COLLECTIBLE CARD GAMES AND METHODS FOR PLAYING SAME Technical Field The present disclosure relates generally to games and more specifically to card
games in which players attempt to modify mover cards in order to be the first to move a
number of mover cards to accomplish a predetermined series of tasks.
Background
Examples of card games in which cards are placed on a playing surface and moved
relative to other cards on a playing surface are disclosed in U.S. Patent Nos. 6,601,851,
6,254,099, 6,247,697, and the well-known game of Klondike solitaire. Examples of card
games incorporating a racing theme are disclosed in U.S. Patent Nos. 5,318,306,
3,231,279, 3,117,790, 2,070,605, 837,537, 718,917, and the Parker Brothers game
MILLE BORNES. Examples of card games in which cards are used to modify attributes
of other cards are disclosed in U.S. Patent Nos. 5,967,517, 5,318,306 and 5,090,707.
Collectible card games have been known since at least as early as 1983, when Games
Workshop, Ltd. introduced the TALISMAN card game, and 1993 when Wizards of the
Coast introduced the MAGIC: THE GATHERING card game later described in U.S.
Patent No. 5,662,332 and its U.S. Reissue Patent No. RE37957.
Other examples of games with related elements include the disclosures of
NUCLEAR WAR by Flying Buffalo, Inc., CIVILIZATION by The Avalon Hill Game
Co., ILLUMINATI and ILLUMINATI: NEW WORLD ORDER by Steve Jackson
Games, U.S. Patent Nos. 1,678,576, 2,026,082, 2,072,799, 4,261,569, and U.S.
Provisional Patent Application No. 10/286,399, entitled "TILE-BASED BOARD
GAME" and filed on November 1, 2002.
The disclosures of the aforementioned references are incorporated herein by
reference in their entirety for all purposes.
For completeness of the present disclosure, aspects of the prior art TALISMAN
and ILLUMINATI games are shown as Figs. 12-32. Summary of the Disclosure
Disclosed herein are various embodiments of games and methods of game play for
two or more players, wherein each attempts to be the first to traverse a path consisting of
a series of tasks. In some embodiments, game components such as collectible trading
cards may be used to represent tasks, movers, and effects, and the game may include a
racing theme. In some exemplary methods of game play, players may form a path by
arranging player-selected task cards on a playing surface, each task card including indicia representing a task, such as a numerical value. Players may then move mover cards along
the path, each mover card including indicia representing attributes of the mover to
indicate whether the mover is able to accomplish a selected task, such as a corresponding
numerical value. Players may play effect cards to modify the attributes of the movers,
such as to accomplish a task or hinder an opponent's progress, and to modify game rules
and other aspects of the game environment.
Brief Description of the Drawings Figs. 1-6 show exemplary game cards suitable for use with one embodiment of a
game according to the present disclosure, in which:
Fig. 1 depicts a mover component in the form of a vehicle card;
Fig. 2 depicts a task component in the form of a realm card;
Fig. 3 depicts a first type of effect component in the form of a MOD card;
Fig. 4 depicts a second type of effect component in the form of a SHIFT card; Fig. 5 depicts a third type of effect component in the form of a HAZARD card;
and
Fig. 6 depicts a fourth type of effect component in the form of an AC card. Fig. 7 illustrates a representative playing surface for two players.
Figs. 8-11 illustrate a series of exemplary moves of some of the game cards shown in Figs. 1-6, according to one method of game play.
Figs. 12-18 depict various prior art game components, including game cards and a
game board, of the TALISMAN card game by Games Workshop, Ltd. Figs. 19-32 depict various prior art game components, including game cards and
markers, of the ILLUMINATI and ILLUMINATI: NEW WORLD ORDER games by Steve Jackson Games.
Detailed Description
Disclosed herein are various embodiments of a game for two or more players
wherein each player attempts to be the first to traverse a path consisting of a series or set
of tasks, which may be determined and/or ordered prior to game play, such as by the
players. In accordance with one aspect of the game, each player controls one or more
movers, each of which may have attributes or characteristics that indicate whether a
particular mover may accomplish a particular task and move to a next task in the set. If
one or more attributes of a mover indicate that the mover is not able to complete a
particular task, a set of rules of game play may allow a player to utilize one or more
available effects or commands to modify the attributes of the mover in order to
accomplish the task.
In some embodiments of the game, a set of game components may be used to
represent individual tasks, movers, and effects, and may be divided into a set of task
components, a set of mover components, and a set of effect components. Such game
components may take the form of hand-holdable game cards, tokens, chips, or any
suitable configuration, each game component including markings and/or other indicia
indicating a task, mover or effect represented by the game component, and/or other set- or
component-specific indicia. Some game components may optionally include indicia
indicating compatibility or correspondence with other game components.
In embodiments of the game in which game cards are used to represent the various
game components, the game may include a set of rules, a first set of game cards (or "task
cards"), each including first set-specific indicia and indicia indicating a numerical value
representing a task; a second set of game cards (or "mover cards"), each including second
set-specific indicia, indicia indicating at least one numerical value representing an
attribute or attributes of the mover, and indicia indicating correspondence between at least
one numerical value and a numerical value of at least one card of the first set of cards;
and a third set of game cards (or "effect cards"), each including third set-specific indicia
and indicia indicating one or more effects of the card on game play when the card is
played in accordance with the set of rules.
For example, the effect indicating indicia of some effect cards may include indicia
indicating a modification of one or more numerical values of a selected mover card, such
as to increase an attribute of the mover in order to meet or exceed the numerical value of
a task card in order to accomplish the task. The effect indicating indicia of some effect
cards may include indicia indicating a modification of one or more rules of game play.
The effect indicating indicia of some effect cards may include indicia indicating an effect
on another effect card, such as indicia indicating that a selected effect card may be
removed from play. Some effect cards may include indicia indicating the duration of one
or more of the effects of the card. Effect cards may further include indicia indicating a
condition associated with using the card in game play, such as a numerical value
representing a cost of using the card in game play. Further, one or more cards of the various sets may include compatibility indicia
indicating an effect of the card when played in conjunction with another card including
corresponding compatibility indicia. For example, some task cards may include
compatibility indicia indicating that a mover card including corresponding compatibility
indicia may receive a bonus modification of one or more attributes while the mover is
attempting to accomplish the task represented on the task card. Some mover cards may
include compatibility indicia indicating that only effect cards that include corresponding
compatibility indicia may be played in conjunction with such mover cards. In some embodiments of the game, each player may use an individual supply of
game cards, such as a deck of hand-holdable game cards, to engage in game play with
other players. Each player's individual deck may be selected from a reservoir of game
cards, such as according to a set of rules, a predetermined method, player choice, and so
forth. The reservoir of game cards may be the same for each player, such as a group of
game cards provided in a self-contained game kit. Alternatively, the reservoir of game
cards may differ for each player. For example, each player may have access to a different
reservoir of game cards, such as a personal collection of game cards acquired via
purchasing, trading, or otherwise exchanging. The game thus may include a strategic
element during pre-game preparation, in that, prior to game play, each player may select
game cards from a reservoir of game cards to assemble an individual deck for game play,
so as to attempt to achieve an advantage over other players. Such an advantage may be
based on factors including the relative availability of game cards and the skill level of
each player in using the game cards. In some embodiments, players may use a common
supply of game cards, such as a deck of cards provided in a self-contained game kit.
Such embodiments may increase the factor of chance in game play by providing a pre¬
assembled deck of cards for game play.
According to some methods of game play, the tasks for a game may be selected
from a group of possible tasks, such as by each player individually selecting one or more
task components that collectively make up the set of task components available for a
game. A path representing the order in which the tasks are to be accomplished during the
game may be determined prior to game play, such as by player agreement, randomly, or
as provided in a set of rules. In embodiments in which each player assembles an
individual deck of game cards for game play, a set of rules may provide that each player
includes a predetermined number of task cards in the player's deck, but removes the task
cards from the deck prior to initiating play and placing the task cards together with the
opponent's task cards on a playing surface, such as to form a continuous row of task
cards, thus determining a path representing the order in which the tasks are to be
accomplished during game play.
In some methods of game play in which players use one or more decks of cards,
each player may randomly draw and hold a hand of game cards from a deck, which may
limit the game cards available to each player to those held in the player's hand. Players
may bring game cards into play by placing them on a playing surface according to a set of
rules for game play, choosing game cards from their hands to facilitate progress toward
accomplishing the set of tasks or otherwise to obtain an advantage in the game, and/or to
hinder the progress of one or more opponents. For example, in some embodiments, a player may bring one or more movers into
play by placing a mover card on the playing surface to indicate that the mover represented
by the mover card is attempting to accomplish a task represented by a task card. One or
more effects, represented with effect cards, may also be brought into play to modify the
attributes of a player's movers, such as to allow a selected mover to accomplish a task, or
may modify attributes of opponents' movers, such as to prevent an opponent's mover
from accomplishing a task. Some effect cards may be used to modify the effects of
opponents' commands or effects, such as by countering, reversing, redirecting, removing,
or otherwise changing the effect. Some effect cards may be used to modify the rules of
play, other aspects of the game environment, and so forth. Effect cards may specify a
condition or requirement associated with using the effect, such that a player may be
required to satisfy the condition or requirement in order to play the effect card, such as
requiring a player to spend a predetermined number of points allotted to the player per
turn.
To indicate that a card is being played in conjunction with another card, the played
card may be placed in a certain manner relative to the card in conjunction with which it is
being played. A mover card, when brought into play, may be placed adjacent, otherwise
aligned with, or placed in a position relative to a task card. After a mover accomplishes a
task, the mover card representing the mover may be moved adjacent, otherwise aligned
with, or placed in a position relative to, a next task card in the path, and so forth. An
effect card played in conjunction with a selected mover card or other selected effect may
be placed on the playing surface relative to the selected mover card, such as to partially
overlap the selected mover or effect card. Some effect cards may remain with mover
cards as movers are moved along the path, but some may be removed from play, such as
by the effect of other effect cards, at the end of the duration of the effect as indicated on
the effect card, or as otherwise provided by the rules.
As cards are removed from play, they may be removed from the playing surface
and placed in a discard area or pile. As players use available game cards, they may
replenish their hands by drawing additional game cards from the deck or decks. A set of
rules may provide that the first player to move each of a predetermined number of movers
to accomplish each of a predetermined number of tasks is identified as the winner of a
game.
Some embodiments of the game include a collectible aspect, as players attempt to
collect game components in order to be able to select a desired supply for game play.
Moreover, certain game components may have limited availability with respect to other
game components. For example, the available game components may include multiple
copies of unique individual game components, with some game components having fewer
or more copies that other unique individual game components. The limited availability of
some game components may enhance the collectible aspect of the game.
Thus, in accordance with at least one aspect of a game as described herein, in
which the game includes rules of play and a plurality of game components, methods of
playing a game may include selecting from the plurality of game components a task
component having indicia indicating a numerical value; drawing a hand of components
from a supply of components, the hand including mover components and effect
components, at least one mover component having one or more indicia each indicating at
least one numerical value that corresponds to a numerical value of the selected task component, and each effect component having indicia indicating a modification of one or
more numerical values when played in conjunction with the at least one mover
component; and playing one or more effect components in conjunction with the at least
one mover component from the hand and in accordance with the rules to modify the
numerical value of the mover component to meet or exceed the corresponding numerical
value of the task component. Some methods may further include, prior to drawing a hand
of components, acquiring a personal reservoir of game components, and assembling for
game play a supply of game components from the personal reservoir of game
components.
In accordance with another aspect of a game as described herein, in which the
game includes rules of play and a plurality of cards that includes a first set of cards and a
second set of cards, each card of the first set including indicia indicating a task to be
accomplished by the use of one or more cards of the second set, methods of playing a
card game for at least two players may include each player acquiring an individual
reservoir of cards, each player assembling an individual deck of cards from a player's
individual reservoir of cards such that the assembled deck of cards includes at least one
card from the first set of cards; each player removing from the deck of cards the at least
one card from the first set of cards; arranging the cards from the first set of cards to form
a path on a playing surface; and each player executing a turn by drawing at least one card
from the deck of cards and, at the player's option, playing a drawn card by placing the
card in a position relative to a selected card in the path. Some methods, in which the
plurality of cards further includes a third set of cards, each card of the third set including
indicia indicating the effect of the card on a card of the second set, and each player's
assembled deck of cards includes at least one card from the third set of cards, may further
include, when executing a turn, playing a card from the third set in conjunction with a played card.
In accordance with another aspect of a game as described herein, in which the
game includes game cards each having at least one numerical value and indicia indicating
coiTespondence between numerical values of at least two game cards, methods of playing
the card game may include arranging a plurality of game cards in a path on a playing
surface; each player drawing at least one game card from a supply of cards; and each
player executing a turn by placing a drawn card in a first position relative to a first card in
the path, and moving the placed card from the first position to a second position relative
to a second card in the path if a numerical value of the placed card is equal to or greater
than a corresponding numerical value of the first card.
In accordance with another aspect of a game as described herein, in which the
game includes rules of play and a plurality of cards that includes a first, a second, and a
third set of cards, each card having set-specific indicia, each card of the first set having
set-specific indicia and indicia indicating a numerical value, at least one card of the
second set having indicia indicating at least one numerical value to which the numerical
value of the cards of the first set correspond, and each card of the third set having indicia
indicating an modification to a numerical value of the card of the second set, methods of
playing the card game may include arranging one or more cards from a first set of cards
to form a path on a playing surface, drawing a card from a supply of cards that includes
one or more cards from each of second set of cards and a third set of cards, executing a
turn that includes, at the player's option, placing a drawn card of the second set in a
position relative to a selected card in the path, and using one or more drawn cards of the
third set in accordance with the rules to modify the numerical value of a placed card; and if the numerical value of the placed card is modified to be equal to or greater than the
numerical value of the selected card in the path, moving the placed card to a position relative to a different card in the path. In accordance with another aspect of a game as described herein, methods of
playing a card game may include arranging a plurality of cards face-down to form a path
on a playing surface, the path terminating at one end in a first card; turning a first card in
the path face-up; drawing a hand of cards from a supply of cards; playing a drawn card by
placing the card in a first position relative to the first card in the path; turning a second
face-down card in the path face-up; and moving the played card from the first position to
a second position relative to the second card in the path. Methods in which the game
further includes a set of rules for game play may further include playing a drawn card, in
accordance with the set of rules, in conjunction with a selected played card, by placing
the drawn card to partially overlap the played card. Some methods may further include,
when moving the played card, collectively moving the played card and any cards that are
placed to partially overlap the played card.
In accordance with yet another aspect of a game as described herein, methods of
playing the game may include drawing a selection of cards from a supply of cards, the
selection including mover cards and effect cards, at least one effect card having indicia
indicating a cost associated with playing the effect card in conjunction with a mover card
and an effect of playing the effect card in conjunction with a mover card; paying the cost
associated with the at least one effect card; playing the at least one effect card in
conjunction with a selected mover card; and moving the mover card as a result of playing
the at least one effect card in conjunction with the selected mover card. Optionally, in some embodiments, a game backstory or theme may provide a
contextual framework or setting according to which the game is played, such as to
enhance entertainment value, to enhance collectibility of the various game components, to
aid player comprehension of the rules and methods of game play, and so forth. For
example, some embodiments of the game incorporate a racing theme, in which the tasks
may each be presented as an individual region or racing realm through which the movers
may race, the movers may each be represented as a vehicle attempting to traverse the
various racing realms, and the effects may include various modifications that may be
made to the vehicles, such as to enable a player's vehicle to successfully traverse a
particular realm, to hinder or damage an opponent's vehicle, and so forth.
Further, such a theme may be based wholly or in part on characters, events,
locations portrayed in a particular popular culture phenomenon, i.e. in a book, comic
book, movie, TN show, or the like. For example, as described more fully below, an
exemplary embodiment in the form of a collectible card game is based on the Mattel, Inc.
Hot Wheels® "AcceleRacers"™ toys and TN shows. In this embodiment, the various
game components as described above take the form of game cards, each of which include
illustrations, text, and other indicia that may represent characters, settings, events, and
other backstory elements consistent with the "AcceleRacers"™ phenomenon. In this
embodiment, the game cards include mover components in the form of vehicle cards, task
components in the form of realm cards, and effect components in the form of effect cards. Examples of various types of game cards 10 suitable for use with an embodiment of the game in the form of a collectible card game are shown in Figs. 1-6. Each game
card 10 is shown to be of similar size and shape, and includes a playing face 12 that
further includes one or more illustration areas 14, text areas 16, and various other
markings or indicia indicating the card type, the card name, the effect of the card in the
card game, and so forth. Each card 10 also includes an opposite side (not shown), which
may contain a common design or other indicia, or may be left blank, so that each of cards
10 are indistinguishable from each other when seen from the opposite side, such as when
placed playing face-down on a playing surface, or as viewed by an opponent as a player
holds a hand of cards.
Playing face 12 of each game card 10 is shown to have an outer edge 20 and an
outer border 22, which may include indicia such as a color or pattern, such as may be
used to indicate that the game card is part of a particular edition, series, or set of game
cards for the game. For example, promotional game cards, and/or game cards in limited-
or collectors' edition sets, may be made commercially available for a limited time with
respect to other game cards (such as those in unlimited-edition sets), enhancing the
collectibility of game cards of limited availability.
Playing face 12 of each game card 10 also includes an inner border 24, which is
shown to extend substantially around the periphery of the playing face, inside the outer
border 22. Inner border 24 is also shaped to accommodate various indicia, such as a card
type indicator 30 to indicate the type of game card, and a card name 32 to indicate the
name of the card. Other card information indicia, such as a card number and/or the
number of cards in the set of game cards of which the card is a part, may appear in card
information area 34. Some indicia of each card 10 may function as set-specific indicia,
for example to indicate that the game card is of a particular card type, set, or category, or
subcategory within the card type. For example, card type indicator may include text
identifying a game card as a vehicle card, a realm card, or one of several different types
of effect cards. Optionally, inner border 24 may be colored or otherwise marked, such as
according to a color-coding scheme to differentiate and identify each game card type
and/or subcategory. As indicated in Figs. 1-6, the arrangement of the various types of
indicia on each card may optionally function as set-specific indicia.
Arranged on playing face 12 of each game card 10, generally within inner border
24, are one or more areas such as illustration area 14 and text area 16. Text area 16 may
include text, such as explanatory text to explain one or more effects of the game card in
game play, and/or instructional text to instruct an action to be taken in the context of
game play. Optionally, text area 16 may include "flavor text," or text that is not related to
the effect of the card or to game play, but rather provides a contextual reference to the
game backstory, a fictional account of the vehicle depicted, and so forth. Illustration area
14 may include a visual depiction of what may be represented by the game card, such as
one or more photographs, artwork, stylized illustrations, and so forth. Information about
such depictions, such as the artist's name and/or copyright information, may appear in a
designated area on the playing face, such as card information area 34.
Game cards 10 may be categorized by card type. As mentioned above, the game
cards of the exemplary embodiment include vehicle cards 40, realm cards 42, and effect
cards 44. Further, one or more types of game card may be subcategorized within the card
type (for example, there are four subcategories of effect cards 44 in the exemplary
embodiment). The particular arrangement of the described markings and indicia may
vary from card type to card type, and may vary within card types and/or card subcategories. Optionally, some card types and/or subcategories may include indicia
unique to the card type or subcategory. For example, illustration area 14 of each vehicle
card may include a depiction of the vehicle represented by the vehicle card. Text area 16
of a realm card may include text explaining challenging features of the region or racing
realm represented by the realm card. Effect cards may each include cost indicia associated with using the cards. Further, inner border 24 of the various game cards 10
may be color-coded, and card type indicator 30 may also designate the card type or
subcategoiy. Other differences among the various card types and subcategories of the
exemplary embodiment are explained below.
Briefly, vehicle cards 40, an example of which is indicated in Fig. 1, each may
represent a vehicle, and may include indicia representing the attributes or characteristics
of the vehicle represented. Vehicle cards may include additional indicia such as one or
more logos or icons indicating a team or group affiliation, compatibility with other game
cards, bonus indicators, and so forth. Realm cards 42, an example of which is indicated
in Fig. 2, each may represent an individual region or racing realm, and may include
indicia representing a task presented by the realm represented on the vehicle card. Realm
cards may further include subcategorizational indicia similar to, or different from, that of
the vehicle cards. Effect cards 44, examples of which are indicated in Figs. 3-6, each may
include indicia indicating an effect of the card on the game, indicia specifying a condition
or requirement associated with using the effect card, and/or additional indicia, such as
subcategorizational indicia identifying the effect card as one of the following: - "MOD" cards (an example of which is indicated at 46 in Fig. 3);
- "SHIFT" cards (an example of which is indicated at 48 in Fig. 4);
- "HAZARD" cards (an example of which is indicated at 50 in Fig. 5); and
- "ACCELE-CHARGER" or "AC" cards (an example of which is indicated at 52 in Fig. 6). As mentioned above, mover components of the game may have attributes that
indicate whether a mover may accomplish a particular task, during game play. In the
exemplary embodiment, such attributes of the vehicle cards 40 are indicated as statistical
indicia 70, which are shown in Fig. 1 as three numerical values 72, 74, 76. Each
numerical value appears in one of a set of three adjacent windows 78 on playing face 12
of the vehicle card. In this embodiment, each of the numerical values corresponds to a
type of attribute of the vehicle represented by the vehicle card. Consistent with the racing
theme, the numerical value 72 in the first window may represent the "speed rating" of the
vehicle, the numerical value 74 in the second window may represent the "power rating"
of the vehicle, and the numerical value 76 in the third window may represent the
"performance rating" of the vehicle. Thus, in the lexicon of the game, statistical indicia
70 may be referred to as a vehicle's "speed-power-performance rating" or "SPP rating."
Each vehicle card of this embodiment has an SPP rating which may differ from, or be the
same as, other vehicle cards in the game.
In the exemplary embodiment of the game, the SPP rating of a vehicle card may
indicate whether the vehicle (and thus the vehicle card) is able to accomplish a particular
task. Also, other game cards may be played in conjunction with the vehicle card
representing the vehicle to modify the SPP rating of a vehicle. For example, some effect
cards may be used to modify a vehicle's SPP rating, such as by increasing or decreasing
one or more of the numerical values 72, 74, 76. Optionally, certain game cards, when played in conjunction with other cards, may result in a modification of a vehicle's SPP
rating. For example, if a player is using a vehicle card that includes a certain type of
compatibility indicia to attempt to accomplish a task represented by a realm card that
includes corresponding compatibility indicia, the vehicle's SPP rating may be modified as
a result of the correspondence.
A game card may further include subcategorizational and/or compatibility indicia,
such as to indicate that a particular game card may be a member of a subcategory within a
card type, that a particular game card is compatible with another game card including
corresponding indicia, and so forth. For example, vehicle card 40 is shown to include a
vehicle compatibility icon (or "team logo") 80, one of four of such different icons used in
the exemplary embodiment. Vehicle card 40 is also shown to include an effect
compatibility icon ("modability icon") 82, one of one of three of such different icons used
in the exemplary embodiment, and a realm compatibility icon 84 ("terrain icon"), one of
six of such different icons used in the exemplaiy embodiment. Such icons and other
indicia may be used to indicate compatibility with other game cards including
corresponding indicia, and/or to indicate an effect associated with the indicia.
Finally, some indicia on a vehicle card 40 may further a theme or themes upon
which the game components may be based. For example, illustration area 14 may include
a depiction of a particular vehicle from the AcceleRacers™ world, and the card name 32
(indicated in Fig. 1 as "MAGNESIUM") may provide the name of the vehicle depicted.
Text area 16 may relate a specific effect of the vehicle card on the game environment
when the vehicle card is in play, and/or provide flavor text relating to a plot line or
backstory consistent with the theme.
Referring next to Fig. 2, an exemplary realm card 42 is depicted, which is shown
to include markings and other indicia similar to those of other game cards 10, although
the arrangement and configuration of some of the various indicia is shown to differ from
that as shown on vehicle card 40. As explained in more detail below, the arrangement of
the indicia on playing face 12 of the various game cards may facilitate and/or enhance
some aspects of game play.
Playing face 12 of realm card 42 has an outer edge 20, an outer border 22, an inner
border 24 including a card type indicator 30, card name 32, and card information area 34.
As with vehicle card 40, some indicia of the realm card may be thematic, such as
illustration area 14 depicting a landscape or scenery indicating a region or racing realm,
text area 16 relating explanatory, instructional, and/or flavor text, and so forth. A realm
card may further include subcategorizational ior compatibility indicia. For example,
realm card 42 is shown to include a realm compatibility icon ("terrain icon") 84, indicated
as a letter "S," matching the terrain icon on the exemplary vehicle card 40. Terrain icons
may indicate the type of terrain associated with the region or realm represented by the
realm card, such as slick, mud, water, and so forth, and may take the form of a pictogram,
illustration, text, or any suitable depiction. Terrain icons may be used to indicate
compatibility with other game cards including corresponding terrain icons, and/or to
indicate an effect associated with the terrain icon.
In the exemplary embodiment, realm cards each represent a task. To indicate the
task, a realm card may include task indicia 90 that includes one or more numerical values,
such as numerical value 92. Each numerical value appears in one of a set of three
adjacent windows 94 on playing face 12 of the realm card. On the realm cards of the
exemplary embodiment, two sets of windows 94 are shown, each set positioned on
opposite sides of playing face 12 of realm card 42, with the same task indicia indicated in
each set. As discussed in more detail below, task indicia 90 corresponds to statistical
indicia 70 of a vehicle card, and represents one or more numerical values that a vehicle
card's SPP rating must meet or exceed in order to accomplish the task and "escape" from
the realm represented by the realm card. In the lexicon of the game, task indicia 70 may
be referred to as a realm's "escape value." In the exemplary embodiment, the correspondence between escape value 90 and a
vehicle's SPP rating 70 by means of the windows 94, which correspond to windows 78 of
a vehicle card. For example, numerical value 92 is indicated as "5" in the first of three
windows 94, corresponding to a vehicle card's "speed rating," which is indicated by a
numerical value 72 in the first of three windows 78 on a vehicle card. However, although
the correspondence is indicated in terms of the windows, any suitable indicia may be
used.
Referring next to Figs. 3-6, various types of effect cards 44 are shown to include
some markings and other indicia similar to those of other game cards 10, although the
arrangement and configuration of some of the various indicia is shown to differ from that
as shown on vehicle card 40 and realm card 42. As with the exemplary vehicle card 40
and realm card 42, effect cards 44 may optionally include thematic indicia and/or
subcategorizational indicia. For example, card type indicator 30 of MOD card 46
includes the text "MOD." Optionally, effect cards 44 may include one or more
modability icons 82 and/or terrain icons 84, or other indicia as discussed herein.
In the exemplary embodiment, an effect card represents an effect of the effect card
on game play. For example, an effect card may affect a vehicle card, other effect cards,
the rules of play, or any other aspect of game play or the game environment. To indicate
the effect, an effect card may include one or more effect indicia such as modification
indicia 100. In the exemplary embodiment, modification indicia 100 is shown to include
one or more numerical values, such as numerical values 102 and 104 on MOD card 46.
Each numerical value appears in one of a set of three adjacent windows 106 on playing
face 12 of the effect card. In contrast to windows 78 and 94 on vehicle card 40 and realm
card 42, respectively, windows 106 of MOD card 46 (and other effect cards 44) are
shown positioned adjacent a short edge of playing face 12.
As discussed in more detail below, modification indicia 100 may represent a value
(or values) by which a corresponding numerical value (or values) of a vehicle card's SPP
rating may be modified. In the lexicon of the game, modification indicia 100 may be
referred to either as an effect's "SPP bonus" or "SPP damage," for example depending if
the modification indicia 100 indicates raising or lowering a vehicle card's attributes. As
with realm card 40, the correspondence between modification indicia 100 and a vehicle
card's SPP rating 70 may be indicated by means of the windows 106.
An effect card may optionally include effect indicia in textual format, such as may
appear as explanatory and/or instructional text in text area 16. In the exemplary
embodiment, some effect cards may include both modification indicia 100 and text, some
may include modification indicia 100 and no text, some may include text and no
modification indicia 100 (i.e., windows 106 may include no numerical values or may
include zero values), and so forth. If an effect card has a durational effect, for example if
an effect card indicates that, once played, the effect will expire after a specified number
of turns are completed, such information may appear as instructional text in text area 16. An effect card may further include indicia specifying a condition or requirement
associated with using the effect card. To indicate the condition or requirement, an effect
card may include cost indicia 110, which may indicate a cost or other condition to satisfy
in order for a player to play the effect card and/or resolve the effect of the effect card. In
the exemplary embodiment, cost indicia 110 is indicated as a numerical value, such as
numerical value 112 on MOD card 46. However, any suitable indicia may be used. As
explained in more detail below, according to a set of rules of game play for use with the
exemplary embodiment, a predetermined amount of points may be available to a player
on a turn, and cost indicia 110 on an effect may card represent the number of points the
player may use in order to play and/or resolve or otherwise manifest the effect of the
effect card. The effect of each type of effect card 44 is explained below.
Fig. 3 shows an exemplaiy MOD card 46. In the exemplary embodiment, a MOD
card may represent a permanent physical modification to a vehicle, which may result in a
permanent modification of the vehicle's SPP rating and/or some other effect. For
example, if played in conjunction with a vehicle card, the effect of MOD card 46 may be
to increase one or more numerical values of the vehicle card's SPP rating by the
corresponding numerical values of the MOD card's SPP bonus. Exemplary MOD card 46
includes the card name "BALANCER," and is indicated to have a cost of 2 points. MOD card 46 is shown to include a modability icon 82 that may indicate the type
of modification represented by the MOD card, such as a "street" modification, a "racing"
modification, an "off-road" modification, and so forth, and may take the form of a
pictogram, illustration, text, or any suitable depiction. Modability icons may be used to
indicate compatibility with other game cards including corresponding modability icons,
and/or to indicate an effect associated with the modability icon. For example, the
modability icon on MOD card 46 matches the modability icon on exemplary vehicle card
40, which may indicate that MOD card 46 may be played in conjunction with vehicle card
40, and may further indicate that MOD card 46 may not be played in conjunction with
vehicle cards that do not include a corresponding modability icon. MOD card 46 may
include a terrain icon (indicated in dashed lines at 84), which may indicate that an effect
of the MOD card on a vehicle card may be to confer the effect of a terrain icon on the
vehicle card.
Fig. 4 shows an exemplary SHIFT card 48, another type of effect card 44. In the
exemplary embodiment, a SHIFT card may represent a temporary modification of a
vehicle's SPP rating and/or some other temporary effect. Card indicator type 30 of
SHIFT card 48 includes the text "SHIFT." SHIFT card 48 is shown to include
modification indicia 100, shown as a single numerical value 114 in the second of the three
adjacent windows 106, and cost indicia 110, shown as numerical value 116. Exemplary
SHIFT card 48 includes the card name "DOWNSHIFT" and is indicated to have a cost of
1 point.
Fig. 5 shows an exemplary HAZARD card 50, another type of effect card 44. In
the exemplary embodiment, a HAZARD card may represent a hazard, penalty, or other
effect that may hinder a vehicle's progress in accomplishing the tasks in order to win the
game. Card indicator type 30 of HAZARD card 50 includes the text "HAZARD."
HAZARD card 50 is shown to include modification indicia 100, shown as two numerical
values 118, 120 in the first and third of the three adjacent windows 106. Numerical
values 118, 120 on HAZARD card 50 are both shown to be negative values. HAZARD
card 50 further includes cost indicia 110, shown as numerical value 122. Exemplary
HAZARD card 50 includes the name "CHOKE VALVES" and is indicated to have a cost
of 3 points.
Fig. 6 shows an exemplary AC card 52, the final type of effect card 44 in the
exemplary embodiment. In the exemplary embodiment, an AC card may represent a
device or machine that may be temporarily equipped to a vehicle, for example to modify a
vehicle's SPP rating. Card indicator type 30 of AC card 52 includes the text "AC." AC
card 52 includes modification indicia 100, shown as a two numerical values 124, 126 in
the first and second of the three adjacent windows 106, and cost indicia 110, shown as
numerical value 128. Exemplary AC card 52 includes the name "CHOKE VALVES" and
is indicated to have a cost of 2 points.
The effect of the various cards illustrated in Figs. 1-6, and how they may be
played in conjunction with other game cards, is described more fully below.
Briefly, the exemplary embodiment is a collectible card game that includes task
components in the form of realm cards 42, a number of which may be selected or
otherwise determined prior to playing a game, to form a path or series of tasks. Each
realm card 42 includes task indicia ("escape value") 90. Players may control various
mover components in the form of vehicle cards 40, each of which includes statistical
indicia ("SPP rating") 70, and may attempt to individually accomplish each of the tasks indicated on the realm cards 42 by playing various types of effect cards 44, either to
modify the SPP rating on a vehicle card to meet or exceed a realm card's escape value by
means of the effect card's modification indicia ("SPP bonus"), to prevent an opponent
from accomplish a task (by means of the effect card's "SPP damage"), or to otherwise
modify one or more aspects of the game environment. Effect cards each include cost
indicia corresponding to a number of points a player may spend in order to bring the
effect card into play.
Four types of effect cards may be available for play. A MOD card 46 may include
an SPP bonus, and may be played in conjunction with a player's vehicle card to modify one or more numerical values of the vehicle's SPP value by the corresponding numerical
value(s) indicated by the MOD card's SPP bonus. A MOD card may optionally indicate
one or more effects on some aspect of game play, indicated by instructional and/or
explanatory text included on the MOD card. However, a set of rules may provide that a
MOD card may only be played in conjunction with a vehicle card that includes a
modability icon corresponding to the modability icon on the MOD card, unless the effect
of another card changes this requirement or unless indicia (such as text) on the MOD card
so indicates. The modification and/or effect of a MOD card may remain in effect until
either the MOD card, or the vehicle card with which the MOD card was played, is
removed from play. A SHIFT card 48 may similarly include an SPP bonus and/or other
effect, but the modification and/or effect remains in effect until either the SHIFT card is
removed from play or until the vehicle card with which the SHIFT card was played meets
or exceeds a realm card's escape value and moves to a new realm card.
A HAZARD card 50 may include an SPP damage and/or other effect, and may be played in conjunction with an opponent's game cards. If a HAZARD card includes an
SPP damage, it may be played in conjunction with an opponent's MOD or SHIFT card in order to remove such a card from play if one or more numerical values of the MOD or
SHIFT card's SPP bonus is reduced to (or below) a zero value by the corresponding
numerical value(s) indicate by the HAZARD card's SPP damage. A HAZARD card may
optionally (in addition or alternatively to modifying a vehicle's SPP value) have an effect
on some aspect of game play indicated by instructional and/or explanatory text included
on the HAZARD card. Finally, an AC 52 card is similar to a SHIFT card, but may not be
removed from play by a HAZARD card, unless the effect of another card changes this
requirement or unless indicia (such as text) on the HAZARD card so indicates.
In addition to effect cards, compatibility indicia on certain cards may modify one
or numerical values of a vehicle's SPP rating. For example, a vehicle's SPP rating
receives a bonus modifier if a vehicle is attempting to accomplish a task represented by a
realm card that includes a corresponding terrain icon. Some effect cards may also include
one or more terrain icons, which may indicate that a vehicle card with which the effect
card is used acquires the effect of the terrain icon, as if the vehicle card itself included the
terrain icon.
In the exemplary embodiment of the game, various game cards may be placed,
arranged, and moved on a playing surface relative to other game cards in order to visually
indicate to the progress of each player in the game and the manner or manners in which
the effect of the played game cards affect game play. Fig. 7 illustrates a representative playing surface 210 that is shown to be
approximately divided into two areas including a first player area 212 and a second player
area 214 on either side of a central area 216. Central area 216 is shown to include several
realm cards 42 placed lengthwise to form a path, one of which has been turned face-up.
Each player area 212, 214 includes sufficient space for various game cards to be placed
relative to the realm cards 42 and for both players to be able to visually determine their
progress in terms of the various positions of the game cards relative to the realm cards 42.
Each player's deck of cards may be placed face-down adjacent the player's territory to
form a draw pile 218 from which game cards are drawn during game play. As game
cards are removed from play, they may be placed in a player's discard pile 220. The arrangement of the various game cards indicated in Fig. 7 may represent an
initial configuration of the game of the exemplary embodiment prior to either player
placing cards into play. As mentioned previously, the realm cards representing the set of
tasks to be accomplished during a game may be selected, ordered, and/or otherwise
determined prior to playing the game. The manner in which the set of realm cards 42 for
a game are determined may be provided in a set of rules. For example, each player may
first assemble an individual deck of cards from a reservoir of game cards (such as a
player's personal collection, a set of game cards as provided in a game kit, or otherwise),
such that the deck includes a predetermined number of realm cards 42. Prior to initiating
game play, each player may remove the realm cards from the decks, and randomly place
the realm cards face-down to form a path, as indicated in Fig. 7. One of the realm cards
may be turned face-up, indicating that the task represented by the face-up realm card is
the first task for vehicle cards controlled by the players to attempt to accomplish. As
vehicle cards accomplish the task and "escape" from the realm, the next realm card is
turned face-up, and so forth.
Exemplary methods of game play and pre-game preparation utilizing the concepts
and game cards discussed above are outlined in the paragraphs below. Such methods
may be articulated in a set of rules for game play, such as may accompany a game kit or
other commercial embodiment of one or more game components.
As mentioned above, each player may use an individual supply of game cards, to
engage in game play with other players. Each player's individual deck may be selected
from a reservoir of game cards, such as according to a set of rules, a predetermined
method, player choice, and so forth. The reservoir of game cards may be the same for
each player, such as a group of game cards provided in a self-contained game kit.
Alternatively, the reservoir of game cards may differ for each player. For example, each
player may have access to a different reservoir of game cards, such as a personal
collection of game cards acquired via purchasing, trading, or otherwise exchanging. The
game thus may include a strategic element during pre-game preparation, in that, prior to
game play, each player may select game cards from a reservoir of game cards to assemble
an individual deck for game play, so as to attempt to achieve an advantage over other
players. Such an advantage may be based on factors including the relative availability of
game cards and the skill level of each player in using the game cards.
Alternatively, players may use the same deck of game cards, such as drawing
cards from a common deck of game cards shared among all players. Such a supply may
be provided in a game kit, randomly selected, or otherwise assembled. Each player's
deck, or the common deck shared among the players of the game, may be assembled to
ensure an adequate mix of different card types is present from which the player (or
players) may draw. Players may assemble their decks with a particular strategy in mind, or may randomly assemble a deck, such as to increase the level of chance in the game.
A set of rules may specify guidelines players may or must follow in assembling a
deck of cards for game play. For example, to avoid placing players who may not have
access to cards of lower availability or of a certain type at a disadvantage, the rules may
limit the number of copies of some cards that may be included in a player's deck. Optionally, the rules may require that a player include a minimum number of a certain
type of card in the supply. For example, the set of rules of the exemplary embodiment
may specify that each player include two realm cards in the player's deck, although rules
for other embodiments may indicate different quantity limits and/or requirements.
Prior to game play, each player removes the realm cards from the individual decks
and places them face down on the playing surface, as discussed above. In the exemplary
embodiment, players alternate in placing a realm card face-down in the central area of the
playing surface. Players then place their decks face-down to form a draw pile, and begin
game play by drawing a predetermined number of cards to form a hand of cards. For
example, each player may initially draw seven cards, although a hand may consist of
more or less than seven cards. A realm card is selected and turned face-up to indicate the
first task to be accomplished by the players' vehicles. Fig. 7 may represent an exemplary
layout of game cards at this point in game play.
Figs. 8-11 illustrate a series of exemplary moves of game cards in first player area
212 on the playing surface 210 during game play. Although not shown, the other player
may bring game cards into play in second player area 214 a similar manner to that
described below, and the method and/or rules of game play may allow both players to
play cards in the opponent's area, such as bringing a HAZARD card into play to remove
an effect card from an opponent's vehicle card. As the game proceeds, players take alternating turns, during which a player may
play one or more game cards from the player's hand. As explained above, a vehicle card
may be brought into play by placing it adjacent or otherwise positioned relative to a realm
card. Fig. 8 illustrates a detail view of a playing surface 210, in which the first in a row
of realm cards 42 has been placed face-up (indicated as 42'). Vehicle card 40 has been
placed in play adjacent realm card 42' in first player area 212, such that the vehicle's SPP
rating 70 aligns with the realm card's escape value 90. Such alignment may provide both
players with a clear indication of whether a particular vehicle card is able to accomplish
the task presented by a realm card, or in other words, whether a particular vehicle is able
to escape from the realm and move to the next one in the path.
In Fig. 8, realm card 42' is shown to have an escape value of "5," as indicated by
the numerical value 92 in the first of the three windows 94. As explained above, the
corresponding numerical value of a vehicle's corresponding SPP rating must meet or
exceed the realm card's escape value in order to escape the realm and move to the next
realm card. The speed rating 72 of vehicle card 40 is shown to be "4," as indicated in the
first of the three windows 78. Thus, the vehicle may not escape the realm.
However, a player may bring one or more effect cards into play to modify the SPP
value of the vehicle represented by vehicle card 40. As explained above, each effect card
may include cost indicia indicating a condition or requirement a player may have to meet
in order to bring the effect card into play. According to the presently described method of
playing the game, a player is allotted three points per turn, although the number of points
may be altered by various events and circumstances during game play. For example, if a
player controls two or more vehicle cards that each include a corresponding team logo, an
additional point may be made available to the player per turn. Points may be represented
by game tokens or other available items, or recorded by the players on paper, or players
may be able to remember the number of points available without the use of any additional
items. During a turn, a player may spend any or all of the available points in order to pay
the cost to bring one or more effect cards into play. For example, the vehicle cards of the
exemplary embodiment require no points to be brought into play, and may therefore be
played as described above without reducing the number of points available to the player.
However, effect cards each include cost indicia. For example, a player may begin a turn
with 3 points and the game cards illustrated in Figs. 3-6 in the player's hand (a 2-point
"BALANCER" MOD card, a 1-point "DOWNSHIFT" SHIFT card, a 3-point "CHOKE
VALVES" HAZARD card, and a 2-point "HYPER- UMP" AC card). The player may
play the 3-point card, or one of the 2-point cards and the 1-point card, or any card or
combination of cards up to a total of 3 points.
Besides the cost indicia of effect cards, the rules may specify other limits with
respect to which card or cards may be brought into play. For example, while vehicle
cards may not require a player to spend any points in order to bring them into play,
players may be limited to bringing a maximum of one vehicle card into play per turn.
Also, the vehicle card may include one or more modability icons 82, which may limit the
number of effect cards that may be played in conjunction with the vehicle card to those
which also include a corresponding modability icon.
Referring to Figs. 1 and 3, the "MAGNESIUM" vehicle card 40 includes a
modability icon that corresponds to the "BALANCER" MOD card 46. Fig. 9
schematically shows MOD card 46 brought into play in conjunction with vehicle card 40.
To indicate that the card is being played in conjunction with vehicle card 40, MOD card
46 is placed to partially overlap vehicle card 40 such that the MOD card's SPP bonus 100
aligns with the vehicle card's SPP rating 70. Once played, the SPP bonus 100 of the
MOD card is applied to the vehicle's SPP rating. As above, such alignment may provide
both players with a clear indication of the game card in conjunction with which the MOD
card is being played.
The alignment may also provide players with an indication of the manner in which
the vehicle's SPP rating is modified as a result of the MOD card being brought into play.
For example, the numerical value 102 in the first window 106 of MOD card 44 indicates
that the corresponding numerical value of the vehicle's SPP rating is increased by 1.
Thus, while the MOD card is in play, the vehicle represented by the vehicle card 44 meets
the escape value of the realm card 42'.
Assuming that the opponent fails to take any action to remove the played MOD
card from play, the vehicle card 40 is moved to the next realm card, which is turned face¬
up to present the realm card's escape value, as indicated in Fig. 10. Since the MOD card
represents a permanent modification of the vehicle represented by the vehicle card in
conjunction with which it was played, the MOD card is moved along with the vehicle
card to the next realm card, as indicated in Figs. 10-11. Any other vehicle cards that were
previously in play in the player's area 212 in the first realm are simply moved adjacent
the first realm card, as indicated in Fig. 11.
The steps of executing a turn by each player may consist of a sequence of ordered
steps. For example, according to the presently described method of game play, each
player's turn involves the following sequence:
- drawing a card,
- advancing all vehicle cards that meet or exceed a realm card's escape value,
- bringing a vehicle card into play, - checking the status of any played cards that have a durational effect,
- spending allotted points to bring effect cards into play, and
- discarding any cards in excess of a predetermined number of cards at the end of the turn.
Although the sequence may vary in other embodiments, such a turn sequence may
function to limit, and/or provide structure to, game play. For example, advancing vehicle
cards prior to bringing effect cards into play allows the opponent an opportunity to bring
cards into play to counter any effect cards played during a player's turn before the player
is allowed to advance any vehicle cards.
Play continues in this manner, with each player taking turns and attempting to
modify the SPP ratings of the player's vehicles or otherwise play effect cards to assist the
progress of the player's vehicle cards through the realms, and/or to hinder the progress of
the opponent's vehicles, until one player succeeds in moving a predetermined number of
vehicles through all of the realms. The first player to accomplish this is the winner of the
game. As is evident from the foregoing, variations in the game components, methods,
and rules for game play are possible and within the scope of this disclosure. Other
changes and modifications may be made that fall within the contemplated scope of this
disclosure. For example, some changes and modifications are described in the
publication entitled "AcceleRacers Collectible Card Game-Game Rules," published by
the assignee Mattel, Inc., copyright 2004, which is incorporated by reference for all
purposes. Also incorporated herein by reference are all of the cards associated with the
game marketed under the trademark ACCELERACERS, which may include cards with
additional effect but utilizing the game concepts and methods described herein. It is
contemplated that other cards, games, and/or other publications may be provided within
the scope of the present disclosure. For example, a game according to an alternative
embodiment may be based upon a different theme, upon a combination of themes, or upon no theme. Other alternative embodiments may include a different number of
component types and subtypes as described herein, or components that each include a
combination of types and/or subtypes. Further, the game concepts and methods of the
present disclosure may be incorporated into electronic devices such as computers, video
games, electronic games, and on interactive networks utilizing computer software images,
and text, such as to visually display the game components and allow players to
manipulate components and take other actions in the context of the game as described
above.
Thus, it is believed that the disclosure set forth herein encompasses multiple
distinct embodiments with independent utility. While each of these embodiments has
been disclosed in an exemplary form, the specific embodiments as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are
possible. The subject matter of the disclosure includes all novel and non-obvious combinations and subcombinations of the various elements, features, functions and/or
properties disclosed herein. Similarly, where the claims recite "a" or "a first" element of
the equivalent thereof, such claims should be understood to include incorporation of one
or more such elements, neither requiring nor excluding two or more such elements.
It is believed that the following claims particularly point out certain combinations
and subcombinations of features, functions, elements and/or properties that may be
claimed through amendment of the present claims or presentation of new claims in this or
a related application. Such amended or new claims, whether they are directed to a
different invention or directed to the same invention, whether different, broader, narrower
or equal in scope to the original claims, are also regarded as included within the subject
matter of the present disclosure.