WO2004112921A2 - Collection, trading and competition card system - Google Patents
Collection, trading and competition card system Download PDFInfo
- Publication number
- WO2004112921A2 WO2004112921A2 PCT/US2004/018864 US2004018864W WO2004112921A2 WO 2004112921 A2 WO2004112921 A2 WO 2004112921A2 US 2004018864 W US2004018864 W US 2004018864W WO 2004112921 A2 WO2004112921 A2 WO 2004112921A2
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- Prior art keywords
- component
- game
- identifier
- statement
- components
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/04—Card games combined with other games
- A63F2001/0408—Card games combined with other games with text
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/04—Card games combined with other games
- A63F2001/0441—Card games combined with other games with a written message or sentence, e.g. chance or instruction cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
Definitions
- the present invention relates to card collection systems and, in particular, a method of collecting a set of trading cards and using the cards in game play.
- Trading cards are a well-known vehicle for disbursing and collecting information about public figures.
- a familiar type of trading card is the baseball card that has a photographic depiction of an athlete along with biological and performance statistical information about the athlete. These baseball cards and other cards dealing with various sports figures are used by sports enthusiasts for gathering information about players and teams.
- Trading cards have also been developed in other fields, such as the entertainment industry, which depict music performers and television and movie personalities.
- Trading cards are typically exchanged among enthusiasts to obtain cards that are needed to complete a set of related cards and to collect cards that are not readily available. Collectors buy and sell these cards for their economic and historic value.
- This invention is directed generally to a collection system including game components and a collection medium adapted to receive the components. More specifically, the invention is directed to a set of trading cards that can be used in game play.
- the cards are stored in an album divided into educational topic sections. Each section includes card mounting spaces that not only receive the cards, but also include expanded information pertaining to the educational topic sections. Each card also includes educational information, as well as indicia related to game play.
- the embodiments of the present invention provide a system and method involving the purchase and collection of trading cards bearing representations of entertaining characters and educational topic information. As the cards are collected, they are placed in an album or book at specified card-mounting spaces at which the same character and expanded information on the same educational topic appears. Additional indicia on the cards permit them to be used in a game according to prescribed rules relating to those indicia.
- Figures 1 A and IB illustrate plan views of a section of a collection medium according to an embodiment of the invention including placeholders.
- Figure 2 illustrates a plan view of an optional additional page of the collection album articulating the rules of the game according to an embodiment of the invention.
- Figures 3 A and 3B illustrate plan views of game components according to an embodiment of the invention.
- Figure 4 illustrates an exploded view of a game component, a game component sleeve, and the album, including the positioning of each.
- Figure 5 illustrates a chart including exemplary attributes of game components and their corresponding symbols.
- An embodiment of the collection and gaming system of the present invention comprises a game component, a collection medium adapted to receive the game component, and optionally, game rules.
- the system may comprise a set of cards and an album including pages adapted to receive the cards.
- the album furthermore, may include educational subject areas that encompass a wide range of topics.
- the album may be divided into topical sections, and the game components may address subtopics falling within those sections.
- Each card contains a picture and a brief one sentence statement, both of which pertain to a specific subtopic of one of the educational topics.
- Each card has an assigned card-mounting space in the album. A more detailed statement pertaining to the same subtopic is set forth in the card-mounting space to expand on the subtopic of the mounted card.
- the spaces are grouped on pages such that all spaces on a given page pertain to sub-topics in the same general educational subject topic.
- the collection medium is adapted to receive at least one game component. Preferably, it is adapted to receive all of the game components of the system.
- the collection medium may comprise an album including bound pages having a series of transparent pockets that receive the cards.
- the collection medium is typically organized into sections, with each section relating to a general educational area (called a topic section) such as history, space, weather, geography, animals, geology, inventions, and the like.
- the album may comprise spiral bound book including 60 pages organized in 30 different topic sections.
- Each topic section may further include subtopics relating to the subject matter of the topic sections.
- the number of subtopics within a topic section is not particularly limited, but may be, for example, about 12.
- the album may include pages not related to the educational topic sections (e.g., it may include pages listing game rules, publisher information, etc).
- An example of a page including game instructions is disclosed in Figure 2.
- Figures 1A and IB illustrate plan views of a section of the collection medium according to an embodiment of the invention. As can be seen, the section 100 comprises a left page 110 (Fig. 1 A) and a right page 120 (Fig. IB). The number of pages that comprise a section is not limited.
- the left page includes information regarding the topic 130 of the section, including a section statement 150 that provides a general explanation of the topic section 130. Items listed on the page are subtopics pertaining to the topic 130.
- the topic 130 of the section 100 addresses the subject matter "Arachnids” and includes the subtopics of "tarantula” and "black widow", among others.
- Related topics and subtopics are indicated using a group identifier 140.
- the group identifier 140 not only associates a section 100 of the collection medium with a particular section topic, but also associates corresponding game components. That is, the group identifier 140 coordinates a group of game components with each other, and further associates the group of components with a section 100 of collection medium.
- a series of game components relating to subtopics that, in turn, pertain to the same topic section 130 would each include the same group identifier 140.
- the indicium used for the group identifier 140 is not limited.
- the identifier could be an image readily identified by children, such as a character from a comic book, a cartoon, a television show, or a movie.
- the group identifier may be a Marvel® comic book super hero such SpidermanTM, Captain AmericaTM, the X-MenTM, etc. These types of characters are generally known.
- the indicium of the group identifier 110 has an obvious relation to the topic section.
- the educational topic section 130 of the collection medium is "Arachnids," and the group identifier 140 is the image of SpidermanTM.
- Each game component included in the "Arachnids" section will include the SpidermanTM group identifier (discussed in more detail below). Examples of section topics,
- Each section 100 of the collection medium further includes at least one placeholder 160.
- the placeholder 160 is a space designated for a particular game component.
- Each placeholder 160 is adapted to receive a game component.
- the game component is a card
- it may be mounted to the placeholder using a transparent, plastic sleeve (Fig. 4) into which the card may be inserted.
- the sleeve is mounted to the placeholder using conventional transparent adhesives.
- Each placeholder 160 includes coordination indicia. Specifically, it includes a placement identifier 170, a reference number 180, and a detailed statement 190.
- the placement identifier 170 either designates the subtopic addressed by a data game component, or designates the subtopic or character that pertains to a section topic within the collection medium.
- the placement identifier corresponds to an associated game component.
- the placement identifier is substantially identical to the identifier of its corresponding game component. With this configuration, a user can successfully match a game component with its appropriate placeholder 160. For example, a game component with a component identifier of "Tarantula" is matched with the corresponding placeholder, namely a placeholder having the placement identifier of
- the reference numbers 180 are provided in a prescribed sequence and serve to coordinate game components within the collection medium. As shown in Figure 1, each placeholder in the collection medium 100 includes a reference number 180.
- the reference number 180 of a particular placeholder 160 is configured to match with the reference number of a game component. For example, a game component having the reference number "87" is matched with the placeholder having the reference number "87".
- the reference numbers may be used not only to easily locate the appropriate placeholder 160 for a particular game component, but also to determine which game components 100 are needed to complete a section, since it would be readily apparent which game components were needed.
- the reference numbers 180 are typically provided in ascending order, beginning at one, and continuing until all placeholders 160 have been identified.
- the detailed statement 190 is an educational/informational statement pertaining to the subtopic or character designated by the placement identifier 170.
- the placeholder with reference number 86 (referenced as 186) includes the placement identifier 170 "Black Widow" (i.e., a subtopic of the topic "Arachnids).
- the detailed statement 190 of the placeholder then, would typically comprise a statement relating to the black widow spider (its eating habits, length of legs, etc). As discussed in further detail below, this detailed statement 190 can be used in game play.
- a game component is an individual piece that can be purchased, collected, traded, and/or used in game play.
- the game component may comprise a card.
- the system comprises one type of game component.
- the system may comprise two types of game components, for example, a data component and a special or character component.
- Data components represent subtopics falling under the topic sections of the collection medium (as indicated by the placement identifier).
- Special or character components typically have indicia relating to characters readily identified by children.
- the special components are identified by super heroes (e.g., Marvel® comic book
- the number of available special components may be less than the number of available data components.
- one component out of every 12 components may comprise a special component.
- a set of 360 components may comprise 30 special components and 330 data components. This number differential increases the collection value of the components.
- each component (data and special) may further include limited edition copies to further increase the collection value of the set.
- one in one thousand data components may comprise a holographic component, and one in twelve thousand special components may comprise a unique border, a holographic image, etc.
- Figures 3 A and 3B illustrate plan views of game components 200, 205 according to an embodiment of the invention. Specifically, Figure 3 A illustrates an exemplary data component and Figure 3B illustrates and exemplary special component.
- the game components 200, 205 comprise cards including several indicia: a group identifier 210, a component identifier 220, an image 230, a reference number 240, a general statement 250, an attribute 260, and an attribute value 270. Additional or fewer indicia may be used, as desired.
- the positioning of the indicia on the component 200, 205 is not particularly limited.
- the component identifier 220 and the reference number are located along the top of the component;
- the image 230 is located below the component identifier;
- the group identifier 210 and the general statement 250 are located below the image 230;
- the attribute 260 and the attribute value 270 are located along the bottom of the component, below the general statement 250.
- the group identifier 210 designates that a component 200, 205 is part of a particular topic section.
- the collection medium is divided into topic sections.
- the game components 200, 205 relate to subtopics that pertain to these sections (as designated by the component identifier).
- the group identifier 210 then, coordinates the game component with the pertinent topic section.
- the group identifier 210 is substantially identical to the group identifier of the corresponding topic section within the collection medium.
- the group identifier 210 of the component 200 is
- the component identifier 220 designates the subtopic or character pertaining to a section topic in the collection medium. In addition, it differentiates subtopics and characters. By way of example, if a section within the collection medium addresses the topic "Arachnids", then the identifier 220 of one component may designate the subtopic "tarantula", while the identifier 220 of another component may designate the subtopic "black widow” (thus differentiating the game components within the "Arachnids" group). In one embodiment of the invention, the component identifier is substantially identical to the placement identifier of the collection medium (discussed above). [0030] Additionally, the component identifier 220 may designate the type of game component.
- the card is a special or character card. Otherwise, the component is a data component. As shown in Figures 2A and 2B, the component identifier 220 of game component 205 indicates a
- the image 230 is an illustration that preferably relates to the component identifier 220.
- the image 230 on the game component 200 may be that of a tarantula.
- the image 230 on the game component 205 may be that of the super hero.
- the reference number 240 is identical to its corresponding reference number within the collection medium.
- Figure 4 is an exploded view of a game component 200, a transparent mounting sleeve 500, and a page 110 of a section 100 of the collection medium.
- the reference number 240 directly coordinates game components with its corresponding placeholder 160 in the collection medium. That is, the component reference number 240 and the placeholder reference number 180 are identical. This permits a user to match the component with its appropriate placeholder, inserting the component into a mounting sleeve 500 and attaching the sleeve to the page 110.
- the component 200 moreover, may be inserted and removed from the sleeve 500, as desired.
- the sleeve 500 is transparent, thus permits the user to view any information contained on the placeholder 160.
- the general statement 250 is an educational statement that relates to the subtopic of the component identifier 120.
- the general statement further relates to detailed statements of the collection medium; however, it is not as detailed.
- the component identifier 220 designates the subtopic "Tarantula”
- the general statement would relate in some way to tarantulas (e.g., "tarantulas are the word's largest spider").
- the general statement 250 may relate to SpidermanTM (e.g., "Spiderman travels through the air
- the attribute 260 represents a particular skill or ability. Exemplary attributes include Energy, Eternity, Attack, Shield, and Speed. It is possible, however, to designate more or fewer attributes, as desired. Exemplary symbols for the attributes of one embodiment of the invention are illustrated in the chart 300 of Figure 5.
- Energy 310 may be symbolized by a Z-shaped bolt of lightning
- Eternity 320 may be symbolized by a pair of interconnected rings
- Attack 330 maybe symbolized by a series of arrowheads
- Shield 340 may be symbolized by a shield
- Speed 350 may be symbolized by a fanciful comet.
- Each attribute 260 moreover, possesses a strength that is relative to the other attributes. This relative attribute strength may be used in game play. Table II, below, indicates the relative strengths of the attributes of one embodiment of the invention. Their use in game play is discussed in more detail below.
- the attribute value 270 is a numerical value that indicates the scaled strength of an associated attribute 260.
- the scale and range of the value is not limited. For example, it may include of range of 1 through 180.
- the higher the attribute value the stronger the associated attribute.
- a game component 200 having an "Attack" value of 180 is stronger than an a game component having an "Attack” value of 179.
- the game is played using the game components and, optionally, the collection medium. Game play requires at least two players. Game play, moreover, uses at least one of the attribute, the attribute value, the general statement, and the detailed statement.
- each player Before entering game play, each player creates her own collection of game components by, e.g., purchasing, trading, or winning the components in other contests. As a collection is created, it may, for example, be stored in the collection medium. This collection becomes an individual player's deck of components.
- each player creates a hand of components/cards from his/her deck of components.
- the number of components in a hand is not limited.
- a hand of components may include up to about 12 components.
- the method of creating a hand is not limited.
- a hand may be created by each player shuffling his/her deck of components and randomly choosing the hand from the deck.
- Game play includes a series of rounds. In each round, every player chooses one component from his/her respective hand and enters it into play. A component is entered into play by displaying the component.
- the method of displaying a component is not particularly limited and includes, for example, holding the component out for viewing by the other players, or placing the component "face up" (i.e., the surface of the component that contains the attribute indicia) on a surface such as a table.
- each player displays his/her component at substantially the same time; that is, there is no succession of turns — all players enter a component into play simultaneously. A player must display a component in each round.
- a hand includes more than one type of component (e.g., both a data component and a special component)
- players are not limited in the type of component they may display.
- Each player is free to display any component in a hand during each round (i.e., a player is not required to play one type of card before playing another type of card).
- the indicia are compared to see which card is strongest per the rules of the game (as discussed below). For each round, the player entering the strongest card into play wins the round.
- the winner of each round retains the components of the non- winners that were entered in that round, adding them to his/her personal collection (deck) of components.
- the winner of the game is typically the player who retains the highest number of components at the end of the rounds.
- the attribute or the attribute value indicated on each component is used to determine the strongest component entered into play.
- the strongest card entered into play is determined by first evaluating the attribute, and then, if necessary, the attribute value.
- each attribute has a strength value relative to the other attributes. These relative strength values are provided in Table I. The player entering into play the component possessing the strongest attribute wins the round.
- the attribute value is a numerical value that can range from about 1 to about 180. The higher the attribute value, the higher the relative strength of the associated attribute. Consequently, if two players display components having identical attributes, the component with the higher attribute value is the stronger card, and the player who entered the stronger card wins the round (e.g., a component having an Eternity value of 150 is stronger than a component having an Eternity value of 110; consequently, the player entering the "150" component wins).
- the player who wins the round collects all the cards entered in that round. That is, the losing players surrender their entered cards to the winning player. These cards are then set aside until the completion of the game. Once a card is won or lost, it can not be used again.
- each player may retain the cards won during the game (adding them to his/her own personal collection (deck)). Alternatively, the players may return the components to the players from which the components were won. There exists, however, some exceptions.
- displayed cards have identical attribute strengths and have equal attribute values (e.g., more than one player displays components having Eternity Values of 150) then each player may retain his/her respective component, returning it to his/her hand for a future round.
- Game play continues to the next round. If, however, the components are entered during the last round of play, the players may retain their cards, but the game ends. [0044] As noted above, each player is free to display any type of component, e.g., a data component or a special (character) component. If during a round, both a special component and a data component are entered into play, and the data component is the stronger component, the player with the losing, special component, has the option of surrendering the special component, or keeping the special component and surrendering a card from the player's deck of components. If a card from the deck is surrendered, the player who entered the strongest component may return the component to her hand, making it eligible for play in a future round. If the special card is surrendered by the losing player, then the cards are set aside and are not eligible for use in a future round.
- a special component e.g., a special component and a data component are entered into play, and the data component is the stronger component, the player with the losing, special component
- game play is similar to that above, except that the strongest card is determined by first evaluating the attribute value, and then the relative strength of the attribute itself. Again, the strongest card entered into play wins the round. During a round, if more than one component entered into play possesses same attribute value, then the strongest component is determined by evaluating the relative strengths of the attributes of the entered cards (for example, by using the hierarchy of Table I).
- the game is played as disclosed in the above embodiments, but in addition, at least one of the general statement or the detailed statement is also used.
- Each round progresses as explained above, with the determination of the strongest component entered in each round.
- a player that entered a non- winning component may alter the level of play in an effort avoid the surrender of his/her component.
- the non-winning player alters the level of game play by indicating a desire to do so.
- the method of indication is not particularly limited, and includes a verbal indication (e.g., by stating "Ultimate Genio").
- the player who alters the level of play When so indicated, the player who alters the level of play generates a question based either (1) on the general statement included on the component or (2) on the detailed statement contained in the collection medium.
- the question is generated using the general or detailed statement of the component entered into play by the player who altered the level of play (i.e., a non- winning player).
- the detailed statement is used to generate a question, the detailed statement must be from that associated with the displayed game component. For example, if the player enters into play a component with reference number 144 and chooses to alter the level of play, the player states "Ultimate Genio" and creates a question from either component with reference number 144 or from detailed statement contained in the collection medium placeholder with reference number 144.
- the form of question is not limited, so long as it relates to the general or detailed statement associated with the component.
- the number of times a player can alter the level of play during game is not particularly limited. Preferably, in a game of twelve rounds, level alteration should be limited to four occurrences.
- the generated question is posed to the opposing player who entered the strongest component in the round. If the opposing player answers the question correctly, then the player who altered the level of play (i.e., the player who generated the question) surrenders the component, and the game continues. If, however, the opposing player does not answer the question correctly, each player keeps his/her respective card, with game play continuing. [0050] It is to be understood that terms such as “top”, “bottom”, “front”, “rear”, “side”, “height”, “length”, “width”, “upper”, “lower”, “interior”, “exterior”, and the like as may be used herein, merely describe points of reference and do not limit the present invention to any particular orientation or configuration.
- the educational/informational topic and subtopics are not limited, and include subjects relating to space travel, military planes, history, aviation, transportation, motor sports, concept cars, inventions, natural and manmade landmarks, sports, American heroes, martial arts, warriors, mythology, ancient civilization, endangered species, land and sea animals, insects, reptiles, dinosaurs, natural wonders, the universe, the earth, and weather.
- the size of, the shape of, or material comprising the game components not particularly limited.
- the components need not be cards.
- game components can be tokens, blocks, sheets of paper, sheets of plastic, etc.
- the number of cards in a set, collection, deck, or hand is not limited.
- the indicium used for the group identifier is not limited, and may include comic book super heroes such as Silver SurferTM, The Incredible HulkTM, StormTM, Dr. OctopusTM,
- VenomTM Ant ManTM, SpidermanTM, NamorTM, Black PantherTM, IcemanTM, Human
- the group identifier may be symbols, letters, numbers, photos, etc.
- the size, shape, and material comprising the collection medium are not limited.
- album including a series of bound pages (e.g., spiral bound book), with a general educational topic area comprising two face-to-face pages.
- bound pages e.g., spiral bound book
- the size, shape, or material of the placeholders is not particularly limited, so long as it is adapted to receive a game component.
- indicia on the card is not particularly limited, and may be placed on one or both card surfaces.
- One surface may be blank, or include other images or indicia not used in game play.
- one surface of a component may have a common appearance, such as a depiction of all of the game characters.
- the indicia use to designate a special component is not particularly limited.
- it includes a comic book super hero; alternatively, it may include other indicia or images.
- the rules of the game may be altered by individual players. For example, when a player who enters a card that is not the strongest card of a round, and then chooses to alter the level of play, he/she may generate a question from a component other than the one he/she entered. Players may also alter game rules regarding the retention and surrender of game components, as desired. [0060] Thus, it is intended that the present invention covers the modifications and variations of this invention that come within the scope of the appended claims and their equivalents.
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Abstract
An educational collection and gaming system comprising at least one game component (200) including indicia representing a component identifier (220), an attribute (260), an attribute value (270), and a general educational statement (250) relating to the component identifier. The system further includes a collection medium (100) adapted to receive the game component, wherein the medium includes a placement identifier (170) and a detailed statement (150) relating to the placement identifier. Both the component and the medium may be used in a method of game play.
Description
COLLECTION, TRADING, AND COMPETITION CARD SYSTEM
CROSS REFERENCE TO RELATED APPLICATIONS
[0001]
FIELD OF THE INVENTION
[0002] The present invention relates to card collection systems and, in particular, a method of collecting a set of trading cards and using the cards in game play.
BACKGROUND
[0003] Trading cards are a well-known vehicle for disbursing and collecting information about public figures. A familiar type of trading card is the baseball card that has a photographic depiction of an athlete along with biological and performance statistical information about the athlete. These baseball cards and other cards dealing with various sports figures are used by sports enthusiasts for gathering information about players and teams. Trading cards have also been developed in other fields, such as the entertainment industry, which depict music performers and television and movie personalities. [0004] Trading cards are typically exchanged among enthusiasts to obtain cards that are needed to complete a set of related cards and to collect cards that are not readily available. Collectors buy and sell these cards for their economic and historic value. The cards themselves have varying monetary values, depending on the popularity of the individual depicted thereon and the availability of each card, some being more common than others. Such cards are typically sold through retail game stores and other specialty outlets. [0005] Playing cards, on the other hand, especially the well-known fifty-two deck face
cards, are easily and readily available. The cards themselves, generally have no value other than for amusement. Many different games can be played with a single deck of playing cards, limited generally by the imagination of the players. Some card games require cards specially printed for that game, and these cards have little value outside the playing of that particular game.
[0006] Many games played with the more common face cards are games of chance, h other words, these games have rules that either require the random selection of cards or depend on the occurrence of events outside the control of the players. Other games that require some strategy usually limit the level of strategy with restrictive rales of play. [0007] The current level of card games, while entertaining, lack educational value. Children constitute the majority of card game players. Children are taught effectively when the material is provided within an entertaining format. Consequently, it would be desirable to provide a card game that also teaches educational information from a variety of topic areas such as history, biology, etc.
[0008] Thus, there exists a need for providing a gaming system and method involving the collection of trading cards bearing representations of entertaining characters and educational topic information. Furthermore, there exists a need to provide a game that uses the characters and educational information in an entertaining format.
[0009] This invention is directed generally to a collection system including game components and a collection medium adapted to receive the components. More specifically, the invention is directed to a set of trading cards that can be used in game play. The cards are stored in an album divided into educational topic sections. Each section includes card mounting spaces that not only receive the cards, but also include expanded information pertaining to the educational topic sections. Each card also includes educational information, as well as indicia related to game play.
SUMMARY
[0010] Generally, the embodiments of the present invention provide a system and method involving the purchase and collection of trading cards bearing representations of entertaining characters and educational topic information. As the cards are collected, they are placed in an album or book at specified card-mounting spaces at which the same character and expanded information on the same educational topic appears. Additional indicia on the cards permit them to be used in a game according to prescribed rules relating to those indicia.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figures 1 A and IB illustrate plan views of a section of a collection medium according to an embodiment of the invention including placeholders.
[0012] Figure 2 illustrates a plan view of an optional additional page of the collection album articulating the rules of the game according to an embodiment of the invention.
[0013] Figures 3 A and 3B illustrate plan views of game components according to an embodiment of the invention.
[0014] Figure 4 illustrates an exploded view of a game component, a game component sleeve, and the album, including the positioning of each.
[0015] Figure 5 illustrates a chart including exemplary attributes of game components and their corresponding symbols.
[0016] Like reference numerals have been used to identify like elements throughout this disclosure.
DETAILED DESCRIPTION
[0017] An embodiment of the collection and gaming system of the present invention comprises a game component, a collection medium adapted to receive the game component, and optionally, game rules. By way of example, the system may comprise a set of cards and an album including pages adapted to receive the cards. The album, furthermore, may include educational subject areas that encompass a wide range of topics. For example, the album may be divided into topical sections, and the game components may address subtopics falling within those sections. Each card contains a picture and a brief one sentence statement, both of which pertain to a specific subtopic of one of the educational topics. Each card has an assigned card-mounting space in the album. A more detailed statement pertaining to the same subtopic is set forth in the card-mounting space to expand on the subtopic of the mounted card. The spaces are grouped on pages such that all spaces on a given page pertain to sub-topics in the same general educational subject topic. [0018] The collection medium is adapted to receive at least one game component. Preferably, it is adapted to receive all of the game components of the system. By way of example, when the game component is a card, the collection medium may comprise an album including bound pages having a series of transparent pockets that receive the cards. The collection medium is typically organized into sections, with each section relating to a general educational area (called a topic section) such as history, space, weather, geography, animals, geology, inventions, and the like. By way of specific example, the album may comprise spiral bound book including 60 pages organized in 30 different topic sections. Each topic section, moreover, may further include subtopics relating to the subject matter of the topic sections. The number of subtopics within a topic section is not particularly limited, but may be, for example, about 12. Additionally, the album may include pages not related to the
educational topic sections (e.g., it may include pages listing game rules, publisher information, etc). An example of a page including game instructions is disclosed in Figure 2. [0019] Figures 1A and IB illustrate plan views of a section of the collection medium according to an embodiment of the invention. As can be seen, the section 100 comprises a left page 110 (Fig. 1 A) and a right page 120 (Fig. IB). The number of pages that comprise a section is not limited. The left page includes information regarding the topic 130 of the section, including a section statement 150 that provides a general explanation of the topic section 130. Items listed on the page are subtopics pertaining to the topic 130. For example, in Figure 1, the topic 130 of the section 100 addresses the subject matter "Arachnids" and includes the subtopics of "tarantula" and "black widow", among others. [0020] Related topics and subtopics are indicated using a group identifier 140. The group identifier 140 not only associates a section 100 of the collection medium with a particular section topic, but also associates corresponding game components. That is, the group identifier 140 coordinates a group of game components with each other, and further associates the group of components with a section 100 of collection medium. As a result, a series of game components relating to subtopics that, in turn, pertain to the same topic section 130 would each include the same group identifier 140. The indicium used for the group identifier 140 is not limited. By way of example, the identifier could be an image readily identified by children, such as a character from a comic book, a cartoon, a television show, or a movie. By way of further example, the group identifier may be a Marvel® comic book super hero such Spiderman™, Captain America™, the X-Men™, etc. These types of characters are generally known. Preferably, the indicium of the group identifier 110 has an obvious relation to the topic section. For example, in Figure 1, the educational topic section 130 of the collection medium is "Arachnids," and the group identifier 140 is the image of Spiderman™. Each game component included in the "Arachnids" section will include the
Spiderman™ group identifier (discussed in more detail below). Examples of section topics,
their related group identifier 110, and exemplary subtopics pertaining to the section topic are illustrated in Table I.
TABLE I: EXEMPLARY SECTION TOPICS, GROUP IDENTIFIERS, AND SUBTOPICS
[0021] Each section 100 of the collection medium further includes at least one placeholder 160. The placeholder 160 is a space designated for a particular game component. Each placeholder 160 is adapted to receive a game component. By way of example, when the game component is a card, it may be mounted to the placeholder using a transparent, plastic sleeve (Fig. 4) into which the card may be inserted. The sleeve is mounted to the placeholder using conventional transparent adhesives.
[0022] Each placeholder 160 includes coordination indicia. Specifically, it includes a placement identifier 170, a reference number 180, and a detailed statement 190. The placement identifier 170 either designates the subtopic addressed by a data game component, or designates the subtopic or character that pertains to a section topic within the collection medium. In one embodiment, the placement identifier corresponds to an associated game component. In another embodiment, the placement identifier is substantially identical to the identifier of its corresponding game component. With this configuration, a user can successfully match a game component with its appropriate placeholder 160. For example, a game component with a component identifier of "Tarantula" is matched with the corresponding placeholder, namely a placeholder having the placement identifier of
"Tarantula". Similarly, game component including an identifier of "Spiderman™" is
matched with the placeholder of the section including the placement identifier
"Spiderman™."
[0023] The reference numbers 180 are provided in a prescribed sequence and serve to coordinate game components within the collection medium. As shown in Figure 1, each placeholder in the collection medium 100 includes a reference number 180. The reference number 180 of a particular placeholder 160 is configured to match with the reference number of a game component. For example, a game component having the reference number "87" is
matched with the placeholder having the reference number "87". As a result, the reference numbers may be used not only to easily locate the appropriate placeholder 160 for a particular game component, but also to determine which game components 100 are needed to complete a section, since it would be readily apparent which game components were needed. The reference numbers 180 are typically provided in ascending order, beginning at one, and continuing until all placeholders 160 have been identified.
[0024] The detailed statement 190 is an educational/informational statement pertaining to the subtopic or character designated by the placement identifier 170. Referring to Figure 1, the placeholder with reference number 86 (referenced as 186) includes the placement identifier 170 "Black Widow" (i.e., a subtopic of the topic "Arachnids). The detailed statement 190 of the placeholder, then, would typically comprise a statement relating to the black widow spider (its eating habits, length of legs, etc). As discussed in further detail below, this detailed statement 190 can be used in game play.
[0025] A game component is an individual piece that can be purchased, collected, traded, and/or used in game play. By way of example, the game component may comprise a card. In one embodiment of the invention, the system comprises one type of game component. In other embodiments of the invention, the system may comprise two types of game components, for example, a data component and a special or character component. Data components represent subtopics falling under the topic sections of the collection medium (as indicated by the placement identifier). Special or character components typically have indicia relating to characters readily identified by children. In one embodiment of the
invention, the special components are identified by super heroes (e.g., Marvel® comic book
characters such as Spider-Man™, Incredible Hulk™, X-Men™). During game play, both
types of cards are used in exactly the same way; however, special components cannot be defeated by data components (discussed in greater detail below).
[0026] Within the system, the number of available special components may be less than the number of available data components. By way of example, one component out of every 12 components may comprise a special component. By way of further example, a set of 360 components may comprise 30 special components and 330 data components. This number differential increases the collection value of the components. In addition, each component (data and special) may further include limited edition copies to further increase the collection value of the set. By way of example, one in one thousand data components may comprise a holographic component, and one in twelve thousand special components may comprise a unique border, a holographic image, etc. All components are publicly available, and are typically sold in segments (e.g., packs of 10). The system, then, encourages an individual to create a personal collection of cards, storing the collection in the album. [0027] Figures 3 A and 3B illustrate plan views of game components 200, 205 according to an embodiment of the invention. Specifically, Figure 3 A illustrates an exemplary data component and Figure 3B illustrates and exemplary special component. In the embodiment, the game components 200, 205 comprise cards including several indicia: a group identifier 210, a component identifier 220, an image 230, a reference number 240, a general statement 250, an attribute 260, and an attribute value 270. Additional or fewer indicia may be used, as desired. The positioning of the indicia on the component 200, 205 is not particularly limited. By way of example, and as seen in the embodiment illustrated in Figures 2A and 2B, the component identifier 220 and the reference number are located along the top of the component; the image 230 is located below the component identifier; the group identifier 210 and the general statement 250 are located below the image 230; and the attribute 260 and the attribute value 270 are located along the bottom of the component, below the general statement 250.
[0028] The group identifier 210 designates that a component 200, 205 is part of a particular topic section. As explained above, the collection medium is divided into topic sections. The game components 200, 205 relate to subtopics that pertain to these sections (as designated by the component identifier). The group identifier 210, then, coordinates the game component with the pertinent topic section. Typically, the group identifier 210 is substantially identical to the group identifier of the corresponding topic section within the collection medium. By way of example, in Figure 3 A, the group identifier 210 of the component 200 is
Spiderman™; consequently, the group identifier of the corresponding collection medium
topic section would also be Spiderman™ (Figure 1).
[0029] The component identifier 220 designates the subtopic or character pertaining to a section topic in the collection medium. In addition, it differentiates subtopics and characters. By way of example, if a section within the collection medium addresses the topic "Arachnids", then the identifier 220 of one component may designate the subtopic "tarantula", while the identifier 220 of another component may designate the subtopic "black widow" (thus differentiating the game components within the "Arachnids" group). In one embodiment of the invention, the component identifier is substantially identical to the placement identifier of the collection medium (discussed above). [0030] Additionally, the component identifier 220 may designate the type of game component. If the identifier 220 indicates a character such as a super hero, then the card is a special or character card. Otherwise, the component is a data component. As shown in Figures 2A and 2B, the component identifier 220 of game component 205 indicates a
character (Spiderman™), consequently, it is readily distinguished as being a special card.
[0031] The image 230 is an illustration that preferably relates to the component identifier 220. By way of example, if the component identifier 220 is "Tarantula", then the image 230 on the game component 200 may be that of a tarantula. By way of further example, if the
component identifier 220 is the name of a super hero, then the image 230 on the game component 205 may be that of the super hero.
[0032] The reference number 240 is identical to its corresponding reference number within the collection medium. Figure 4 is an exploded view of a game component 200, a transparent mounting sleeve 500, and a page 110 of a section 100 of the collection medium. The reference number 240 directly coordinates game components with its corresponding placeholder 160 in the collection medium. That is, the component reference number 240 and the placeholder reference number 180 are identical. This permits a user to match the component with its appropriate placeholder, inserting the component into a mounting sleeve 500 and attaching the sleeve to the page 110. The component 200, moreover, may be inserted and removed from the sleeve 500, as desired. The sleeve 500 is transparent, thus permits the user to view any information contained on the placeholder 160. [0033] The general statement 250 is an educational statement that relates to the subtopic of the component identifier 120. The general statement further relates to detailed statements of the collection medium; however, it is not as detailed. By way of example, if the component identifier 220 designates the subtopic "Tarantula", then the general statement would relate in some way to tarantulas (e.g., "tarantulas are the word's largest spider"). By way of further
example, if the component identifier 220 designates a superhero such as Spiderman™, then
the general statement 250 may relate to Spiderman™ (e.g., "Spiderman travels through the air
by swinging on his webs"). In contrast, as explained above, the detailed educational statement would include additional expanded information. The length of the general statement 150 is not limited, although, preferably, it is brief, e.g., about one sentence in length. As with the detailed statement, the general statement may be used in game play. [0034] The attribute 260 represents a particular skill or ability. Exemplary attributes include Energy, Eternity, Attack, Shield, and Speed. It is possible, however, to designate more or
fewer attributes, as desired. Exemplary symbols for the attributes of one embodiment of the invention are illustrated in the chart 300 of Figure 5. As can be seen, Energy 310 may be symbolized by a Z-shaped bolt of lightning, Eternity 320 may be symbolized by a pair of interconnected rings, Attack 330 maybe symbolized by a series of arrowheads, Shield 340 may be symbolized by a shield, and Speed 350 may be symbolized by a fanciful comet. Each attribute 260, moreover, possesses a strength that is relative to the other attributes. This relative attribute strength may be used in game play. Table II, below, indicates the relative strengths of the attributes of one embodiment of the invention. Their use in game play is discussed in more detail below.
TABLE II: EXEMPLARY POWER HIERARCHY OF ATTRIBUTES
[0035] The attribute value 270 is a numerical value that indicates the scaled strength of an associated attribute 260. The scale and range of the value is not limited. For example, it may include of range of 1 through 180. Preferably, the higher the attribute value, the stronger the associated attribute. For example, a game component 200 having an "Attack" value of 180 is stronger than an a game component having an "Attack" value of 179. [0036] The game is played using the game components and, optionally, the collection medium. Game play requires at least two players. Game play, moreover, uses at least one of the attribute, the attribute value, the general statement, and the detailed statement. Before entering game play, each player creates her own collection of game components by, e.g., purchasing, trading, or winning the components in other contests. As a collection is created,
it may, for example, be stored in the collection medium. This collection becomes an individual player's deck of components.
[0037] To begin a game, each player creates a hand of components/cards from his/her deck of components. The number of components in a hand is not limited. By way of example, a hand of components may include up to about 12 components. The method of creating a hand is not limited. For example, a hand may be created by each player shuffling his/her deck of components and randomly choosing the hand from the deck.
[0038] Game play includes a series of rounds. In each round, every player chooses one component from his/her respective hand and enters it into play. A component is entered into play by displaying the component. The method of displaying a component is not particularly limited and includes, for example, holding the component out for viewing by the other players, or placing the component "face up" (i.e., the surface of the component that contains the attribute indicia) on a surface such as a table. In every round, each player displays his/her component at substantially the same time; that is, there is no succession of turns — all players enter a component into play simultaneously. A player must display a component in each round.
[0039] If a hand includes more than one type of component (e.g., both a data component and a special component), players are not limited in the type of component they may display. Each player is free to display any component in a hand during each round (i.e., a player is not required to play one type of card before playing another type of card). Once the cards are displayed, the indicia are compared to see which card is strongest per the rules of the game (as discussed below). For each round, the player entering the strongest card into play wins the round. The winner of each round retains the components of the non- winners that were entered in that round, adding them to his/her personal collection (deck) of components. The winner of the game is typically the player who retains the highest number of components at
the end of the rounds.
[0040] Typically, the attribute or the attribute value indicated on each component is used to determine the strongest component entered into play. In one embodiment of the invention (particularly useful for games including 2-3 players), the strongest card entered into play is determined by first evaluating the attribute, and then, if necessary, the attribute value. As explained above, each attribute has a strength value relative to the other attributes. These relative strength values are provided in Table I. The player entering into play the component possessing the strongest attribute wins the round.
[0041] If, however, more than one player enters into play a component having identical attribute strengths (e.g., if more than one player displays a component having identical attributes (shield, attack, etc.)), then players evaluate the attribute value to determine the relative strengths of the entered components. As discussed above, the attribute value is a numerical value that can range from about 1 to about 180. The higher the attribute value, the higher the relative strength of the associated attribute. Consequently, if two players display components having identical attributes, the component with the higher attribute value is the stronger card, and the player who entered the stronger card wins the round (e.g., a component having an Eternity value of 150 is stronger than a component having an Eternity value of 110; consequently, the player entering the "150" component wins).
[0042] Generally, the player who wins the round collects all the cards entered in that round. That is, the losing players surrender their entered cards to the winning player. These cards are then set aside until the completion of the game. Once a card is won or lost, it can not be used again. At the end of the game, each player may retain the cards won during the game (adding them to his/her own personal collection (deck)). Alternatively, the players may return the components to the players from which the components were won. There exists, however, some exceptions.
[0043] If displayed cards have identical attribute strengths and have equal attribute values (e.g., more than one player displays components having Eternity Values of 150) then each player may retain his/her respective component, returning it to his/her hand for a future round. Game play continues to the next round. If, however, the components are entered during the last round of play, the players may retain their cards, but the game ends. [0044] As noted above, each player is free to display any type of component, e.g., a data component or a special (character) component. If during a round, both a special component and a data component are entered into play, and the data component is the stronger component, the player with the losing, special component, has the option of surrendering the special component, or keeping the special component and surrendering a card from the player's deck of components. If a card from the deck is surrendered, the player who entered the strongest component may return the component to her hand, making it eligible for play in a future round. If the special card is surrendered by the losing player, then the cards are set aside and are not eligible for use in a future round.
[0045] In another embodiment of the invention (particularly useful for games including 4 or more players), game play is similar to that above, except that the strongest card is determined by first evaluating the attribute value, and then the relative strength of the attribute itself. Again, the strongest card entered into play wins the round. During a round, if more than one component entered into play possesses same attribute value, then the strongest component is determined by evaluating the relative strengths of the attributes of the entered cards (for example, by using the hierarchy of Table I).
[0046] As above, if more than one player displays a component having the same attribute value and attribute strength, then every player retains his/her respective component and game play continues to the next round (the components are eligible for use in a future round). If the identical components are entered during the last round of a game, then the players may
retain their components and end the game. If, during a round, both a special component and a data component are displayed, and the data component is the stronger component, the player with the losing, special component, has the option of surrendering the special component, or keeping the special component and surrendering a card from the player's deck of components. If a card from the deck is surrendered, the player who entered the strongest component may return the component to his/her hand, making it eligible for play in a future round. If the special card is surrendered by the losing player, then the cards are set aside and are not eligible for use in a future round.
[0047] In yet another embodiment of the invention, the game is played as disclosed in the above embodiments, but in addition, at least one of the general statement or the detailed statement is also used. Each round progresses as explained above, with the determination of the strongest component entered in each round. However, in a round, once all the components have been entered into play, a player that entered a non- winning component may alter the level of play in an effort avoid the surrender of his/her component. [0048] The non-winning player alters the level of game play by indicating a desire to do so. The method of indication is not particularly limited, and includes a verbal indication (e.g., by stating "Ultimate Genio"). When so indicated, the player who alters the level of play generates a question based either (1) on the general statement included on the component or (2) on the detailed statement contained in the collection medium. Typically, the question is generated using the general or detailed statement of the component entered into play by the player who altered the level of play (i.e., a non- winning player). In addition, if the detailed statement is used to generate a question, the detailed statement must be from that associated with the displayed game component. For example, if the player enters into play a component with reference number 144 and chooses to alter the level of play, the player states "Ultimate Genio" and creates a question from either component with reference number 144 or from
detailed statement contained in the collection medium placeholder with reference number 144. The form of question is not limited, so long as it relates to the general or detailed statement associated with the component. The number of times a player can alter the level of play during game is not particularly limited. Preferably, in a game of twelve rounds, level alteration should be limited to four occurrences.
[0049] The generated question is posed to the opposing player who entered the strongest component in the round. If the opposing player answers the question correctly, then the player who altered the level of play (i.e., the player who generated the question) surrenders the component, and the game continues. If, however, the opposing player does not answer the question correctly, each player keeps his/her respective card, with game play continuing. [0050] It is to be understood that terms such as "top", "bottom", "front", "rear", "side", "height", "length", "width", "upper", "lower", "interior", "exterior", and the like as may be used herein, merely describe points of reference and do not limit the present invention to any particular orientation or configuration.
[0051] While the invention has been described in detail and with reference to specific embodiments thereof, it will be apparent to one skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope thereof. For example, the educational/informational topic and subtopics are not limited, and include subjects relating to space travel, military planes, history, aviation, transportation, motor sports, concept cars, inventions, natural and manmade landmarks, sports, American heroes, martial arts, warriors, mythology, ancient civilization, endangered species, land and sea animals, insects, reptiles, dinosaurs, natural wonders, the universe, the earth, and weather. [0052] The size of, the shape of, or material comprising the game components not particularly limited. The components need not be cards. For example, game components can be tokens, blocks, sheets of paper, sheets of plastic, etc.
[0053] The number of cards in a set, collection, deck, or hand is not limited.
[0054] The indicium used for the group identifier is not limited, and may include comic book super heroes such as Silver Surfer™, The Incredible Hulk™, Storm™, Dr. Octopus™,
Venom™, Ant Man™, Spiderman™, Namor™, Black Panther™, Iceman™, Human
Torch™, Wolverine™, The Thing™, Thor, Elektra™, Captain America™, Daredevil™, Mr.
Fantastic™, Professor X™, Cyclops™, Iron Man™, and The Punisher™. Alternatively, the group identifier may be symbols, letters, numbers, photos, etc.
[0055] The size, shape, and material comprising the collection medium are not limited.
Typically, it is an album including a series of bound pages (e.g., spiral bound book), with a general educational topic area comprising two face-to-face pages.
[0056] The size, shape, or material of the placeholders is not particularly limited, so long as it is adapted to receive a game component.
[0057] The placement of indicia on the card is not particularly limited, and may be placed on one or both card surfaces. One surface may be blank, or include other images or indicia not used in game play. For example, one surface of a component may have a common appearance, such as a depiction of all of the game characters.
[0058] The indicia use to designate a special component is not particularly limited.
Preferably, it includes a comic book super hero; alternatively, it may include other indicia or images.
[0059] The rules of the game may be altered by individual players. For example, when a player who enters a card that is not the strongest card of a round, and then chooses to alter the level of play, he/she may generate a question from a component other than the one he/she entered. Players may also alter game rules regarding the retention and surrender of game components, as desired.
[0060] Thus, it is intended that the present invention covers the modifications and variations of this invention that come within the scope of the appended claims and their equivalents.
Claims
1. An educational collection and gaming system comprising: a game component bearing indicia representing a component identifier; an attribute; an attribute value; and a general educational statement pertaining to the component identifier, and a collection medium adapted to receive the game component including indicia representing a placement identifier; and a detailed educational statement pertaining to the placement identifier.
2. The system of claim 1, wherein the component identifier and the placement identifier are identical.
3. The system of claim 1 , wherein the game component is a card
4. The system of claim 1, wherein the collection medium includes an album comprising a series of bound pages.
5. The system of claim 4, wherein the album further includes multiple placeholders adapted to receive the game component.
6. The system of claim 6, wherein the album further includes a transparent sleeves attached to the placeholders, wherein the sleeve is removably receives the game component.
7. The system of claim 1, wherein the attribute includes at least one of Energy, Eternity, Attack, Shield, and Speed.
8. The system of claim 7, wherein each attribute has a relative strength that differs from the other attributes.
9. The system of claim 1, wherein the game component further comprises data components and special components.
10. The system of claim 1, wherein the detailed educational statement of the collection medium expands the general educational statement of the game component.
11. A method of playing a multiple player game, wherein each player creates a hand of game components; chooses a game component from the hand of game components; and simultaneously enters a game component into play, wherein the game components bear indicia representing a component identifier; an attribute; an attribute value; and a general educational statement relating to the component identifier.
12. The method of claim 11, wherein the game comprises a series of rounds, and the winner of each round is determined by identifying the strongest card entered during the round.
13. The method of claim 12, wherein the strongest card is determined by evaluating the attribute.
14. The method of claim 12, wherein the strongest card is identified by evaluating the attribute value.
15. The method of claim 11, wherein at least one of the players poses a question to at least one other player, wherein the question pertains to the general educational statement.
16. The method of claim 11, wherein the method further comprises consulting a collection medium adapted to receive the game component and bearing indicia representing a placement identifier and a detailed educational statement pertaining to the placement identifier.
17. The method of claim 16, wherein at least one of the players poses a question to at least one other player, wherein the question pertains to the detailed educational statement.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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US47794403P | 2003-06-13 | 2003-06-13 | |
US60/477,944 | 2003-06-13 |
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WO2004112921A2 true WO2004112921A2 (en) | 2004-12-29 |
WO2004112921A3 WO2004112921A3 (en) | 2005-07-14 |
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PCT/US2004/018864 WO2004112921A2 (en) | 2003-06-13 | 2004-06-14 | Collection, trading and competition card system |
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Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5119574A (en) * | 1990-12-14 | 1992-06-09 | U.S. Sample Company | Collector's album having transparent display pages with sheet retainers |
US5662332A (en) * | 1994-06-22 | 1997-09-02 | Wizards Of The Coast, Inc. | Trading card game method of play |
US6598880B2 (en) * | 2000-12-05 | 2003-07-29 | Daniel F. Addabbo | Card game deck and methods of play |
-
2004
- 2004-06-14 WO PCT/US2004/018864 patent/WO2004112921A2/en active Application Filing
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5119574A (en) * | 1990-12-14 | 1992-06-09 | U.S. Sample Company | Collector's album having transparent display pages with sheet retainers |
US5662332A (en) * | 1994-06-22 | 1997-09-02 | Wizards Of The Coast, Inc. | Trading card game method of play |
US6598880B2 (en) * | 2000-12-05 | 2003-07-29 | Daniel F. Addabbo | Card game deck and methods of play |
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