reading card; instructs players what operand to use within the range of 0-100 total.
  • FIG. 7: The back face of the card specifically with a divide operand.
  • FIG. 8: The back face of the card specifically with a add operand.
  • FIG. 9: The back face of the card specifically with a subtract operand.
  • All figures are detailed below in the section labeled “Detailed Description of the Invention.”
  • DETAILED DESCRIPTION OF THE INVENTION
  • Objective of Ten0: The math must be applied with respect to the card and to the player's best ability. The total must be a natural number and there should be no decimals or negative numbers and should not be outside of the Ten0 Scale Reading. Further details about Ten0 Scale Reading are in the following pages. The following is an example of how the game is played with total value. If one player throws a card labeled “5” and its sign is “+” and another player throws a card labeled “3” and it' sign is “+”, then the math applied would be 5+3=8. The current total is 8 and the next player goes. A player must finish the hand in order to win the game.
  • Tool: A Deck of Cards
  • Cards:
  • Number of cards in a deck: 96
  • Symbols Designed in the cards: “+” (Add); “−” (Subtract); “X” (Multiply); “/” (Divide).
  • Face Card Value: 1-10 (2 times for each operand)—80 cards
  • Number of Special Cards: 12 cards
  • Name of Special Cards: “Switch0” Card—4 cards; “Ten0” Card—4 cards; “Zer0” Card—4 cards. All features are in “Drawings” section.
  • Ten0 Scale Reading: It has natural numbers ranging from 0 to 100 and the operands displays—4 cards. It is enclosed in the “Drawings” section.
  • Definitions of Special Cards:
  • “Switch0” Card: can turn the Addition sign “+” to a Subtraction sign “−” and vice versa. It can also turn the Multiplication sign “×” to a Division sign “/” and vice versa.
  • “Ten0” Card: This card is considered a bonus or wild card. A player can use this card by choosing any operand in the game regardless of the operand stated on a specific card.
  • Specific operands are adding, subtracting, multiplying, and dividing. The “Ten0” card can be used regardless of where the current total is. For an example: If the first player throws a card labeled “5” and its sign is “+”, and the second player throws a card labeled “3” and its sign is “+”, then the math applied would be 5+3=8. The current total is 8. Now it is the first players turn and he chooses to use a “Ten0” card. The player uses a “Ten0” card with another card in his or her hand such as “4+,” but doesn't want to use the add operand. Fortunately with the “Ten0” card, the player can change the operand however the player chooses. The player changes the “4+,” to “4×” which translates to 4×8. The current total is at 32 and the game continues. Also, a player can use the “Ten0” card and change the second card to a division operand card only if the remainder of the function is strictly 1. A further detail is below in the Situations in “Ten0 Game”; specifically situation #4.
  • “Zer0” Card: This card is considered another bonus card. A player can choose whichever operands (adding, subtracting, multiplying, or dividing) to apply with the number 0 (Zer0). All features of the special cards are in the “Drawings” section.
  • Ten0 Game:
  • Objective:
  • Math must be applied appropriately and the total must be a natural number between 0-100. The 50th total is considered a neutral total where the next player can decide to use any operand to either go above 50 total or less. 0-100 Total:
  • The player must use, if the total is at:
  • 0: add operand or special card.
  • 1-100 total: Players choose any operand to play or special card.
  • The math must be played appropriately and must be within the scale reading. The Ten0 Scale Reading is included in the “Drawings” section, FIG. 5.
  • Instruction of “Ten0” Game:
  • There are 92 cards that are used (80 operand cards and 12 special cards). Dealing predetermined number of playing cards to the players, forming a hand for each player, forming a deck, and placing the deck facing down. The starting total is 50. The first player can use any operand or special card. Special cards can be used anytime in the game. In the game, when placing the card facing up by the player, the total is calculated and recorded by the player when calculated correctly; otherwise if the total is miscalculated by the player, then the total is not recorded. During the game, if the deck is finished, then shuffle the played cards to form a new deck and continue the game. Additionally, there is a Ten0 Scale Reading card to emphasize the utility of the cards played which is FIG. 5 on the “Drawings.”
  • Situations of “Ten0” Game:
  • 1. At the beginning of the game, the total is at 50. The first player can use any operand card to start or special card(s) to start.
  • 2. If a player does not have a card that is playable, then the player must draw one card. If the card that is picked is playable, then the player can play; otherwise, the player must draw another card and lose a turn.
  • 3. If a player miscalculates the card during the game, then the player takes the card back and draws another card. Additionally the player loses a turn. For an example, a player draws a “5,” and its operand sign is add and the current total is at 3. This specific player says 3+5=10, which is considered incorrect. The player takes the card back that was drawn which is the “5+” card, draws another card from the deck and loses a turn.
  • 4. If a player goes beyond the total, less than 0 or more than 100, then the player takes the drawn card back, draws another card, and loses a turn.
  • The only exception is the “Ten0” card which can surpass the total, either 0 or 100.
  • Although the total can surpass 0 or 100 mathematically, the total must be stated as the maximum of 100 or the minimum of 0.
  • For an example:
  • Assuming the total is at 20, if a player throws a “Ten0” Card and chooses to use “10×” card then the combination of the “Ten0” card and the total will result over 100 (20×10=200) mathematically. However, the current total will be stated at 100 specifically. Vice versa for going below the total at 0.
  • The following is another scenario using “Ten0” card. The total is at 78 and a player chooses to use a “7/” card. Mathematically, it would be incorrect, but with the “Ten0” card, a player can use “7/” card since the result will be 78/7=11 remainder 1. Therefore, the total is at 11, and the remainder is disregarded.
  • 5. If a player uses a card that results in a total of exactly 0, then the next player must use a card having the “add” operand or special card.
  • 6. If a player has a “Zer0” card, then the player can choose to use whichever operand to apply with Zer0. For an example, the current total is at 55, and a player decides to use “Zer0” Card using a division operand, the result total is 0; since 0/55=0.
  • Ten0 Game (Advanced Level):
  • Objective:
  • Math must be played appropriately with its respect to this advanced level game. The rules that are applied in respect to the total and the instructions are the same as above.
  • There are no special cards included in this game; therefore, there are only 80 operand cards to play with. This advanced game also has the same rules as stated previously; however, exceptional situations are detailed below. The major difference is that, instead of focusing on the operands applied, the players can manipulate any operand within the “Ten0” Scale Reading total. In other words, a player may use any operand that is appropriate to apply and must be within the natural numbers ranging from 0 to 100.
  • Instruction:
  • Each player is dealt an equal amount of cards until the deck is finished. If there is a remainder of cards, then they are used to start the game. At the start of the game, the total is determined by the highest face value regardless of the operands. In the game, when placing the card facing up by the player, the total is calculated and recorded by the player when calculated correctly; if the total is miscalculated by the player, then the total is not recorded. Take the card with the highest face value from the remaining cards to start the game regardless of the operands. The resulting total is the highest face value, which is the card chosen.
  • For an example:
  • The remainder cards are “5/”, and “7×.” The game begins by choosing the 7 and this is the starting total.
  • Otherwise if there is equal amount of cards distributed with no remaining cards available then the total as at 0; the first card must be used as an addition operand card to start the game.
  • The participating players can play by dealing predetermined amount of playing cards to the players with the deck facing down, forming a hand for each players, and follow up the situation rule #3 and 3a strictly. If the deck is empty, shuffle and continue thereon.
  • Situation:
  • 1. If any math miscalculation occurs, then the player takes the card back that was just played and loses a turn. The total will be at the previous total before the miscalculation occurred by the player.
  • 2. If a player does not have a card to play with, then the player loses a turn.
  • 3. If no players can play on a specific round, then shuffle the cards that have been played and set it up as a deck. On the next player's turn, the player must pick a card from the deck and play it, if playable. Otherwise, the player draw another card and loses a turn.
      • a) If any miscalculation of the total occurs by the player, then the player takes the card back that was already played, draws a card from the deck and loses a turn. The total will be at the previous total before the miscalculation occurred by the player.
  • Playing Ten0 games include providing a deck of cards, dealing cards, forming the deck, placing the deck faced down, and starting the game with the total for all participating players. The players choosing card(s) from his/her hand, calculating and recording with the use of the card(s), drawing a card and shuffling the deck and finishing the game.

Claims (17)

1. A method of playing an educational game comprising the steps of:
(1) providing a deck of cards including a set of said playing cards having a display of a numerical value including an assigned arithmetic operation symbol designated and printed with the indicia “0 100” designated, and a set of said playing cards having a display of an assigned special cards including of all four arithmetic operation symbols designated and printed with the indicia “0 100” designated;
(2) dealing predetermined number of playing cards to a plurality of players forming a hand for each players, forming said deck, and placing said deck facing down;
(3) proceeding a given total;
(4) proceeding each player in turn which further comprises the steps of:
(a) choosing said card(s) from his/her said hand;
(b) calculating said card(s) from his/her said hand, placing said card(s) facing up, and recording said total;
(c) drawing said card from the said deck; and
(d) proceeding to the next player with repetition steps from (4); and
(5) shuffling said playing cards when said deck is empty; and continue thereon until one player has finished said his/her hand determines the winner; and the game may proceed for remaining players or start a new game.
2. The method of playing an educational game in accordance with claim 1, during the steps of (3) and (4), proceeding the game with said total at 50 wherein said total consists of natural numbers exclusively between 0 and 100 during the play of the game, viewing Ten0 Scale Reading as a display of the range of “0” to “100” with assigned arithmetic operation symbols also graphically displayed to guide the said player staying in the range of 0 to 100, and calculating and recording said total.
3. The method of playing an educational game in accordance with claim 1, during the step of (1), wherein the set of numerical values having a display of one numerical values ranging from 1-10 including an assigned arithmetic operation symbol and printed with the indicia “0 100” designated.
4. The method of playing an educational game in accordance with claim 3, wherein the assigned arithmetic operation symbol having one of arithmetic operation symbols designated are an addition (+) symbol, subtraction (−) symbol, multiplication symbol (×), and division (/) symbol.
5. The method of playing an educational game in accordance with claim 1, wherein the said special card having a display one of an assigned special cards including Ten0, Switch0, Zer0 with all four arithmetic operation symbols designated are an addition, subtraction, multiplication, division and printed with the indicia “0 100” designated which further comprising the steps of:
(1) if said special card is Ten0 card, a player choosing any math operation in place of the arithmetic operation symbol designated on said playing cards having a display of a numerical value;
(2) if said special card is Ten0 card, a player choosing a division math operation in place of the arithmetic operation symbol designated on said playing cards having a display of a numerical value then a player can only divide said total by a said playing card only with remainder 0 or 1 in which the quotient is altered and recorded as a new said total disregarding the remainder;
(3) if said special card is Ten0 card, a player choosing any math operation in place of the arithmetic operation symbol designated on said playing cards having a display of a numerical value used to surpass the said total at either 0 or 100 and the new said total must be stated as the minimum of 0 or the maximum of 100 by altering and recording this new said total;
(4) if said special card is Switch0 card, a player choosing to turn addition operation symbol “+” to a subtraction operation symbol “−” designated on said playing cards having a display of a numerical value and vice versa;
(5) if said special card is Switch0 card, a player choosing to turn multiplication operation symbol “×” to a division operation symbol “/” designated on said playing cards having a display of a numerical value and vice versa; and
(6) if said special card is Zer0 card, a player choosing any math operation in place of the arithmetic operation symbol designated on said special card complying with numerical value 0;
6. The method of playing an educational game in accordance with claim 1, during the step of (4)(b), where a player calculating said card(s) from his/her said hand, placing said card(s) facing up, and recording said total further comprising the steps of: (1) if said total is 0, said player choosing only one of said playing card(s) comprising addition operand card or said special card, and (2) if said total is in the range exclusively between 1 and 100, said player choosing only one of said card(s) comprising addition operand card, subtraction operand card, multiplication operand card, division operand card, or said special card.
7. The method of playing an educational game in accordance with claim 1, during the steps of (4)(b) and (4)(c) where a player calculating said card(s) from his/her said hand, placing said card(s) facing up, and recording said total further comprising the steps of: (1) if said total is correct, said player recording said total; and (2) if said total is miscalculated, said player not recording said total wherein said player then said player draws back said card placed, and draws another said card from said deck.
8. The method of playing an educational game in accordance with claim 1, during the step of (4)(c), where a player drawing a card from the said deck further comprising the steps of: if said player cannot use his/her said hand, the said player drawing a said card from the said deck wherein (a) if said drawn card can be played then play the said drawn card, and (b) if said drawn card cannot be played then said player must draw another said card from the said deck and continue thereon.
9. A method of playing an educational game comprising the steps of:
(1) providing a deck of cards including a set of said playing cards having a display of a numerical value including an assigned arithmetic operation symbol and printed with the indicia “0 100” designated;
(2) dealing playing cards to a plurality of players forming a hand for each players and forming said deck wherein (a) if dealing evenly among said players and there is no said deck, and (b) if dealing predetermined number of said card(s) among said players, forming said deck, and placing said deck facing down;
(3) determining and proceeding given total;
(4) proceeding each player in turn which further comprises the steps of:
(a) choosing said card(s) from his/her said hand;
(b) calculating said card(s) from his/her said hand, placing said card(s) facing up, and recording said total;
(c) drawing said card from the said deck; and
(d) proceeding to the next player with repetition steps from (4); and
(5) shuffling said playing cards when said deck is empty; and continue thereon until one player has finished said his/her hand determines the winner; and the game may proceed for remaining players or start a new game.
10. The method of playing an educational game in accordance with claim 9, further comprising the steps of: during the steps of (2)(a) and (4), if there is no said deck then no drawing occurs wherein (a) if said player cannot play his/her said hand, then continue thereon to the next said player, and (b) if said player miscalculates then said player takes back placed said card, and the said total is not recorded and continue thereon to the next said player.
11. The method of playing an educational game in accordance with claim 9, further comprising the steps of: during the steps of (2)(b) and (4)-(5), if there is no said deck and/or no said players playing his/her said hand further comprising the steps of: shuffling said playing cards, forming said deck, placing faced down said deck, and said player drawing a said card from the said deck wherein, (a) if said drawn card can be played then play the said drawn card, and (b) if said drawn card cannot be played then said player must draw another said card from the said deck and continue thereon to the next said player.
12. The method of playing an educational game in accordance with claim 9, during the steps of (2)-(3), determining and proceeding the game with said total further comprising the steps of: (a) if dealt equally to plurality of said players, proceeding the game with said total at 0, (b) if dealt equally to plurality of said players with remaining card(s) available, proceeding the game with said total at the highest said numerical value from said remaining card(s), and (c) if dealt predetermined number of said card(s) among said players and having said deck formed placing face down, proceeding the game with recording said total at 0.
13. The method of playing an educational game in accordance with claim 12, said total consists of natural numbers exclusively between 0 and 100 during the play of the game, and viewing Ten0 Scale Reading as a display of the range of “0” to “100” with assigned arithmetic operation symbols also graphically displayed to guide the said player staying in the range of 0 to 100, and calculating and recording said total.
14. The method of playing an educational game in accordance with claim 9, during the step of (1), wherein the set of numerical values having a display of one numerical values ranging from 1-10 including an assigned arithmetic operation symbol and printed with the indicia “0 100” designated.
15. The method of playing an educational game in accordance with claim 14, wherein the assigned arithmetic operation symbol having one of arithmetic operation symbols designated are an addition (+) symbol, subtraction (−) symbol, multiplication symbol (×), and division (/) symbol.
16. The method of playing an educational game in accordance with claim 9, during the step of (4)(b), where a player calculating said card(s) from his/her hand, placing said cards facing up, and recording said total further comprising the steps of: (1) if said total is 0, said player choosing only one of said playing card comprising addition operand card, and (2) if said total is 1 and 100, said player choosing only one of said playing card comprising addition operand card, subtraction operand card, multiplication operand card, or division operand card.
17. The method of playing an educational game in accordance with claim 9, during the steps of (2), and (4)(b)-(4)(c) where a player calculating said card(s) from his/her said hand, placing said card(s) facing up, and recording said total further comprising the steps of: (1) if said total is correct, said player recording said total; and (2) if said total is miscalculated, said player not recording the said total wherein (a) if said no deck available, said player draws back said card placed and continue thereon, and (b) if said deck available, said player draws back said card placed, draws another said card from said deck, and continue thereon.
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US20120322559A1 (en) * 2011-06-15 2012-12-20 Ying Liu Math Master - A Math Card Game

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US6447300B1 (en) * 2001-02-12 2002-09-10 Joseph G. Greenberg Educational card game
US20060157932A1 (en) * 2005-01-14 2006-07-20 Richard Latell Mathematics game and method

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120322559A1 (en) * 2011-06-15 2012-12-20 Ying Liu Math Master - A Math Card Game

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