WO2004064952A2 - Decks of cards which facilitate the playing of card games - Google Patents

Decks of cards which facilitate the playing of card games Download PDF

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Publication number
WO2004064952A2
WO2004064952A2 PCT/ES2004/000031 ES2004000031W WO2004064952A2 WO 2004064952 A2 WO2004064952 A2 WO 2004064952A2 ES 2004000031 W ES2004000031 W ES 2004000031W WO 2004064952 A2 WO2004064952 A2 WO 2004064952A2
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WO
WIPO (PCT)
Prior art keywords
indicate
card
cards
another identifier
game
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PCT/ES2004/000031
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Spanish (es)
French (fr)
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WO2004064952A3 (en
Inventor
Jose María TRIGUEROS LORENZO
Original Assignee
VICENTE CUESTA, Ana María
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Priority to ES200300182 priority Critical
Priority to ESP200300182 priority
Application filed by VICENTE CUESTA, Ana María filed Critical VICENTE CUESTA, Ana María
Publication of WO2004064952A2 publication Critical patent/WO2004064952A2/en
Publication of WO2004064952A3 publication Critical patent/WO2004064952A3/en

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Classifications

    • 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
    • A63F1/00Card games
    • A63F1/02Cards; Special shapes of cards
    • A63F2001/027Cards; Special shapes of cards with classical playing card symbols

Abstract

The invention relates to decks of cards which facilitate the playing of card games. The inventive decks reduce playing times and can be used to analyse tactics or strategy without causing distraction to the player. The cards belonging to each of the decks are perfectly adapted to specific games and prevent the player from having to decipher complicated traditional cards which are not adapted to a determined game. Said models fully respect the psychological aspect and rules of the respective games. According to the invention, the cards or playing elements are provided with one or more ordinary and/or extraordinary identifiers which facilitate the player's understanding, and the playing, of a specific game, by improving the user's evaluation and control of the cards. The aforementioned universal identifiers, which can be used easily to interpret and play any card game, can also appear on accessories not directly involved in the game. The constituent elements of said decks or models are frequently organised into different groups, whereby each group has unified elements with an equal representation, value and function. In addition, two or more cards can be merged into one and/or the four standard suits and/or the cards contained therein can be increased or reduced.

Description

BARAJAS FACILITATING card games OBJECT OF THE INVENTION

The present invention, as expressed in the title of this specification, refers to some decks of cards that provide games, constituting a full range of specific decks for use each respectively in relevant game. These innovative and decks have evolved the main feature of their cards or be provided with game elements, with one, several or many extraordinary identifiers that provide more analytical and primary information in a set or concrete and / or during a particular game play. These decks are also essentially characterized by being suitable for each respective game, enough, by having a simplified structure to be unified, totally or partially, their cards or game elements in each of the groups that make the deck, or other model . They also have the particularity of presenting some cards out of play or other media common to all playing cards identifiers, and the interpretation of all identifiers and standards regulated by each respective playing cards, translated and adapted to the deck that It facilitates their game.

These decks can also have the following features: two or more cards may appear fused into one and / or the four classic sticks may appear increased to five or more series, or reduced to three or less series, and / or that cards or elements contained in the typical sticks or series can be increased or decreased and / or identifiers traditional typical may appear more effective and efficient placement of what are usually located, and / or, with respect to traditional cards, typical rates of these are more angulated or esquinados to be faster and more effective reading to take in the corners of the playing card framing, if any, and displacing more these indices to the vertices of the card, improving control of the game .

The object of the invention is to provide the games sector and particularly the card players, modern, universal, specific, simplified, dynamic and didactic to properly practice each respective game cards, where your cards contain some references complementary which are basic and very relevant because instruct more about the respective game, and where their cards or elements are usually unified the various groups that make up the deck and / or where two or more cards may appear merged into one and / or wherein the four classical sticks may appear increased to five or more series or decreased to three or less series and / or where the cards or elements contained in the typical sticks or series can be increased or decreased, and / or identifiers traditional may appear more effective and efficient placement of what are usually located and / or where, with respect to the n Traditional AIPES, rates of these can be angled or esquinarse more to be faster and more effective reading to be removed from the corners of the playing card framing, if any, and displacing more these indices to the vertices of the card for better control, which facilitates learning the game in question, also allowing those initiated players and experts, easier and faster understanding of what they represent cards or elements involved in each game, always in accordance with its regulations .

BACKGROUND OF THE INVENTION unique traditional decks presented as a general feature the same model used to practice together many different card games. They are also characterized because their cards or elements have a maximum of only four kinds of identification: typical sticks or series, the red and black that they have in their case, numeric or alphanumeric sorting, if any, and the different coherent illustrations or inconsistent where applicable. These identifiers, sometimes printed on a large scale, intended to perform the function of controlling a variety of sets and / or games with the difficulty of a continuous and evolving interpretation of them.

Some of these unique deck, undialmente known are the famous French or English deck having the distinction of having two sticks or series with the symbol red and two sticks with the symbol of black color.

The illustration of each of the cards French or English deck is different. These decks can contain up to fifty-two cards, excluding jokers, that is, can have up to thirteen cards per suit or series, plus the necessary wildcards where appropriate, with the particularity that nine cards in each suit or series have a indexes with a correlative numbering 2 to 10 and the other four cards in each suit instead of having numbers, have an initial letter of a word in a particular language, or have the word itself.

Other cards, like French or English, lack these indexes, or, yes they have them but with the uniqueness of ten cards in each suit or series have a correlative numbering from one to ten and the other three cards each stick without number but if they have, as before, a word or its initial letter. In many countries there are other types of unique cards, used to make many games popular cards, which differ from the French deck or English deck in his illustration, but informatively, structural and / or functional, are analogous to the French or English.

Other unique deck, used to practice many card games, are for example the Italian and Spanish playing cards, similar to each other deck. Each of the cards or elements of these cards also have a different illustration. These cards can have up to forty-eight cards, that is, can have up to twelve cards or elements for each pole or series, with the peculiarity that all the cards in each suit are numbered successively from 1 to 12.

Similarly, on the market other types analogous to the Spanish and Italian decks, in which only has changed the way but not the bottom.

Sometimes, as an annex to these unique cards, - it will eventually incorporates a card reminder guy who does not participate in the game and only takes a passive role to summarize the scores and awards he has the game in question, without describing analytically cards.

They have also sold some types of cards that have been qualified special for a particular game, but actually what little they have unique is its appearance, varied and slightly adapted without considering intrinsic and transcendental playing card on the play or game . In contrast, Invention Patent number P-200201041 and its Certificate of Addition No. P-200201954, perfectly describe structures deck that itself is a clear example of simplified, specific, didactic, dynamic and suitable for practice easily deck and controlled a known card game, mus.

Some of the technical problems encountered when used a single model of classical deck to practice a disparity card games can be summarized as follows:

- Your cards do not provide a good analytical reading.

Your cards are not synthesized when they can be unified. - Your cards do not indicate the hierarchy with sticks or series in some games.

- In several games, their cards honors or figures do not express the hierarchy with each other.

Your cards do not indicate whether they win or not win.

- Your cards do not indicate the two situations that exist in some games to know the real value of points of the card, because during the game is set on an optional basis certain cards to play as a triumph or otherwise that such cards do not play as triumph.

Your cards do not indicate the hierarchy of triumphs in many games.

- Your cards that are not triumph, nor do they reflect the absolute hierarchy have to play a trick. - In many games, your cards do not indicate the actual value of points they have for the main account.

- Sus- cards do not indicate sequential hierarchy having each in the game to be combined sequentially. - Your cards do not indicate the ordinal hierarchy that has each card, since the position of the cards dances from a set to another set and / or from one game to another game.

Your cards do not indicate the individual strength they have, to assess the total power that you have in hand, that is, the cards do not evaluate the weighted value they possess, which would serve to quickly find and effectively what commitment do and what strategy to follow in each haul and / or generally.

- Your cards do not indicate the degree of relativity that has the overall value of the card with respect to the remaining cards.

- In an important game, the vertical visual effect of the symbols of the cards is not the same as the horizontal visual effect that is transcribed in the manuscripts that teach the respective game cards.

- As is obvious, the cards of unique classical or traditional deck can not give the name or designation of all games nor all variants where appropriate, as it would be absurd and ugly. - Sometimes, the color of the sticks the card does not clarify, but contrary confused, because it applies the color to all the cards of those sticks or series and not restricted exclusively to the cards does affect them that color to be attributed values ​​and / or special functions.

- There are games where your cards are honors but these same cards are not honored in other games.

- Except the initial letter "A" honor card "As", common to many languages, the meaning of the initial letters of his figures may mislead from one language to another.

- When the illustrations of your cards or game elements are not consistent with the four simple differentiators that have these cards, it is difficult to figure out the order, value, function, etc., which have each card, especially the honors or figures.

Your cards or items not identify the possible combinations that have, or have not, to link homologously and / or sequentially with one or more other cards.

- Your cards also indicate the minimum grouping of cards needed to validate a certain combination.

- Your cards do not indicate particular character if they have more attributes and / or perform one or more special features. - In some games, your cards do not indicate a specific color of sticks makes special functions. Your cards do not indicate the value they have in a subtotal score for a given partial move. - Your cards do not indicate the value of the cards have a total score for a given set.

- Your cards do not indicate the possibility of awards.

- Your cards do not explain possible combinations.

- Several cards rather than having a number, have a letter that does not say in what order the card or its value is.

Their cards have illustrations or different graphics. In many games, the diversity of their cards or elements do not read a synthetic classified or not indicate the group they belong within a specific game.

- Your cards do not perform an analytical reading nor are synthesized when possible.

- Traditional decks often suppress multiple cards.

In several games, some cards that are no wild cards that are transformed into each other are wild and / or in special cards that are no wild cards.

In other games, several wild cards that are no other supplement that are not wild cards.

- In your cards is more prevalent external appearance, with various illustrations and / or scarce and simple indicators in different sizes, these cards that show the essential keys to their own game. - In certain games, several cards do not require some traditional standard identifiers that appear and unnecessarily on the cards classics.

- To play one game decks are used in different countries which can cause an additional problem to the great lack of control by the few identifiers

"Traditional, because in addition these same differ totally among the many models of classic decks.

- Your cards are often inconsistent.

In some important games to level practitioners, the Icons- of your cards do not have a correct graphical layout according to the way of transcribing and instruct this iconography in their particular jargon, since the vertical visual effect of the symbols of their cards it is not equal to the horizontal visual effect that is transcribed into books that teach these particular card games.

- Often, symbols or signs that reflect their cards do not exercise effective dialogue because they do not convey what you really want to communicate, and that do not correspond with the order or the value or the function that actually represent its various sets and / or games.

- Almost always, their cards have different meanings from one game to another game, because such changes irregularly meaning of a play to another close and / or also play another game.

- Your cards or items have no further information.

- Traditional decks are divided into four suits classic or series. Logos are different and also these vary from one country to another, which in the development of several games also unnecessarily brings added greater complexity in understanding and / or unification of different suits, especially for players who start The learning. Clearly classification "sticks" has no importance in several games of cards, because, this division is meaningless and useless.

- The elements or cards of traditional decks, differ absolutely everything, and this can lead to error, or at least doubt momentary in establishing the relationship between representation of each element or naipe and really corresponds a particular game, especially considering that certain cards have the same values, roles and hierarchies that other cards that have different identifications.

- it should also be considered that classical cards or decks have some elements that indicate numeric value, but in several games have the same relative albeit with a different hierarchical order value. - The cards of traditional decks almost never coincide with the reality of the rules of the game and mentally have to adapt and harmonize with it.

- Wear and tear or soiling of the cards from traditional deck, is not uniform because they are used for various games with different frequency of use from one game to another.

In conclusion, the unique classical or traditional deck, forcing the player to study thoroughly every game of cards so that it can interpret and solve a priori different questions, representations and arrangements that have all the cards or game elements and also all their ranges, values, functions, etc, for every play and every game as it often identifiers are not agree at all with what they really mean, what can degenerate into chaos informative and greatly discouraged the applicant who may reject the new game and / or anyone creating a confusion of concepts that interfere memory when you want to learn multiple games simultaneously and / or when different plays or sets are made.

Therefore, the use of a single model deck for the development or practice of different card games, have a number of problems and drawbacks as those just referred to, which are exacerbated in those who want to enter or just to start the practice of different card games, ie in learning them.

DESCRIPTION OF THE INVENTION The cards that provide card games, object of the invention have the particularity that their cards or elements are provided with one or with several extraordinary identifiers that facilitate understanding and developing specific game according to their respective regulation.

Also have the particularity that their cards or elements are often organized or classified in different groups, the elements of each same group together, ie, with the same representation and evidently intended for the same function, according also to regulated rules of the respective game.

These decks can also have the following features: two or more cards may appear fused into one and / or the four classic sticks may appear increased to five or more series or decreased to three or less series, and / or the cards or elements contained in the typical sticks or series can be increased or decreased, and / or traditional identifiers may appear more effective and efficient than are usually located placement, and / or, with respect to traditional cards, the typical indices of these can be angled or esquinarse more to be faster and more effective reading, for example by removing at the corners of the playing card framing, if any, and displacing over those indices to the vertices of the card for better control, as we previously mentioned.

It is therefore intended simplification of each card game, making particularly appropriate with their respective deck: suitable, ordinary and / or extraordinary Identifiers in the playing cards. Unification of cards that match completely. Unification of cards that match almost completely. - Unification of cards overlap. Merger of two or more cards in one card. more effective placement of traditional identifiers.

- Enlarging or reducing sticks or classic series.

- Enlarging or reducing the cards that each series.

Accessories "offside" containing:

Identifiers common to all playing cards.

Explanation and translation of all identifiers.

. Explained instructions game according to its rules and in accordance with their respective easy deck.

. Chips for better control of the game. Some extraordinary determined identifiers are defined below as follows:

An identifier to indicate the hierarchy that each post or series, for example, in the bridge, poker, etc., attaching a distinctive logo below the stick or series. Example: "** **".

Another identifier to also indicate the hierarchy having a stick or series but much more evident, for example, if the stick or series is the second highest value in a game, adding another distinctive to suit symbol or together said indicator "**** . " example: "/ 2 to" Another identifier to indicate that the sticks or series or no hierarchy have equal rank, for example, omitting the above indicators or replacing the indicator. "/ 2 or "another distinctive example:.". = 0 "-. another identifier to indicate that this same context refers to the fifth post, for example, incorporating a distinctive logo, etc. example:" Super "another identifier to indicate the existence and top of a stick or fifth series is available in some games (bridge, etc), when you can optionally choose a particular suit as trumps and yet decide to play winless hierarchy. for example, adding another distinctive under such "Super" indicator. Example: "*****".

Also indicate other identifier for the upper hierarchy of the fifth post, but much more evident, for example, adding another distinctive to said indicator "*****". Example: "/ l °". - Another identifier to indicate how many sticks or series involved or may be involved in a particular game and its hierarchical position, for example, if the game can have up to five sticks or series, adding another distinctive to these indicators "/ 2 or" y " i °. "Example:" $ 5 ".

Another identifier to indicate more evident all sticks or existing series in a particular game, his rank, for example, overlaying top down distinctive of each post. Example: "Super 1, 2 or

Pica, 3rd Heart, 4th Diamante, 5 , or clover. "Another identifier to indicate the representation that symbolizes the naipe figure and / or naipe honor, or other card, no language problems and / or illustration or other reasons, example, replacing the traditional alphabetical distinctive with the figures cards and / or cards honors for alusivo icon or adding the icon to conventional distinctive quoted example: "icon" - Another identifier to indicate that the card is honor,.. since there are games that have no card honor and other games with cards that are honors and cards that are not honored, for example, incorporating other distinctive example:.. "H" - another identifier to indicate the hierarchy that each honor and / or shape, for example, adding another distinctive adjacent to said indicator "H" example. "ooo".

Other identifier for the hierarchy also indicate that each card honor and figure but most obviously, for example, if honor or figure is 2 or higher value in the game, for attaching said indicator to another distinctive "••• ". Example: "/ 2 or". - - Other Identifier to indicate the relativity of hierarchical rank or position which has, where appropriate, a certain card honor and / or shape relative to the remaining cards honors and figures, for example, if the game has five honors cards ( As, 10, Valet, Queen and King) adding said indicator to another distinctive "/ 2 or". Example: "Δ5". Another identifier to indicate that the card honor and / or figure has if equal rank other or other cards honors, for example, if a card honor has the same hierarchy or a parallel hierarchy three other cards honors in a particular game, for inserting other distinguishing between the two previous indicators. Example: "= 3H". - Another identifier to indicate all honors existing in a game with their respective hierarchy, for example, overlaying all honors graduation or decreasing scale: Example: "As-10- Valet-Dame-Rey". - Another identifier to indicate the virtual force that have certain cards honors in a game (bridge, etc.) to more accurately assess the appropriate statement to make in the bidding phase, etc., for example, adding another distinctive to playing card symbol honor possessing a virtual force. Example: "+4" ..

Another identifier to indicate the percentage of virtual force representing a particular card at the time of making such statement or tender and sound judgment calculate the possible advantages that can be done, for example, adding a distinctive to the indicator "+4" . Example: "/ + 10%". Another identifier to indicate that the card is victory, since there are games that have no trump cards and other games with cards that are triumph and other cards that are not win, for example, incorporating some common distinctive sign into many languages. Example: "T" - Another identifier to indicate the hierarchy of victory in the card, for example if the win playing card is 3 or that value, for adding said low indicator "T" a distinctive defining the hierarchy. Example: "3 or". Another identifier to indicate the number of existing triumphs and relativity of the hierarchical level that has a win playing card with respect to other triumphs, for example, if the card is a victory that belongs to the game of Boston whose trump suit has exceptionally fourteen cards (thirteen plus another) and hierarchical playing card value is ranked in the third position, thus adding another distinctive to said indicator "3 or". Example: "/ 14".

Another identifier to indicate the point value having a card win some games, for the main points account, for example, adding another badge next to said indicator "/ 14". Example: "V 80p". Another identifier to indicate that this same context refers to the value of points you have the card that is no triumph for the main score, for example, adding another distinctive. Example: "P". Another identifier to indicate the points that actually has the card that is not win a particular game, for the general account, for example, adding another badge with the indicator "P". Example: "50". Another identifier to indicate the hierarchy that has the point value of the card that is not triumph. For example, if a game has six different values ​​for the same accounting points and one of those six values ​​with identification number 50 is the most valuable, another distinctive is added to said indicator "50". Example: "l ° / 6".

Another identifier to indicate all values ​​existing points in a particular game, for example, by describing all superposed in decreasing cascade. Example: "50 ... 40 ... 30 ... 20 ... 10 ... 5". Another identifier to indicate how many cards have the same value of points in a specific game, for example, by adding to each value described points, another distinctive indicating the number of cards that have the same value of points in a specific game. Example: "* lβ". Another identifier to indicate that the same, refers to the context of the weighted individual force having the card in a given set or close and also generally throughout the game, for example, incorporating other marking. Example:

"F".

Other identifier or identifiers to indicate the name of each play or lance, for example, incorporating other distinguishing the card. Example: "Andia".

Other identifier or identifiers to indicate the individual strength weighted having the card only in each set or play, for example, if the weight of the playing card ranks eighth in value of a particular set, placing another distinctive by the said indicator "F" . Example: "L = 8 °".

Other identifier or identifiers to indicate the degree of relativity is the weighted value of a playing card at any given set, with respect to the remaining cards, for example, if the weighted value of the playing card is ranked in eighth position of the set it belongs to a game played with a deck of cards forty, another flag is added to said "L = 8 °" indicator. Example:

"/ 40".

Another identifier to indicate the name of the card game in question, for example, incorporating a distinctive element to naipe. Example: "Belote".

Another identifier to indicate the weighted individual force having the card at a general level throughout the game, for example, if the weight of the playing card ranks seventh in said general evaluation, placing another distinctive by the said indicator "F". Example: "G = 7 °".

Another identifier to indicate the degree of relativity is the weighted value of a playing card on a general level throughout the game and with respect to the remaining cards, for example, if the weighted value of a playing card is ranked in seventh position of said estimate general and belongs to a game played with a deck of thirty-two cards, adding another distinctive to said "G = 7 °" indicator. Example: "/ 32".

Another identifier to indicate that the same, refers to the context of the sequential order that is the playing card in a game, for example, incorporating the other distinctive element card. Example: "S".

Another identifier to indicate the ordinal or sequential hierarchy having the card in each game, and that the order or sequence of the card dance a play another game, for example, if a card is ranked 11 within a growing sequence a game played with French or English deck, or other cards, etc, is added below the said other distinctive indicator "S". Example: "11". Another identifier to indicate the general position of the card in the sequential order, for example, if the game consists of thirteen cards in each suit, adding another distinctive to the indicator "11". Example: "/ 13". Another identifier to indicate that this same refers to the context of the possible combinations that have the card in a particular game, for example, incorporating other distinctive. Example: "C".

Another identifier to indicate possible combinations having the card to link with other cards or other homologously or the same value, for example, adding another distinctive below said indicator "C". Example: "8 = 8". Another identifier to indicate possible combinations having the card to link with one or more other cards sequentially or increasing and / or decreasing consecutive value, for example, adding another distinctive below said indicator "C". Example 7 <8> 9 - C "Another identifier to indicate that the card can not be combined or link with another or other cards, for example, adding another distinctive below said indicator." "Example: n <≠> n." . Another identifier to indicate the minimum group of cards or elements necessary to validate a possible combination, for example, adding another distinctive followed by the distinctive cited í indicating possible combinations. Example: "(3E = +)". - Another identifier to indicate that this same context refers to the hierarchy that has a card that is not win when playing a trick, for example, incorporating other distinctive. Example "B". Another identifier to indicate the absolute hierarchy having a card that is not win confrontation with another or other cards of the same suit or a trick play set to, for example, by attaching other distinguishing below said indicator "B". Example: "9 o". - Another identifier to indicate the relativity of position having a card that is not triumph in relation to one or more other cards of the same suit or number when playing a trick, for example, if the stick or series has ten cards, adding another distinctive said indicator "9 o". Example: "/ 10". Another identifier to indicate more visibly unifying cards or game elements of each of the different groups that make the deck or another model, being equal the remaining identifiers of such cards in the same group that obviously have equal representation function , hierarchy and / or value in a particular game, for example, incorporating an image, means, illustration, etc., these common identical cards. Example: "[= §Imag§ =]".

Another identifier to better indicate the distinction and perception of sticks or series in most practiced games with French or English deck, etc., for example, painting with different colors (blue, red, green, yellow, etc) logos sticks of different classic French deck. Example: "new color". Another identifier to indicate that in some games, but have no importance or sticks or series on all cards or colors on most cards (Canasta, etc), there are specific cards that perform special functions preserving the psychological aspect color according to its rules, for example by incorporating only specific cards from a painted color distinctive by regulation. Example: "color".

Another identifier or identifiers to indicate particular character that the card has other attributes that performs one or more special features, such as adding another distinctive. Example: "Σ".

One or more other identifiers to indicate each of the special features that can make or play a particular card, for example, incorporating a distinctive group, or a legend. Example "special".

Another identifier to indicate that the command post and the numeric or alphabetic character, or other distinctive, have a correct arrangement in accordance with the teaching as explained in the literature on any game (bridge etc), for example, matching in one horizontal and not vertical plane, the symbol of bat and other distinctive, left and right, respectively.

Example: "R & D".

Another identifier to indicate the value of the card in a subtotal score for a given partial set, for example, incorporating the distinctive another card. Example: "sub".

Another identifier to indicate the value of the card in a total score for a set, for example, incorporating other marking. Example: "tot". - Another identifier to indicate that this same refers to the context of the prizes or rewards that can be achieved with a playing card or contribution together with one or more other cards, for example, incorporating a new badge. Example: "R". - Another or other identifiers to indicate the prizes or rewards which can be achieved with a card in conjunction or contribution with another or other cards or game elements, for example, playing bridge having four honors are one hundred points, for other distinctive which is added to said indicator. Example:

"4H = + 100p".

Cards or game elements could incorporate other special identifiers to indicate other possible concepts always related to the peculiar aspects of their respective game, for example, incorporating new distinctive, "&", "&", "& ? "," & "," & " .

In the cards or elements that facilitate decks playing cards appear only suitable extraordinary identifiers for the game in question, ie, they may appear only one, or several, or many of them.

Extraordinary identifiers may appear embedded in cards or elements with any type of arrangement dispersed manner and / or grouped basis.

The same identifier can be used to identify a single concept or to identify several concepts at once.

Extraordinary identifiers defined in a certain way so that they can explain, but may be presented or represented by any sign and / or distinctive and / or medium and / or marks and / or shape and / or size and / or dimension.

Extraordinary identifiers may appear individually or collectively incorporated them only or in combination with one or more traditional ordinary identifiers. Extraordinary indicators may also appear on any accessory "off j ego".

Two or more extraordinary and / or traditional identifiers may also indicate a single concept.

The same special and / or traditional identifier may appear repeated two or more times.

Extraordinary identifiers can be applied to any game of cards past, present or future, which is a major game or caused variant and derived from a traditional deck. These easy decks may be valid for two or more games and may appear offside accessories (carrying case, game instructions, explanation of the identifiers, chips, etc).

The aforementioned cards, or other models, with extraordinary identifiers defined in their cards or elements referred to can be represented or presented virtually and / or be embodied by electromagnetic means.

It has also provided the most extraordinary existence of identifiers, such as:

Another identifier to indicate the quality of the card.

Another identifier to indicate an instruction that much should be done. - Another identifier to indicate the historical aspect of the game of cards.

Another identifier to indicate the importance of playing card. Another identifier to indicate the arrangement or placement of the card.

Or other identifiers another color to indicate the name of the card, the stick or card series, the importance of playing card or other concepts. Another identifier to indicate the different hierarchical level of the same numerical identification.

Example: 10 * 10 ** 10 ***.

Another identifier to indicate the absolute power of the card in a given set and / or game, whether or not win. - Another identifier to indicate the relative power of the card in a given set, for example, in the set of assets if a card is not victory not attend the post.

- Another identifier to indicate the number of cards that have a stick or in a particular game series.

Another identifier translate the incoherence that has the image of the card.

Another identifier to indicate an allusive reason the origin of certain game- of cards.

Another identifier to indicate conservation psychological aspect of original or traditional deck. Another identifier to indicate a statement alluding to the card game.

Another identifier to indicate the nature of the game or what it is, for example, game combination of strengths of points of sets, etc. Another identifier to indicate the name of the card, such as "pito", "ace", "wild", "Boston"

"King", "pirulo", "Perica", "beard", "nag" etc. Another identifier to indicate the symbol name of the fifth stick without success, for example "without atout". Another identifier to indicate only the graphical representation of the subject or unification of the cards but belong to different series and present their corresponding symbol suit, for example, in the bridge, poker, etc., identically represent any design except the command post.

Another identifier to indicate the different series with colors having a particular card game without putting symbols classic sticks, for example, green for a series, red for another set, etc. Another identifier to indicate the name of the combination, for example "brelan", "staircase 5 to greater", etc.

~ Another identifier to indicate the name of the prize or reward, for example, "cloak", etc. Another identifier to indicate the unification of the cards in each of the various groups of the respective deck, for example, checking that possibility when certain cards match the same value, function and performance, for example, Mus, basket, Broom, etc. Another identifier to indicate the name of the variant of the main game, such as "Boston Nantes", etc.

Another identifier to indicate the name of the type of bet or mode of contract, for example, "natural system", "the Roman club", "diamond Turin", etc.

Another or other identifiers to indicate the psychological aspects retaining each game when it originated with the respective traditional deck. Another identifier to indicate the haul for serving the card.

Another identifier to indicate / s play / s haul for serving the card.

Another identifier to indicate the main game proceeds or specific game cards is derived.

Another identifier with two or more values ​​to indicate the value that the participant can choose according optionally interest. Another or other identifiers to indicate the absence of certain concepts regarding the existence of concepts indicated with their identifiers, for example, to indicate that a card is not win, etc. Another identifier to indicate the number of existing concepts.

Another identifier to indicate that the card is Fig.

Another identifier to indicate the existence of unified cards.

Another identifier to indicate that the unification has a playing card with another card.

Another identifier to indicate the amount of unified groups. - Another identifier to indicate the amount of unified cards having each of the groups of the deck.

One or more other identifiers to display a legend. - Another or other identifiers to indicate the hierarchy of six or more sticks or series.

Another identifier to indicate the stick or particular set, for example, by the line framing the central illustration naipe continuous or discontinuous or polysubstituted.

Another identifier to indicate which card is, by continuous or discontinuous or polysubstituted, line framing the central illustration card. - Another identifier to verify that the card indexes have angulated or esquinado more to be faster and more effective reading, removing at angles framing if it has more indexes and moving toward the corners. - Another identifier to indicate whether the game elements are cards or other. Through the new conception of cards, or other models, the great advantages gained are obvious and can cite as most important the following: Extraordinary identifiers give rise to the birth of a common universal standards to easily interpret and practice any card game, respecting psychology and regulations thereof.

Normalized extraordinary identifiers allow the thought to devote himself exclusively to raise one or more particular tactics and / or an overall strategy, thus avoiding wasting time reaction interpret and decipher the intricate traditional cards with scarce and false IDs that are not adapted to each game.

. Universal identifiers cited contribute to greater and better control and assessment of the cards themselves and / or during every play and / or during all games.

. In those games where possible, cards, or game elements are synthesized in different groups, i.e. a simplification when designing and manufacturing or for different elements or cards it is achieved.

. In those games that said synthesis is possible, a complete unification of elements or cards of each group, that is, of those with the same representations, the same values ​​and perform the same functions, resulting positively in is achieved better understanding for all players or players, and especially learning easier for beginners starting in the development or practice of a new game. . In those games where it is possible to unify the elements or cards from each group play, ie, those with the same picture, the same value and the same function is achieved to be consistent, to simplify images and learning because they represent the same thing. . In those games where it is possible to synthesize the elements or cards in each group of the deck, unification is achieved in the representation of the essential and the superfluous is removed, useless and unnecessary, thereby avoiding many barriers and confusion that normally occur when said traditional decks are used.

With the extraordinary referred identifiers and / or said unification, further clarification and better understanding of all card games is achieved.

In card games with wins series or stick, and the stick or series of wins is preset without altering the chances of success or regulated standards, thus being more dynamic game.

. Easy decks does not even need homologarlas mentally translate their cards because they are already adapted perfectly to the rules of the specific game.

. Wear or soiling of the cards of the easy decks is uniform because only used for the same game and always with the same frequency of use.

Although throughout the description has been insistent mention of the new decks and cards, it is clear that the embodiment or implementation thereof is not limited to the classical rectangular cardboard carton, as with traditional cards, but the elements they can materialize into balls, tokens or any body with the shape and size desired, with any type of material and ornamentation, and even complementing the item or items with any advertising or additional ornamentation that could incorporate, the elements involved in the game have certain characteristics relating to each of them. To facilitate understanding of the characteristics of the invention and. forming part of this specification, some sheets of drawings in whose figures with an illustrative and not limiting, represent the following:

BRIEF DESCRIPTION OF THE DRAWINGS Figure la. Shows an example of an easy six cards deck of Belote where appropriate identifiers different for this game can be seen.. Figure Ib. It shows four other cards from a deck easy Belote, including other identifiers and characteristics applied to this game.

Figure 2 shows exemplary different letters easy to practice bridge deck. Figure 3a. It shows four types of cards from a deck of game easy basket.

Figure 3b. It shows three blocks easy shuffles cards for the same game Canasta.

Figure 4 shows six cards in an easy to practice Broom game deck.

5a. It shows three types of cards with different indicators in an easy to practice Bostón game deck.

Figure 5b. It shows six cards from the same deck of Bostón easy.

Figure 6 shows five types of charts easy to practice Remigio game deck.

Figure 7 shows by way of example and partially eight letters easy poker deck, distributed in two groups.

Figure 8a. It shows four cards in an easy game for playing mus deck.

Figure 8b. It shows four other cards in the deck for easy practice mus game. 8c. It shows two cards in an easy game for playing mus deck.

Figure 9 shows an example of an easy four cards for the game of baccarat and Chemin Le Fer deck.

Figure 10 shows exemplary embodiments of a two simplified easy for game development 30/40 deck.

Figure 11 shows an example eight letters easy to develop Rabbi French game for four players and Chinchon five or eight players deck.

Figure 12 shows different groups of cards easy for game development according to another embodiment Bostón deck.

Figure 13 shows an example a couple of letters easy to practice Julepe game deck.

Figure 14 shows an example three letters of an easy way to practice the game of Black Jack deck. DESCRIPTION OF THE PREFERRED EMBODIMENT;

Referring to the numbering adopted in the figures, we can see how the cards that provide card games, proposed by the invention, incorporates a series of multiple identifiers discussed previously, included in different types of games.

For example, for playing game belote with such easy shuffles proposed by the invention, it is shown in Figures la and lb. In them, and more specifically in the figure, we can see how the chart 1 2 includes an identifier indicating the rank and absolute power of the card in the set of assets; 3 another indicator that refers to the point value of the playing card; and the number of specific points thereof in the box 4. The background color of the card 5, such as yellow, distinguishes the win card.

In the letter 6 other .identificadores are marked, such as referenced with 7 indicating that there are no card or letter to the post attending the value thereof is 0. The rank and power null playing card in a given situation in the set of the assets.

Chart 8 The same figure the shows another special win distinctive identifier 9 and preset, whose initial letter "T" is common to many languages. The unique identifier 10 tells us the range of the importance of the card: most valuable, valuable, very valuable.

The central motif 11 of the playing card, unifies the image for the same stick and simplifies the understanding of the game, such as in the two letters indicated by 1 and 6 in this embodiment, and also in the letters with references 8 and 12.

The letter referenced in general with number 13, can see the unique identifier 14 with the name of the game and the play that can be done. The special identifier 16 indicating the additional points which can be achieved with the card in conjunction with said other card in play. The unique identifier 17 is a combination indicator for a particular prize.

In the letter indicated with 18 it can be seen how the central motif 11 includes a special identifier in the upper left corner designating the index 19, retaining the psychological aspect of the original card (Lady).

In Figure Ib, the reference 20 designates an extraordinary identifier with the range of the figure and honor, and sequential hierarchy for a given lance and play. Also an extraordinary identifier, the distinctive color of the stick or the series, which holds the card, referenced with number 21, being preferably these colors yellow, blue, green and red.

In this figure Ib different letters are referenced with numbers 22 to 25. The reasons represented in the central identifier 11 retain the original visual psychological aspect (hearts, diamonds, etc.), having referenced these reasons number 26 in the letters or cards 23, 24 and 25. Another unique identifier is defined by the different colors of the drawings of the same motives 26, which distinguish the stick or series and enhance the visual effect (yellow, blue, green and red).

In the naipe 24 also we see the handle 10 with the rank of the importance of naipe: very valuable, as well as the letter identifier 24 7 clarifies that not attending the post: This card has value 0.

We clarify that the numbering on the inside cards or cards and also in extraordinary identifiers signaling boxes represent numbers printed on the cards themselves, which have nothing to do with the numbers. indicated outside surface to facilitate the understanding of the characteristics of the invention may be repeated any thereof.

In the cards 23, 24 and 25, the same pattern existing in the central zone 11, having a different color and retaining therefore equal number of elements 26 in the ground, is associated with the numeral order the original card and enhances the current. Inside index 27 also maintains the original sequential order to the set - combinations of base to referenced 19 in the card 18 of Figure la characteristics.

I Making special reference now to Figure 2 where blocks of letters easy for the game of bridge deck shown, we can see the extraordinary identifiers, such as the distinctive naipe honor 28 which refers to the virtual force naipe, pointed number 29; and referenced with the number 30 corresponding to the hierarchy of the playing card figure, and also the hierarchy of the card. honor, as has been represented with different numbers of asterisks or stars. In addition indicator virtual "force" the card, marked with 29, there is a unique identifier 31 evaluates the power that has in hand to calculate sensibly and easily possible tricks that can be done.

* The sign can also identify the card honor and whose central motif 11 retains the psychological aspect of traditional deck. The drawings of the four cards "jacks" may be identical.

In the groups of letters generally referenced with 32 and 33 in this Figure 2, we see the correct horizontal arrangement of suit symbol 34, with the sign of the card 35, in accordance with reading game educational presentations.

In block letters 33 we can see referenced with the number 36 the extraordinary range of hierarchical identifier stick or series. The different colors of the symbols of the sticks 34 (blue, red, yellow and green) distinguish more power and identity of them. Different reasons for the central zone 11 of the card, as the case of the corresponding letter to a six clover, color showing the post 34, is the same for reasons that are repeated in the zone 11 (six clovers ), which power more understanding and visual communication.

Bat symbol 34 and character numeric or alphanumeric sign naipe 35, could match the color suit symbol or series. In the margins of the front, where there are many free zones, implementation of advertising themes is possible.

Making special reference now to Figures 3a and 3b, where some cards or cards from the deck of the basket easy, the reason alusivo the card game is referenced with number 36 in the central area of ​​the card is. In the upper left corner the same reason miniaturized identifies the function that performs the card. The card name appears below the handle 37 and is referenced 38. Another identifier occupies the bottom of the card, referenced with 39, shows analytical legends concerning the role of each card as the readable: supplies any naipe least threes. Prevents the contrary take the pot. There are seven wild cards whose value is 2,000 points.

There is a complete unification of four identical cards generally referenced with the number 40, there are also complete unification of four identical cards in the referenced 41. In block 41 identical cards can see how the psychological aspect of the game is preserved where they appear in- central two baskets, corresponding with the digit 42 and the motif represented under it 43. the icon 37 that identifies the function performed by the card in the block of eight cards unified 44 can see that the card identifies perfectly smooth languages, or other reasons.

The special identifier that marks the point value of the card is referenced with number 45 and below it refers to the points (special identifier 46) is made.

At the bottom of the cards 44 and the cards 47, the possible combinations is explained (combines only with the king or combined only with horse, respectively), being the special identifier 48. Figure 3b have been referenced numbers 49 and 50 blocks of cards with full unification of eight identical cards in each of these blocks, while in block letters 51 we can see that there is complete unification of four cards or identical cards. We see that the psychological aspects of the original motives of the traditional deck is preserved. In block 50 cards 52 symbol replaces the numeric or alphabetic character and strengthens communication and understanding. In block of four identical cards 51 we can see the point value in the special identifier 53, and how the psychological aspect of traditional deck is preserved (three red).

We also see the extraordinary identifier 54 at the bottom where the legend of the special functions it performs, such as specified: combines single diamond; no use to combine, bring them on the table, four red threes equals 800 points; etc.

On the back of the cards the name of the game (Canasta) and the position of the card is identified.

Making special reference now to Figure 4 where includes the development of the game with a broom easy as the one in question cards, we can also see allusive icons identifying the reference 55 representing the card. The special identifier 56 marks the correct number without confusion to calculate the correct sum. In block three identical cards 57 there is complete unification and name of the card game appears on the lower right corner (broom in this case). The number of items containing the reason for the card matches the numerical identifier 56. The name of the game (broom) constantly reminds the ideal run which can and must be done on each shift.

In the upper right corner, referenced with 58 the extraordinary range identifier of the importance of naipe (very key, key, etc) appears.

In the lower left corner there is another unique identifier that orders a given instruction, referenced in general with number 59 (get).

The golden icon identifies 60 Playing Card 61 golds and stick the word "gold" identifies the stick of gold

(Special identifier referenced 62). Yellow gold 63 also identifies the framed gold stick, like the numerical identifier corresponds to the alusivo reason.

The range of the importance of playing card (extraordinary 58 identifier) ​​shows the importance of playing card by gradual indication (key, very key, etc), both gradual identification as default.

In block 64 of three identical cards we can see the allusive reason the game of cards at hand: the broom.

Another common to develop easy game deck in question is shown in Figures 5a and 5b and refers to the game of Boston. The unique identifier 65 identifies the card more valuable, and also the name of the card game. Below him the name (independence) played a certain statement, referenced with number 66. The identifier 67 indicates the range of the importance of the card is.

If the game has variants, the name of the shape variation accompanying the name of the game, IDentifier 65. We also see that psychological aspects of traditional deck are preserved, also including in the central zone 68, allusive reasons to play cards and the figure representing the card. The identifier 69 refers to the power of the card; 70 the absolute power of the card and 71 shows the distinctive trump card. Also as in previous cases, at the bottom it is an extraordinary identifier 72 indicating zero power assisting the playing card not stick trick.

different colors of the numbers are also used to better distinguish the stick or series. There are also different colors of the symbols 73, for the same purpose.

Different colors of framed 74 also better distinguish the stick or series.

Making special reference now to Figure 6 where some cards easy to practice others known games deck is shown, as is the Remigio (six player), we see that there is complete unification in blocks of three identical cards 75, 76, 77 and 78, showing the universal icons 79, which do not need initial letter identifying the card, coinciding with the representation in the central area of ​​the playing card. In the upper right corner is the value of points, and in the lower region, namely in the special identifier 80 possible combinations is expressed. The letter "C" heading this identifier 80 is the common initial letter many languages, which refers to the combination.

The reference 81 designates the stripes of different colors that distinguish better stick or series, in traditional yellow, red, blue and green; also used these different colors in the symbols 82, as well as for the numbers occupying the middle and index numbers or letters naipe 83.

In Figure 7 which explains schematically the characteristics of easy for playing poker game deck, the icons 84 prevent the confusion of the incoherent image determined the central area, and identifies smoothly figure representing naipe . There are also different colors to better distinguish the stick or series referenced 85. In the central area 86 of the card can include the image of different temples for example, a tourist application of this easy deck of poker, as shown in part left of this figure. On the right side a similar representation is but an artistic application as such may include images of paintings by various notable painters (Goya, Rubens, Miró and Sorolla among others), also being able to magnify images for advertising designs cars the same brand and different models.

In 8a, 8b and 8c, letters of an easy deck for playing mus game is. Reference 87 designates the range of the figure and also the hierarchy of relative numerical value. There are also identifiers of the figure representing the card; the name of the card (horse, king, etc); the name of the game (mus), the strip 88 of Figure 8a is thicker than the referenced 89 in Figure 8b, identifies to move is the "largest" card or single strip which determines lower rank or importance of card. In the upper right corner it is identified for serving move the card (large girl pairs, etc.). The girl band also identifies 89 serves to move the card (girl).

In the lower central area also is an identifier of special play in a given set, such as actual marking 31 in Figure 8a.

In Figure 8b we can see a double strip 90 which determines higher rank or importance of playing card. There are different colors to better distinguish framed the card, according to the colors yellow, green, red and blue.

In Figure 8c and specifically in the card 91 the card number (as) is identified; the lance for serving the card (peers and game); the name of the game (mus); and the play for serving the card (thirty-one pairs, duplex, half). On the back of the cards or cards quality having the card in the slot 92, the position or placement of the card and the name of the game (mus) is identified.

By making special reference now to Figure 9, there is shown by way of example four of the cards used for the game of Baccarat and chemin Le Fer, with an easy deck. For example, the letter from upper left, marked with the number 2 inferiorly includes drawings of two different cards, simplifying the game and respects psychology and regulation thereof. In the upper right corner it is also shown a card with the large numbers also indicated with 2 and inferiorly carries two identical cards drawn two cards in play. In the four cards shown in Figure 9, it can be seen how in all cases there are two cards merged into a single card which greatly facilitates the development of the game and simplifies it.

In Figure 10 is shown in the area above a simplified embodiment of an easy game deck 30/40, whose letter (with a numeric value of 31 points), incorporates in one of its upper corners a handle 93 that respects psychology game. At the bottom they are depicted four cards indicating that this card or card is merging into one of four different cards.

At the bottom of Figure 10 it is shown a further simplified embodiment of this same set of 30/40 whose easy for the development of the deck includes cards with the same great identifiers repeated symmetrically relative to the centerline.

Regarding Figure 11, it has been eight cards or cards in an easy to develop the game for four players Rabbi French deck, and Chinchon five to eight players. We can see the four classic series that have been increased to eight series to suit the game. Thus, the card number 94 shows the first series of yellow for example, and below the number in black for example, coincident with the number of stars of the letter. The cards of the second series, the letter 95, identifies its red color as they have five hearts of its surface.

96 shows the card number of the cards of the series in blue; Chart number 97 shows the fourth series in green and so on the cards from the fifth to eighth series where purple, orange, pink and gray respectively involved, all indicated by way of example. Making special reference now to Figure 12, we can see another embodiment of an easy game development of Boston deck, where the cards of clubs classic or series (all shown schematically) has been increased and reduced, in the form following:

There is a first set of trump cards fourteen (increased); the second series has only twelve cards (reduced); and third and fourth series no change since thirteen cards continues with each. These four sets are shown from top to bottom in this figure 12 and the regulation fully respects.

In Figure 13 we can see two of the letters easy to develop Julepe game, where it is shown schematically a six golds in a type of traditional performing deck. Inferiorly we can see a corresponding to twelve or king of diamonds in a type of extraordinary accomplishment and traditional playing card identifiers. The frame lines are deleted in the angles for the identifier / is regular / s traditional / s, and / or identifier / it is extraordinary / s can / n much closer to the apex of the card and reading the indices before they were inside the framed it can be more quickly and efficiently for the player.

Finally, Figure 14 shows by way of example, three of the cards used for the game of Black Jack with an easy deck, where you can see that all aspects are respected: on top the option to choose is observed between the value 1 or the value 11, the convenience of the player. In the central card of this figure 14 we see the middle illustration of a king, a secondary aspect in the game but very important in psychology thereof. The correct identifier values ​​is primary, pointing in black for example to highlight (ten points in the central card and six points in the bottom of this figure 14). We also note that the identifiers of the card have a convenient placement and highlighted for greater agility in reading.

Claims

We claim: 1. BARAJAS FACILITATING card games, designed for the purpose of their cards or elements or not fitted with traditional ordinary identifiers, can be equipped with one or more extraordinary identifiers and a certain structure, to facilitate understanding and development specific game according to its regulations, characterized in that in combination include, among others, the following special identifiers:
An identifier to indicate the hierarchy that each stick or series.
Another identifier to indicate the hierarchy also has a stick or series but much more evident.
Another identifier to indicate that the sticks or series or no hierarchy have equal hierarchy. - Another identifier to indicate that the same refers to the context of the fifth stick. - Another identifier to indicate the existence and superior hierarchy stick or a fifth series is available in some games (bridge, etc), when you can optionally choose a particular suit as trumps and yet decide to play winless.
Also indicate other identifier for the top hierarchy of the fifth stick, but much more evident. Another identifier to indicate how many sticks or series involved or may be involved in a particular game and its hierarchical position. Another identifier to indicate more evident all sticks or existing series in a particular game, his rank. - Another identifier to indicate the representation symbolizing the playing card figure and / or the card honor, or other card, no language problems and / or illustration or other reasons, for example, replacing the traditional alphabetical distinctive with the figures cards and / or cards honors for alusivo icon or adding said conventional distinctive icon cited.
Another identifier to indicate that the card is honor. - Another identifier to indicate the hierarchy that each honor and / or figure.
Other identifier for the hierarchy also indicate that each playing card figure but honor and more evident. - Another identifier to indicate the relativity of hierarchical rank or position which has, where appropriate, a certain honor card and / or shape relative to the remaining cards honors and figures. Another identifier to indicate that the card honor and / or figure has equal status if another
- or other cards honors.
Another identifier to indicate all the honors that exist in a game with their respective hierarchy.
Another virtual identifier to indicate the strength they have certain cards honors in a game
(Bridge, etc.) to assess more accurately convenient to carry out in the bidding phase statement.
Another identifier to indicate the percentage of virtual force representing a particular card at the time of making such statement or tender and sound judgment calculate the possible advantages that can be done.
Another identifier to indicate that the card is victory. Another identifier to indicate the hierarchy of win-in the card.
Another identifier to indicate the number of wins and relativity existing hierarchical level having a win playing card with respect to the other wins.
Another identifier to indicate the point value having a card win some games, for the main points account. - Another identifier to indicate that this same context refers to the value of points you have the card that is no triumph for the main score.
Another identifier to indicate the points that actually has the card that is not win a particular game, for the general account.
Another identifier to indicate the hierarchy that has the point value of the card that is not triumph. - Another identifier to indicate all values ​​of existing points in a given game.
Another identifier to indicate how many cards have the same point value in a particular game. - Another identifier to indicate that the same, refers to the context of the weighted individual force having the card in a given set or close and also generally throughout the game.
Another identifier or identifiers to indicate the name of each play or throw.
Other identifier or identifiers to indicate the weighted individual force having the card only in each set or move.
Other identifier or identifiers to indicate the degree of relativity is the weighted value of a playing card at any given set, with respect to the remaining cards.
Another identifier to indicate the name of the card game in question.
Another identifier to indicate the weighted individual force that has the card at a general level throughout the game. Another identifier to indicate the degree of relativity is the weighted value of a playing card on a general level throughout the game and regarding the remaining cards.
Another identifier to indicate that this same context refers to the sequential order that has the card in a game.
Another identifier to indicate the ordinal or sequential hierarchy having the card in each game, and that the order or sequence of playing card game dancing of another game. Another identifier to indicate the general position of the card in the sequential order. Another identifier to indicate that this same refers to the context of the possible combinations that have the card in a given game.
Another identifier to indicate possible combinations having the card to link with one or more other cards homologously or the same value. Another identifier to indicate possible combinations having the card to link with one or more other cards sequentially or increasing and / or decreasing consecutive value. Another identifier to indicate that the card can not be combined or link with one or more cards. Another identifier to indicate the minimum group of cards or elements necessary to validate a possible combination.
Another identifier to indicate that this same context refers to the hierarchy that has a card that is not win when playing a trick. Another identifier to indicate the absolute hierarchy that has a card that is not win in confrontation with one or more other cards of the same suit or set to play a trick.
Another identifier to indicate the relativity of position having a card that is not triumph in relation to one or more other cards of the same suit or set to play a trick. Other identifier (image medium, illustration, etc.) remaining identifiers such cards belonging to indicate more visibly unifying cards or game elements of each of the different groups that make the deck or other model being also equal to group.
Another color identifier to better indicate the distinction and perception of different suits logo or series in most practiced games with French or English deck.
Another identifier to indicate that in some games, but have no importance or sticks or series on all cards or colors on most cards (Canasta, etc), there are specific cards that perform special functions preserving the psychological aspect color according to its rules, for example by incorporating only specific cards from a painted color distinctive by regulation. Another identifier or identifiers to indicate particular character that the card has other attributes that performs one or more functions - special. - one or more other identifiers to indicate each of the special features that can make or play a particular card.
Another identifier to indicate that the command post and the numeric or alphabetic character, or other distinctive, have a correct arrangement in accordance with the teaching as explained in the literature on any game (bridge etc), for example, matching in one horizontal and not vertical plane, the symbol of bat and other distinctive, left and right, respectively.
Another identifier to indicate the value qu has the card in a subtotal score for a given partial lance. Another identifier to indicate the value of the card in a total score for a set.
Another identifier to indicate that this same refers to the context of the prizes or rewards that can be achieved with a playing card or contribution together with one or more other cards. - one or more other identifiers to indicate the prizes or rewards that can be achieved with a playing card or contribution together with one or more other cards or game elements. Another identifier to indicate the quality of the card.
Another identifier to indicate an instruction that much should be done.
Another identifier to indicate the historical aspect of the game of cards. Another identifier to indicate the importance of playing card.
Another identifier to indicate the arrangement or placement of the card. - one or more other identifiers color to indicate the name of the card, the stick or card series, the importance of playing card or other concepts.
Another identifier to indicate the different hierarchical level of the same numerical identification, for example: 10 * 10 ** 10 ***.
Another identifier to indicate the absolute power of the card in a given set and / or game, whether or not win.
Another identifier to indicate the relative power of the card in a given set, for example, in the set of assets if a card is not victory not attend the post.
Another identifier to indicate the number of cards that have a stick or in a particular game series.
Another identifier translate the incoherence that has the image of the card.
Another identifier to indicate an allusive reason the origin of the particular game of cards. - Another identifier to indicate conservation psychological aspect of original or traditional deck.
Another identifier to indicate a statement alluding to the card game. - Another identifier to indicate the nature of the game or what it is, for example, game combination of strengths of points of sets, etc.
- Another identifier to indicate the name of the card, such as "pito", "ace", "wild", "Boston"
SUBSTITUTE SHEET (RULE 26) "King", "pirulo", "Perica", "beard", "nag", etc. Another identifier to indicate the symbol name of the fifth stick without success, for example "SIN ATOUT". - Another identifier to indicate only the graph unification of the subject or representation of the cards even if they belong to different series and present their corresponding symbol suit, for example, in the bridge, poker, etc., identically represent any design except the command post.
Another identifier to indicate the different series with colors having a particular card game without putting symbols classic sticks, for example, green for a series, red for another set, etc. Another .denominación identifier to indicate the combination, for example "brelan", "staircase 5 to greater", etc. - Another identifier to indicate the name of the prize or reward, for example, "cloak", etc. Another identifier to indicate the unification of the cards in each of the various groups of the respective deck, for example, checking that possibility when certain cards match the same value, function and performance, for example, Mus, basket, Broom, etc. Another identifier to indicate the name of the variant of the main game, for example, "Boston Νantes", etc.
Another identifier to indicate the name of the type of bet or mode of contract, for example, "natural system", "the Roman club", "diamond Turin", etc. - Another or other identifiers to indicate the psychological aspects retaining each game when it originated with the respective traditional deck.
Another identifier to indicate the haul for serving the card. - Other Identifier to indicate / s play / s haul for serving the card.
Another identifier to indicate the main game proceeds or specific game cards is derived. - Another identifier with two or more values ​​to indicate the value that the participant can choose according optionally interest.
Another or other identifiers to indicate the absence of certain concepts regarding the existence of concepts indicated with identifiers, such as to indicate that a card is not win, etc.
Another identifier to indicate the number of existing concepts. - Another identifier to indicate that the card is Fig.
Another identifier to indicate the existence of unified cards.
Another identifier to indicate that the unification has a playing card with another card.
Another identifier to indicate the amount of unified groups.
Another identifier to indicate the amount of unified cards having each of the groups of the deck.
One or more other identifiers to display a legend.
Another or other identifiers to indicate the j erarquía six or more sticks or series. Another identifier to indicate the stick or particular set, for example, by the line framing the central illustration naipe continuous or discontinuous or polysubstituted. - Another identifier to indicate which card it is, by continuous or discontinuous or polysubstituted, line framing the central illustration card. Another identifier to verify that the card indexes have angulated or esquinado more to be faster and more effective reading, removing at angles framing if it has more indexes and moving toward the corners. Another identifier to indicate whether the game elements are cards or other.
2. PLAYING FACILITATING card games, according to claim 1, wherein:
Extraordinary identifiers may appear in any arrangement incorporated, dispersed and / or in batches, in any space of the card or game element and / or in any accessory "offside". - A single extraordinary and / or traditional identifier may serve to indicate one or more concepts simultaneously.
Two or more extraordinary and / or traditional identifiers may also indicate a single concept. One extraordinary and / or traditional identifier may appear repeated two or more times.
Extraordinary identifiers may be presented or represented by any sign and / or distinctive and / or medium and / or image and / or brand and / or shape and / or size and / or dimension. Extraordinary identifiers may appear. incorporated individually or collectively, they alone or in combination with one or more ordinary or traditional identifiers. - Extraordinary identifiers can be applied to any set of past, present or future cards to be a major game or caused variant and derived from a traditional deck. Extraordinary identifiers give rise to form and establish a common universal rules.
3. PLAYING FACILITATING card games, according to previous claims, characterized in that their structures cards or game elements, including its special identifiers and / or traditional, can be represented or presented virtually and / or be embodied by electromagnetic means .
4.- BARAJAS FACILITATING card games, according to previous claims, characterized in that the embodiment or implementation thereof is not limited to the classical rectangular cardboard carton, as with traditional cards, but the elements of these cards or other models may be embodied in balls, tokens or body configuration and size desired, with any type of material or even complementing cards or other elements with any additional advertising or ornamentation that could be incorporated.
5. BARAJAS FACILITATING card games, according to previous claims, characterized in that they may be valid for two or more games and can appear accessories offside (case, game instructions, explanation of the identifiers, chips, etc).
6. BARAJAS FACILITATING card games, according
SUBSTITUTE SHEET RULE 26 preceding claims, characterized in that:
Their cards can be structured and organized or classified in different groups, each group having its unified elements, that is, with equal representation, and function value, in accordance with the regulations also their respective game.
Two or more cards may appear fused into a single card. - The four classic sticks may appear increased to five or more series, or reduced to three or less series.
The cards contained in or sticks typical series, can be increased or decreased. - Traditional identifiers may appear more effective placement than they are usually.
With respect to traditional cards, typical rates of these can be angled or esquinarse more to be faster and more effective reading to be removed at the corners of cards framing, if any, and displacing more these indices to the vertices of the card for his best control.
PCT/ES2004/000031 2003-01-24 2004-01-23 Decks of cards which facilitate the playing of card games WO2004064952A2 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
ES200300182 2003-01-24
ESP200300182 2003-01-24

Publications (2)

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WO2004064952A2 true WO2004064952A2 (en) 2004-08-05
WO2004064952A3 WO2004064952A3 (en) 2004-09-10

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PCT/ES2004/000031 WO2004064952A2 (en) 2003-01-24 2004-01-23 Decks of cards which facilitate the playing of card games

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AR (1) AR042916A1 (en)
PE (1) PE08702004A1 (en)
UY (1) UY28169A1 (en)
WO (1) WO2004064952A2 (en)

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB145876A (en) * 1919-04-01 1920-07-02 Robert Frederick Foster Improvements in appliances for playing card and like games
US2133746A (en) * 1934-11-12 1938-10-18 Harvey R Hawgood Game apparatus
FR1070712A (en) * 1953-02-09 1954-08-10 New Card Game
US4014549A (en) * 1975-04-02 1977-03-29 Sigmund Cywar Blackjack card deck
ES2001744A4 (en) * 1986-03-06 1988-06-16 Acticiel Sa Playback and distribution of cards, especially cards.
US5100326A (en) * 1990-09-21 1992-03-31 Leep J B Flash cards for teaching and practicing blackjack
US5280916A (en) * 1991-10-03 1994-01-25 Gleason Jr Richard F Double denomination cards
US5466010A (en) * 1993-12-17 1995-11-14 Spooner; James J. Cards used as both coupons and playing cards and their method of manufacture and use

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB145876A (en) * 1919-04-01 1920-07-02 Robert Frederick Foster Improvements in appliances for playing card and like games
US2133746A (en) * 1934-11-12 1938-10-18 Harvey R Hawgood Game apparatus
FR1070712A (en) * 1953-02-09 1954-08-10 New Card Game
US4014549A (en) * 1975-04-02 1977-03-29 Sigmund Cywar Blackjack card deck
ES2001744A4 (en) * 1986-03-06 1988-06-16 Acticiel Sa Playback and distribution of cards, especially cards.
US5100326A (en) * 1990-09-21 1992-03-31 Leep J B Flash cards for teaching and practicing blackjack
US5280916A (en) * 1991-10-03 1994-01-25 Gleason Jr Richard F Double denomination cards
US5466010A (en) * 1993-12-17 1995-11-14 Spooner; James J. Cards used as both coupons and playing cards and their method of manufacture and use

Also Published As

Publication number Publication date
UY28169A1 (en) 2004-05-31
PE08702004A1 (en) 2004-12-11
AR042916A1 (en) 2005-07-06
WO2004064952A3 (en) 2004-09-10

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