US20230119603A1 - Method for card game - Google Patents

Method for card game Download PDF

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Publication number
US20230119603A1
US20230119603A1 US17/503,318 US202117503318A US2023119603A1 US 20230119603 A1 US20230119603 A1 US 20230119603A1 US 202117503318 A US202117503318 A US 202117503318A US 2023119603 A1 US2023119603 A1 US 2023119603A1
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Prior art keywords
cards
card game
card
play
game
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US17/503,318
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Shane Ayers
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Individual
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Individual
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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
    • 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
    • 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
    • A63F1/02Cards; Special shapes of cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • 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
    • A63F2001/0475Card games combined with other games with pictures or figures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • A63F2011/0086Rules
    • A63F2011/0088Rules with a variety of rules

Definitions

  • the present invention relates generally to information and personal communication-based games and specifically to a method for scatterbrain game to be played among two or more players.
  • Playing games has often served as a stress buster as well as preferred means of spending time, both in adults and kids. Games have also been perceived as a social tool for community engagement and development of personal relations. Playing games help not only in development of communication skills but also simulate efficient performance of brain in the players. Such games require attention to detail and intuitive abilities in order to win amongst other players.
  • Embodiments of the present disclosure present technological improvements as solutions to one or more of the above-mentioned technical problems recognized by the inventor in conventional solutions.
  • the present invention discloses a card game with a unique playing style.
  • the card game comprises a card deck consisting of 104 cards wherein each of the 104 cards has a unique item embodied on it.
  • Each player can play one card at a time and strive to find connections between the played card and the cards already in play from other players.
  • the players find commonality between the cards they have in hand and that they are attempting to play and cards that are currently in play.
  • the player that goes out of cards is wins the card game.
  • FIG. 1 depicts a card game with multiple players.
  • an underlined number is employed to represent an item over which the underlined number is positioned or an item to which the underlined number is adjacent.
  • a non-underlined number relates to an item identified by a line linking the non-underlined number to the item. When a number is non-underlined and accompanied by an associated arrow, the non-underlined number is used to identify a general item at which the arrow is pointing.
  • FIG. 1 depicts a card game 100 , as per the disclosure, with multiple players 102 a , 102 b 102 c 102 d.
  • the card game 100 comprises 104 cards wherein each of the cards is categorised into a sub-type based on an item printed on the card.
  • the items represent real world objects, abstract concepts, and situational references and consequently the cards can be categorised into real world objects, abstract concepts, and situational references type cards.
  • real word objects depicted on the cards are vegetables, machines, buildings etc.
  • abstract concepts depicted on the cards are love, death, anger etc.
  • Non-limiting examples of situational references depicted on the cards are tug of war or a whisper.
  • Each of the card represents all types of whatever it displays. As an example, a card with fish means any/all fish.
  • the card game has a set of general rules and challenges that are applicable to each game played.
  • the players can further come up with different house rules for a given game such as no historical events shall be termed as connection. While various embodiments of the card game can be envisioned and protected under the scope of this disclosure, the general rules and challenges broadly apply to all said embodiments.
  • Cards can be played as nouns or verbs or different meanings of a word of the same spelling, a word that sounds the same, an analogy or more than one of the above at once.
  • each player has to place the card and say the connection out loud for other players to accept or challenge, as the case may be.
  • the connections can be made specific such as the connection need to relate to TV shows.
  • the connections can be made specific such as the connection need to relate to TV shows.
  • a connection can be challenged by any of the players in the game as long as the card from that play is still on top. Challenges are meant to object any connection that breaks one or more general rules or house rules of the card game or if the connection isn't true or doesn't make any sense. Once a challenge is put up by any of the players, the card game temporarily stops, and the connection is reviewed by all the players that are part of the play.
  • connection Once the connection is challenged, the player who made the connection is given an opportunity to explain the connection and its validity to other players. Based on the said explanation, all other players decide whether the challenged connection is valid or invalid. The result is decided on the basis of majority votes. In case of a tie, the person whose connection was challenged wins and the connection is determined as valid.
  • the outcome of a challenge is a penalty that needs to be paid by either of the challenger or challengee.
  • the penalty is predetermined at the start of the card game. If the connection is determined as valid connection, the challenger needs to pay the penalty. If the connection is determined as invalid connection, the challengee needs to the penalty. Once the penalty is paid, the card game resumes.
  • the card game can be played in various forms. Some of the variations are now described for reference purpose. It shall be noted by person skilled in the art that many other variations are possible, and all said variations are protected under the scope of this disclosure. The discussed variations herein are only for explanation purpose and in no way limit the scope of this disclosure.
  • One of the variations of the card game is Sprint. This is meant to be played by two or more players. No turns are allowed to players. The players are allowed to draw cards. At the start of the card game, under Sprint variation, 10 cards are dealt face down to each player and one face up in the centre. Remainder of the card deck is kept as draw pile. Game is played by placing cards on the centre card and calling out connections. In case, a player's connection is challenged, the challenge penalty is set at drawings 2 cards from the draw pile. The game continues and the first player out of cards is declared as the winner.
  • Another variation of the card game is Well. This variation is to be played by 2 or more players. There are no turns for the players. 1 card is dealt to each player face up and the remainder deck is placed face down in the centre. When the round begins, the centre deck is turned over. Game is played by drawing cards from the centre deck and putting them into players' personal pile and calling out connections. In case, a player's connection is challenged, the challenge penalty is set at discarding 2 cards from the personal pile of the player who lost the challenge. The game continue till the last card is drawn from the centre deck and the first player with largest personal pile is declared as the winner.
  • 2 or more players play the card game. There are no turns for the players. 1 card is dealt face down in the centre. Remainder of the deck is dealt evenly to all other players. When the round begins, player piles and the centre card is turned over. The game is played by taking the top card from another player's pile and placing on the centre card. In case, a player's connection is challenged, the challenge penalty is set at discarding 2 cards from the personal pile of the player who lost the challenge. The player with any cards left is declared as the winner.
  • Yet another variation of the card game is played amongst two or more players.
  • This variation is a turn-based game wherein each of the player wait for their turn to play their card. The player left to the dealer is selected as the first turn. 10 cards are dealt for each player and 1 card is placed face up in the centre. Players can look at all of their cards. Challenge penalty is set at drawing 2 cards, discarding all cards in play and drawing 1 card to be placed face up in the centre. Connections must be made to all cards already in play.
  • the game is played by placing the cards next to face up cards in the centre. The first player out of cards is declared as the winner of the game.

Abstract

Disclosed herein is a card game with a unique playing style. The card game comprises a card deck consisting of 104 cards wherein each of the 104 cards has a unique item embodied on it. Each player can play one card at a time and strive to find connections between the played card and the cards already in play from other players. The players find commonality between the cards they have in hand and that they are attempting to play and cards that are currently in play. The player that goes out of cards is wins the card game.

Description

    TECHNICAL FIELD
  • The present invention relates generally to information and personal communication-based games and specifically to a method for scatterbrain game to be played among two or more players.
  • BACKGROUND
  • Playing games has often served as a stress buster as well as preferred means of spending time, both in adults and kids. Games have also been perceived as a social tool for community engagement and development of personal relations. Playing games help not only in development of communication skills but also simulate efficient performance of brain in the players. Such games require attention to detail and intuitive abilities in order to win amongst other players.
  • However, in order to achieve the above mentioned benefits of brain simulation and attention capturing can only be gained if the game method has aspects that challenges the intellectual capacity of a player who is part of the game.
  • In light of the above-mentioned problems associated with existing games, it is highly desirable to have a game designed that is engaging, creative and intellectually stimulating.
  • SUMMARY
  • Embodiments of the present disclosure present technological improvements as solutions to one or more of the above-mentioned technical problems recognized by the inventor in conventional solutions.
  • The present invention discloses a card game with a unique playing style. The card game comprises a card deck consisting of 104 cards wherein each of the 104 cards has a unique item embodied on it. Each player can play one card at a time and strive to find connections between the played card and the cards already in play from other players. The players find commonality between the cards they have in hand and that they are attempting to play and cards that are currently in play. The player that goes out of cards is wins the card game.
  • Additional aspects, advantages, features and objects of the present disclosure would be made apparent from the drawings and the detailed description of the illustrative embodiments construed in conjunction with the complete specification that will follow.
  • It will be appreciated that features of the present disclosure are susceptible to being combined in various combinations without departing from the scope of the present disclosure.
  • BRIEF DESCRIPTION OF DRAWINGS
  • The summary above, as well as the following description of illustrative embodiments are better understood when read in conjunction with the appended drawings. For the purpose of illustrating the present disclosure, exemplary constructions of the disclosure are shown in the drawings. However, the present disclosure is not limited to specific methods and instrumentalities disclosed herein. Moreover, those in the art will understand that the drawings are not to scale. Wherever possible, like elements have been indicated by identical numbers.
  • Embodiments of the present disclosure will now be described, by way of example only, with reference to the following diagrams wherein:
  • FIG. 1 depicts a card game with multiple players.
  • In the accompanying drawings, an underlined number is employed to represent an item over which the underlined number is positioned or an item to which the underlined number is adjacent. A non-underlined number relates to an item identified by a line linking the non-underlined number to the item. When a number is non-underlined and accompanied by an associated arrow, the non-underlined number is used to identify a general item at which the arrow is pointing.
  • DESCRIPTION OF EMBODIMENTS
  • The following description illustrates embodiments of the present disclosure and ways in which they can be implemented. Although some modes of carrying out the present disclosure have been disclosed, those skilled in the art would recognize that other embodiments for carrying out or practicing the present disclosure are also possible.
  • FIG. 1 depicts a card game 100, as per the disclosure, with multiple players 102 a, 102 b 102 c 102 d.
  • In an aspect of the present invention, the card game 100 comprises 104 cards wherein each of the cards is categorised into a sub-type based on an item printed on the card. The items represent real world objects, abstract concepts, and situational references and consequently the cards can be categorised into real world objects, abstract concepts, and situational references type cards. Non-limiting examples of real word objects depicted on the cards are vegetables, machines, buildings etc. Non-limiting examples of abstract concepts depicted on the cards are love, death, anger etc. Non-limiting examples of situational references depicted on the cards are tug of war or a whisper. Each of the card represents all types of whatever it displays. As an example, a card with fish means any/all fish.
  • The card game has a set of general rules and challenges that are applicable to each game played. The players can further come up with different house rules for a given game such as no historical events shall be termed as connection. While various embodiments of the card game can be envisioned and protected under the scope of this disclosure, the general rules and challenges broadly apply to all said embodiments.
  • Cards can be played as nouns or verbs or different meanings of a word of the same spelling, a word that sounds the same, an analogy or more than one of the above at once.
  • As per the general rules of the card game, repeated connections within a single round of play are not allowed. The players must come up with new connections with respect to the cards in play and card at hand. Connections have to be more specific than something that exists. The players are advised not to make one-sided connections like fish are in the sea if the two cards are Fish and Sea.
  • During a round of play in operation, each player has to place the card and say the connection out loud for other players to accept or challenge, as the case may be.
  • In an embodiment of the card game, the connections can be made specific such as the connection need to relate to TV shows. Several other kind of thematic variations of the card game are possible by limiting the types of connections.
  • A connection can be challenged by any of the players in the game as long as the card from that play is still on top. Challenges are meant to object any connection that breaks one or more general rules or house rules of the card game or if the connection isn't true or doesn't make any sense. Once a challenge is put up by any of the players, the card game temporarily stops, and the connection is reviewed by all the players that are part of the play.
  • Once the connection is challenged, the player who made the connection is given an opportunity to explain the connection and its validity to other players. Based on the said explanation, all other players decide whether the challenged connection is valid or invalid. The result is decided on the basis of majority votes. In case of a tie, the person whose connection was challenged wins and the connection is determined as valid.
  • The outcome of a challenge is a penalty that needs to be paid by either of the challenger or challengee. The penalty is predetermined at the start of the card game. If the connection is determined as valid connection, the challenger needs to pay the penalty. If the connection is determined as invalid connection, the challengee needs to the penalty. Once the penalty is paid, the card game resumes.
  • The card game can be played in various forms. Some of the variations are now described for reference purpose. It shall be noted by person skilled in the art that many other variations are possible, and all said variations are protected under the scope of this disclosure. The discussed variations herein are only for explanation purpose and in no way limit the scope of this disclosure.
  • One of the variations of the card game is Sprint. This is meant to be played by two or more players. No turns are allowed to players. The players are allowed to draw cards. At the start of the card game, under Sprint variation, 10 cards are dealt face down to each player and one face up in the centre. Remainder of the card deck is kept as draw pile. Game is played by placing cards on the centre card and calling out connections. In case, a player's connection is challenged, the challenge penalty is set at drawings 2 cards from the draw pile. The game continues and the first player out of cards is declared as the winner.
  • Another variation of the card game is Well. This variation is to be played by 2 or more players. There are no turns for the players. 1 card is dealt to each player face up and the remainder deck is placed face down in the centre. When the round begins, the centre deck is turned over. Game is played by drawing cards from the centre deck and putting them into players' personal pile and calling out connections. In case, a player's connection is challenged, the challenge penalty is set at discarding 2 cards from the personal pile of the player who lost the challenge. The game continue till the last card is drawn from the centre deck and the first player with largest personal pile is declared as the winner.
  • In other variation of the card game, known as the Thief, 2 or more players play the card game. There are no turns for the players. 1 card is dealt face down in the centre. Remainder of the deck is dealt evenly to all other players. When the round begins, player piles and the centre card is turned over. The game is played by taking the top card from another player's pile and placing on the centre card. In case, a player's connection is challenged, the challenge penalty is set at discarding 2 cards from the personal pile of the player who lost the challenge. The player with any cards left is declared as the winner.
  • Yet another variation of the card game, known as Waterfall, is played amongst two or more players. This variation is a turn-based game wherein each of the player wait for their turn to play their card. The player left to the dealer is selected as the first turn. 10 cards are dealt for each player and 1 card is placed face up in the centre. Players can look at all of their cards. Challenge penalty is set at drawing 2 cards, discarding all cards in play and drawing 1 card to be placed face up in the centre. Connections must be made to all cards already in play. The game is played by placing the cards next to face up cards in the centre. The first player out of cards is declared as the winner of the game.
  • Modifications to embodiments of the present disclosure described in the foregoing are possible without departing from the scope of the present disclosure as defined by the accompanying claims. Expressions such as “including”, “comprising”, “incorporating”, “have”, “is” used to describe and claim the present disclosure are intended to be construed in a non-exclusive manner, namely allowing for items, components or elements not explicitly described also to be present. Reference to the singular is also to be construed to relate to the plural.
  • Any examples or illustrations given herein are not to be regarded in any way as restrictions on, limits to, or express definitions of, any term or terms with which they are utilized. Instead, these examples or illustrations are to be regarded as illustrative only. Those of ordinary skill in the art will appreciate that any term or terms with which these examples or illustrations are utilized will encompass other embodiments which may or may not be given therewith or elsewhere in the specification and all such embodiments are intended to be included within the scope of that term or terms.
  • The description, embodiments and figures are not to be taken as limiting the scope of the claims. It should also be understood that throughout this disclosure, unless logically required to be otherwise, where a process or method is shown or described, the steps of the method may be performed in any order, repetitively, iteratively or simultaneously. At least portions of the functionalities or processes described herein can be implemented in suitable computer-executable instructions.
  • It will be appreciated that features of the present disclosure are susceptible to being combined in various combinations and additional features may be introduced without departing from the scope of the present disclosure.

Claims (8)

1. A card game wherein the card game consists of:
at least 104 cards;
making connections between the one or more cards in play from the 104 cards;
challenging the connections made between the one or more cards in play;
penalizing the wrong challenges;
wherein the card game further comprises a set of general rules and optionally a set of house rules;
and wherein the one or more challenges are made to connections between the one or more cards in play.
2. The card game of claim 1 wherein each of the 104 cards is categorised into a sub-type based on an item printed on the card.
3. The card game of claim 1 wherein the items represent real world objects, abstract concepts, and situational references.
4. The card game of claim 1 wherein during a round of play in operation, each player has to place the card and say the connection out loud for other players to accept or challenge.
5. The card game of claim 1 wherein the connections can be made specific to suit a particular theme.
6. The card game of claim 1 wherein the card game has variation such as Sprint, well, thief, and waterfall.
7. The card game of claim 1 wherein the challenges are validated based on majority.
8. The card game of claim 1 wherein the challenge result in a predetermined penalty for the player losing the challenge.
US17/503,318 2021-10-17 2021-10-17 Method for card game Pending US20230119603A1 (en)

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Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4333656A (en) * 1981-02-27 1982-06-08 Steven Sommer Deck of playing cards

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4333656A (en) * 1981-02-27 1982-06-08 Steven Sommer Deck of playing cards

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