U.S. patent application number 09/915848 was filed with the patent office on 2003-01-30 for apparatus and method for a card game and apparatus and method for a card game in combination with action-figures.
Invention is credited to Hagen, Mark Rein, Hatch, Robert, Timbrook, Josh.
Application Number | 20030020239 09/915848 |
Document ID | / |
Family ID | 25436345 |
Filed Date | 2003-01-30 |
United States Patent
Application |
20030020239 |
Kind Code |
A1 |
Hagen, Mark Rein ; et
al. |
January 30, 2003 |
Apparatus and method for a card game and apparatus and method for a
card game in combination with action-figures
Abstract
A method and apparatus for a card game and a card game in
combination with action figures having removable parts, wherein
each removable part has a corresponding card.
Inventors: |
Hagen, Mark Rein;
(Clarkston, GA) ; Timbrook, Josh; (Atlanta,
GA) ; Hatch, Robert; (Atlanta, GA) |
Correspondence
Address: |
Myers & Associates, P.C.
Bldg. 3, Suite 200
1827 Powers Ferry Rd.
Atlanta
GA
30339
US
|
Family ID: |
25436345 |
Appl. No.: |
09/915848 |
Filed: |
July 26, 2001 |
Current U.S.
Class: |
273/296 |
Current CPC
Class: |
A63F 1/02 20130101; A63H
3/16 20130101; A63F 3/00075 20130101; A63F 2001/0441 20130101 |
Class at
Publication: |
273/296 |
International
Class: |
A63F 001/02 |
Claims
What is claimed is:
1. A set of cards, comprising: at least a first card and a second
card, said first card having a first end, a second end, a first
side and a second side, said second card having a first end, a
second end, a first side and a second side; at least a first set of
indicia on said first side of said first card; and at least a
second set of indicia on said first side of said second card,
wherein at least one of said indicia of said first set of indicia
matches at least one of said indicia of said second set of
indicia.
2. The set of cards of claim 1, further comprising a third set of
indicia on said first side of said first card and a fourth set of
indicia on said first side of said second card, wherein at least
one of said indicia on said first card matches at least one of said
indicia on said second card.
3. The set of cards of claim 2, wherein said first set of indicia
are positioned proximal to said first end of said first card, said
second set of indicia are positioned proximal to said first end of
said second card, said third set of indicia are positioned proximal
to said second end of said first card, and said fourth set of
indicia are positioned proximal to said second end of said second
card.
4. The set of cards of claim 2, wherein said first set of indicia
extend from said first end of said first card, said second set of
indicia extend from said first end of said second card, said third
set of indicia extend from said second end of said first card, and
said fourth set of indicia extend from said second end of said
second card.
5. The set of cards of claim 3, wherein said first set of indicia,
said second set of indicia, said third set of indicia and said
fourth set of indicia are colored, and wherein at least one of said
colored indicia on said first card matches at least one of said
colored indicia of said second card.
6. The set of cards of claim 4, wherein said first set of indicia,
said second set of indicia, said third set of indicia and said
fourth set of indicia are colored, and wherein at least one of said
colored indicia on said first card matches at least one of said
colored indicia of said second card.
7. The set of cards of claim 5, wherein said indicia are
geometrical shapes.
8. The set of cards of claim 6, wherein said indicia are tabs.
9. The set of cards of claim 7, wherein said geometrically shaped
indicia are circles.
10. The set of cards of claim 7, wherein said geometrically shaped
indicia are triangles.
11. The set of cards of claim 7, wherein said geometrically shaped
indicia are parallelograms.
12. The set of cards of claim 1, further comprising a fifth
indicia, a sixth indicia and a seventh indicia on said first side
of said first card, and an eighth indicia, a ninth indicia, and a
tenth indicia on said first side of said second card, wherein said
fifth indicia and said eighth indicia represent the speed of said
first card and said second card, respectively, said sixth indicia
and said ninth indicia represent the movement of said first card
and said second card, respectively, and said seventh indicia and
said tenth indicia represent the armor of said first card and said
second card, respectively.
13. The set of cards of claim 12, wherein said fifth indicia, said
sixth indicia, said seventh indicia, said eighth indicia, said
ninth indicia and said tenth indicia are numerals.
14. The set of cards of claim 13, wherein said fifth indicia and
said eighth indicia are positioned within a circular-shaped
indicia, said sixth indicia and said ninth indicia are positioned
within a diamond-shaped indicia, and wherein said seventh indicia
and said tenth indicia are positioned within a rectangular-shaped
indicia.
15. A method of playing a card game between at least a first
opponent and a second opponent, each opponent possessing at least
two cards, one of said at least two cards possessed by each
opponent is a critical card, said method comprising the steps of:
a. laying down at least one card from each opponent, each of said
laid cards having at least one strike indicia and an armor indicia
thereon, wherein said armor indicia on the second opponent's said
laid card represents a value X, and wherein the first opponent is
initially the attacker; b. comparing said strike indicia on the
first opponent's said laid card with said strike indicia on the
second opponent's said laid card to determine the number of matches
between said strike indicia of the first opponent's said laid card
and the strike indicia of the second opponent's said laid card; c.
comparing the number of matched said strike indicia with said armor
indicia value X; d. discarding the second opponent's laid card if
said number of said strike indicia is equal to or greater than said
armor indicia value X; e. keeping the second opponent's laid card
if said number of said strike indicia is less than said armor
indicia value X; f. placing the first opponent's said laid card
back into his possession and, if not discarded, placing the second
opponent's said laid card back into his possession; g. laying down
at least one card from each opponent, each of said laid cards
having at least one strike indicia and an armor indicia thereon,
wherein said armor indicia on the first opponent's said laid card
represents a value Y, and wherein the second opponent is the
attacker; h. comparing said strike indicia on the first opponent's
said laid card with said strike indicia on the second opponent's
said laid card to determine the number of matches between said
strike indicia of the first opponents said laid card and the strike
indicia of the second opponents said laid card; i. comparing the
number of matched said strike indicia with said armor indicia value
Y; j. discarding the first opponent's laid card if said number of
said strike indicia is equal to or greater than said armor indicia
value Y; k. keeping the first opponent's laid card if said number
of said strike indicia is less than said armor indicia value Y; and
l. repeating steps a. through k. until one of the opponents loses a
predetermined number of said cards in opponent's possession or
opponent's said critical card, wherein the other opponent is the
winner.
16. The method of playing a card game of claim 15, wherein steps
a-f are repeated a total of three times before steps g-k are
performed, and wherein steps g-k are repeated a total of three
times before step 1 is performed, such that each player plays three
cards per turn.
17. The method of playing a card game of claim 15, wherein steps b
and h further comprise comparing three colored strike indicia on
the first opponent's said laid card with three colored strike
indicia on the second opponent's said laid card.
18. A set of cards in combination with a doll, said combination
comprising: a set of cards having at least two cards therein, each
of said cards having a first side, a second side, a first end and a
second end, each of said cards having indicia thereon; and a doll,
wherein said indicia indicates some action to be taken by said
doll.
19. The set of cards of claim 18, wherein said doll is an action
figure.
20. The set of cards of claim 18, wherein said indicia comprises at
least a movement indicia, an impulse indicia and an attack
indicia.
21. The set of cards of claim 20, further comprising at least one
strike indicia.
22. The set of cards of claim 19, wherein said action figures
further comprise detachable parts.
23. The set of cards of claim 22, wherein said detachable parts are
shields and weapons.
24. The set of cards of claim 22, wherein said detachable parts are
body parts.
25. The set of cards of claim 21, wherein each of said cards
comprises a plurality of strike indicia proximal to said first end
of each of said cards.
26. The set of cards of claim 25, further comprising a plurality of
tabs extending from said first end of each of said cards, wherein
said strike indicia is positioned on said tabs.
27. A method of playing a card game in conjunction with a doll,
said game played between at least a first opponent and a second
opponent, each opponent possessing at least two cards and a doll,
said method comprising the steps of: a. laying down at least one
card from each opponent, each of said laid cards having at least
one strike indicia, at least one doll command indicia and an armor
indicia thereon, wherein said armor indicia on the second
opponent's said laid card represents a value X, said doll command
indicia represents an action to be taken by said doll and wherein
the first opponent is initially the attacker; b. comparing said
strike indicia on the first opponent's said laid card with said
strike indicia on the second opponent's said laid card to determine
the number of matches between said strike indicia of the first
opponent's said laid card and the strike indicia of the second
opponent's said laid card; c. comparing the number of matched said
strike indicia with said armor indicia value X; d. discarding the
second opponent's laid card if said number of said strike indicia
is equal to or greater than said armor indicia value X; e.
performing said action on the second opponent's said doll per said
doll command indicia if said number of said strike indicia is equal
to or greater than said armor indicia value X; f. keeping the
second opponent's laid card if said number of said strike indicia
is less than said armor indicia value X; g. placing the first
opponent's said laid card back into his possession and, if not
discarded, placing the second opponent's said laid card back into
his possession; h. laying down at least one card from each
opponent, each of said laid cards having at least one strike
indicia, at least one doll command indicia and an armor indicia
thereon, wherein said armor indicia on the first opponent's said
laid card represents a value Y, said doll command indicia
represents an action to be taken by said doll, and wherein the
second opponent is the attacker; i. comparing said strike indicia
on the first opponent's said laid card with said strike indicia on
the second opponent's said laid card to determine the number of
matches between said strike indicia of the first opponents said
laid card and the strike indicia of the second opponents said laid
card; j. comparing the number of matched said strike indicia with
said armor indicia value Y; k. discarding the first opponent's laid
card if said number of said strike indicia is equal to or greater
than said armor indicia value Y; l. performing said action on the
second opponent's said doll per said doll command indicia if said
number of said strike indicia is equal to or greater than said
armor indicia value X; m. keeping the first opponent's laid card if
said number of said strike indicia is less than said armor indicia
value Y; and m. repeating steps a. through k. until one of the
opponents loses a predetermined number of said cards in opponent's
possession or opponent's said critical card, wherein the other
opponent is the winner.
28. The method of playing a card game in conjunction with a doll of
claim 27, wherein steps e and l further comprise a step of removing
parts from said doll in response to said doll command indicia.
29. The method of playing a card game in conjunction with a doll of
claim 27, further comprising a step of moving said doll, wherein
each of said cards comprise a doll movement indicia.
30. The method of playing a card game in conjunction with a doll of
claim 29, wherein each of said cards has a length, and wherein said
movement of each of said dolls is measured by said length of said
cards.
31. The method of playing a card game in conjunction with a doll of
claim 30, wherein said movement of said dolls can be horizontal
and/or vertical.
32. A method of playing a card game in conjunction with a doll, a
player possessing at least one card and a doll, said method
comprising the steps of: a. playing said at least one card, wherein
said at least one card comprises indicia thereon, and wherein said
indicia indicates an action to be taken by said doll; and b. taking
said action by said doll in response to said indicia.
Description
COPYRIGHT NOTICE AND LIMITED AUTHORIZATION
[0001] A portion of the disclosure of this patent document contains
material which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent file or records, but otherwise
reserves all copyright rights whatsoever.
TECHNICAL FIELD
[0002] The present invention relates generally to games, and more
specifically to an apparatus and method for a card game and a card
game in combination with action-figures.
BACKGROUND OF THE INVENTION
[0003] The children's game industry is one of the world's largest
industries in both total revenue and employment. As a multi-billion
dollar industry, novel ideas can prove to have an enormous
financial impact. Moreover, well-designed games have shown to be
intellectually stimulating for a young mind. Consequently, many
game developers have begun designing games that are more
intellectually challenging than traditional games. As a result,
many of these games now incorporate tactical strategies and problem
solving situations.
[0004] Numerous games have been designed with this objective.
However, in view of the present invention, prior attempts have been
disadvantageous. For instance, one of the most popular games
currently available utilizes trading cards that represent a
multitude of characters having various powers and attributes.
Action figures are another popular toy, wherein the user can
manually manipulate the action figure and role-play various
situations and actions. Unfortunately, however, the prior-art game
designs fail to incorporate action figures or parts of action
figures or toy parts that function in conjunction with a specific
card or that can be played together therewith to provide the player
with a more interactive game.
[0005] Therefore, it is readily apparent that there is a need for a
game that utilizes both trading cards and action figures or toys to
provide the user with a more interactive and intellectually
stimulating adventure. It is, therefore, to the provision of such
an improvement that the present invention is directed.
SUMMARY OF THE INVENTION
[0006] According to its major aspects and broadly stated, the
present invention is a method and apparatus for a card game and a
card game in combination with action figures having removable armor
and weapons, wherein each removable part has a corresponding
card.
[0007] Each player is provided with a set of cards and an action
figure, or alternatively, can mix and match to create their own
character. Each card provides various information regarding
movement, speed, armor, range and special card powers. Each player
is further equipped with an Ulster card that represents the basic
action figure itself. By playing one of his cards, a player can
move his action figure a set number of moves, wherein each move
corresponds to the length of a card. For instance, if a played card
indicates a movement of five, the player lays out five cards end to
end to determine the exact location.
[0008] Once an opponent's action figure is within range, the player
can attack his opponent. An attack is accomplished by placing a
card face down, whichever side forward the player wishes, and
drawing a card randomly from the opponents deck and placing it face
down, whichever side forward the player wishes. The cards are
flipped over and colored tabs having various indicia thereon are
aligned and compared on each card to determine if there is a match,
wherein matching tabs and indicia correspond to a strike. Depending
on the number of strikes, the damage results as indicated on the
player's card and the armor as indicated on the opponent's card,
the opponent may lose the battle and be forced to discard that card
and remove the armor or weapon from his action figure corresponding
to the discarded card.
[0009] In the preferred embodiment, each turn the player can play
three cards and thus can make three attempts at attacking the
opponent; after which, the opponent repeats the above steps and
attacks the player. Victory is achieved by destroying an opponents
Ulster card.
[0010] In an alternate embodiment, the above game is played without
the action figures, wherein only the cards are utilized, or wherein
drawings of action figures or a token (such as a coin or plastic
pawn), are used to represent the action figure.
[0011] In an additional alternate embodiment, the above game is
played online with representations of cards, or as a computer game,
such as a first person shooter, in which the cards are represented
by gear on the character wherein each have independent functions
and attributes, such as damage, powerups, and armor qualities.
[0012] In an additional alternate embodiment the above game is
played with small cardboard or plastic playing pieces on a board
marked with a pattern of squares, hexagons or other geometric
shape.
[0013] In addition to the above briefly described method of play, a
set of cards is provided comprising a strike system, wherein
indicia on each played card is compared to determine the number of
strikes, if any, is provided. By comparing a damage indicia on the
attacking card with an armor indicia on the defending card, it is
determined if the defending card is destroyed.
[0014] Thus, a feature and advantage of the present invention is to
provide a new and improved card game that utilizes action
figures.
[0015] Another feature and advantage of the present invention is to
provide a game wherein cards can be traded and collected.
[0016] Another feature and advantage of the present invention is to
provide a new and improved card game having a three-strike system,
wherein preferably three colored tabs having various indicia
thereon are compared to three colored tabs having various indicia
thereon on an opponent's card to determine the number of strikes
and thus the impact of the attack.
[0017] Another feature and advantage of the present invention is to
provide a system which can be used on any media, from coins, to
plastic building blocks, to plush toys.
[0018] Another feature and advantage of the present invention is to
provide a new and improved trading-card game having a three-strike
system, wherein preferably three colored tabs having various
indicia thereon are compared to three colored tabs also having
various indicia thereon on an opponent's card to determine the
number of strikes and thus the impact of the attack.
[0019] Another feature and advantage of the present invention is to
provide a new and improved trading-card game that incorporates
action figures, and wherein the action figures are moved according
to various indicia on the playing cards into a position of
attacking the opponent's action figure via the playing cards.
[0020] Another feature and advantage of the present invention is to
provide a new and improved trading-card game that utilizes action
figures, wherein every part of the action figure matches a card and
wherein the various parts of the action figures are removed upon
losing a card in an attack.
[0021] Another feature and advantage of the present invention is to
provide a system wherein each card has its own independent
functions and powerups defining it as a independent element but
still a part of the overall character, such as damage and armor
qualities (rather than those being only the qualities of the
character itself).
[0022] Another feature and advantage of the present invention is to
provide a new and improved card game that utilizes action figures,
wherein movement of the action figures is card-based such that one
card length equals one movement.
[0023] Another feature and advantage of the present invention is to
provide a new and improved set of cards having various indicia
thereon for comparing with various indicia of other cards to
determine a winning battle.
[0024] Another feature and advantage of the present invention is to
provide a new and improved set of cards having a three-strike
system wherein colored tabs having various indicia thereon are
matched with other colored tabs having various indicia thereon to
determine the outcome of an attack.
[0025] Another feature and advantage of the present invention is to
provide a new and improved Z-G timeline, to be marketed under the
trademark Centenium Project, wherein the setting of this game is
played exactly one hundred years into the future such that every
hour, minute and second that passes by in the present also passes
by in the future on the Z-G timeline, and wherein all action
figures, cards, books and products are stamped with the Z-G date
and timecode, and wherein a website is maintained having all date
and time reference thereon set exactly one hundred years into the
future, and wherein news updates from that time period are
regularly made.
[0026] Another feature and advantage of the present invention is to
provide a new and improved card game, wherein a multitude of
indicia are placed on each card, and wherein at least two opponents
compare cards during attacks to determine the winning card such
that the player destroying the opponents Ulster card is the
winner.
[0027] Another feature and advantage of the present invention is to
provide a new and improved set of cards having armor indicia, a
movement indicia, a strike indicia, and an impulse indicia
thereon.
[0028] Another feature and advantage of the present invention is to
provide a new a improved system for displaying game rules on a card
using a small map template and indicia explained on a map key in
the rules indicating how the card can be used in play. The player
is able to make the map template using cards during play in order
to see if an opponent is in range and can be attacked.
[0029] These and other objects, features and advantages of the
present invention will become more apparent to one skilled in the
art from the following description and claims when read in light of
the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0030] The present invention will be better understood by reading
the Detailed Description of the Preferred and Alternate Embodiments
with reference to the accompanying drawing figures, in which like
reference numerals denote similar structure and refer to like
elements throughout, and in which:
[0031] FIG. 1 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0032] FIG. 2 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0033] FIG. 3 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0034] FIG. 4 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0035] FIG. 5 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0036] FIG. 6 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0037] FIG. 7 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0038] FIG. 8 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0039] FIG. 9 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0040] FIG. 10 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0041] FIG. 11 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0042] FIG. 12 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0043] FIG. 13 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0044] FIG. 14 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0045] FIG. 15 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0046] FIG. 16 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0047] FIG. 17 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0048] FIG. 18 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0049] FIG. 19 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0050] FIG. 20 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0051] FIG. 21 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0052] FIG. 22 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0053] FIG. 23 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0054] FIG. 24 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0055] FIG. 25 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0056] FIG. 26 is a view of one of the ID cards according to a
preferred embodiment of the present invention.
[0057] FIG. 27 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0058] FIG. 28 is a view of one of the ID cards according to a
preferred embodiment of the present invention.
[0059] FIG. 29 is a view of one of the cards according to a
preferred embodiment of the present invention.
[0060] FIG. 30 is a view of one of the ID cards according to a
preferred embodiment of the present invention.
[0061] FIG. 31 is a partially exploded perspective view of an
action figure and his armory/weaponry separated therefrom according
to a preferred embodiment of the present invention.
[0062] FIG. 32 is a perspective view of an action figure according
to a preferred embodiment of the present invention shown without
armory or weaponry attachments.
[0063] FIG. 33 is a perspective view of an action figure donned in
armory/weaponry attachments according to a preferred embodiment of
the present invention.
[0064] FIG. 34 is a perspective view of an action figure donned in
armory/weaponry attachments according to an alternate embodiment of
the present invention.
[0065] FIG. 35 is a perspective view of an action figure donned in
armory/weaponry attachments according to an alternate embodiment of
the present invention.
[0066] FIG. 36 is a view of one of the cards according to an
alternate embodiment of the present invention.
DETAILED DESCRIPTION OF THE PREFERRED AND ALTERNATE EMBODIMENTS
[0067] In describing the preferred embodiment of the present
invention illustrated in the figures, specific terminology is
employed for the sake of clarity. The invention, however, is not
intended to be limited to the specific terminology so selected, and
it is to be understood that each specific element includes all
technical equivalents that operate in a similar manner to
accomplish similar functions.
[0068] With regard to all such embodiments as may be herein
described and contemplated, it will be appreciated that optional
features, including, but not limited to, aesthetically pleasing
coloration and surface design, and labeling and brand marking, new
models, new sculpting, new settings and background material, coins
and dice, stuffed toys, may be provided in association with the
present invention, all without departing from the scope of the
invention.
[0069] In order to fully describe the preferred embodiment of the
present invention, below is setout a full set of preferred rules
and game terms. Please note however, that the present invention is
not strictly limited to play under the following rules and method.
Additional alternate embodiments are contemplated as described
hereafter the following preferred embodiment. .COPYRGT.2000
ATOMOTON, Inc. The present invention, to be sold in a preferred
form under the trademark Z-G and/or Z-G INTERACTION FIGURES, is a
tactical trading-card game played with action figures. To play,
each player equips his FIG. 20, as shown in FIG. 31, with its
"zGear" accessories 60. Each piece of zGear 60 has a protrusion 26
and/or is dimensioned to snap fit into a particular slot or
aperture 24 on an Ulster, the basic body of the FIG. 20, and has a
matching card 110, 120, 130, 140, 150, 160, 170, 190, 200, 210,
220, 230, 240, 250, 270, 280, 290, 300, 310, 320, 330, 340, 360,
and 380 that details its vital statistics, wherein preferably cards
110, 190 and 310 match one of three varieties 64; card 120, 200 and
290 match one of three varieties of backgear 74; cards 170, 250,
330, 340, 360 and 380 match one of six varieties of footgear; cards
130, 210 and 270 match one of three frontgear 66; cards 140, 150,
160, 220, 230, 240, 280, 300, and 320 match one of nine varieties
of hand/arm weapons 76; Cards 100, 180 and 260 represent the Ulster
cards; and wherein ID cards are cards 350, 370 and 390. A player
uses the cards to move their FIG. 20 and attack opponent's zGear
60.
[0070] In the preferred embodiment, 2-8 players can play, wherein
each player needs one INTERACTION FIG. 20, its zGear 60 and its
preferably 24 zGear 60 cards 110, 120, 130, 140, 150, 160, 170,
190, 200, 210, 220, 230, 240, 250, 270, 280, 290, 300, 310, 320,
330, 340, 360, and 380. It should be noted that in alternate
embodiments any number of cards and/or zGear 60 may be
utilized.
[0071] The Game: A player makes attacks by matching his attacking
card against a piece of his foe's zgear 60, via his foe's cards
110, 120, 130, 140, 150, 160, 170, 190, 200, 210, 220, 230, 240,
250, 270, 280, 290, 300, 310, 320, 330, 340, 360, and 380 end to
end (See FIG. 18), and trying to get from 1 to 3 strikes 112
(matches) with the colored glyphs 113. The more strikes 112 a
player gets, the more damage 116 he inflicts (as indicated on each
card). If the player's damage 116 is more than his foe's armor 114,
the player slags (eliminates) that card. When a player slags his
foes' Ulster cards 100, 180 or 260, he wins.
[0072] THE CARD: Each card 110, 120, 130, 140, 150, 160, 170, 190,
200, 210, 220, 230, 240, 250, 270, 280, 290, 300, 310, 320, 330,
340, 360, and 380 has several statistics detailing the piece of
zGear 60 it represents:
[0073] Impulse 122: The speed of a card (circle).
[0074] Armor 114: The damage a card can take (square).
[0075] Move 124: A card's movement, measured in card lengths
(diamond).
[0076] Power-Ups 126: Special powers of a card.
[0077] Range 128: How distant your target can be for you to strike
or scan it, measured in card lengths.
[0078] Attack 111: The name of the attack made with this zGear.
Tip: Indicates HtH or ranged, kinetic or energy attack.
[0079] Damage 116: 3 levels of impact in an attack. If damage is
equal to or greater than the armor 114, the zGear 60 corresponding
to that card is slag.
[0080] Dots 115: The blue, green, or red mark at the top and bottom
of each card.
[0081] Microtext: Purchase cost, catalog number, description, box
code.
RULES OF PLAY
[0082] 1. SETUP: The game can be played anywhere the players want:
on the floor, on a desk, outside, in a tree, under your deck, in
the kitchen. Anything and everything is terrain--players can build
whatever they want out of books, boxes, bottles or any other
objects--but after play is started, no player can move, add, or
remove terrain.
[0083] 2. START: All players place their FIGS. 20, fully donned in
its zGear 60, on the table or other playing surface, seven cards
away from one another (or wherever you mutually decide). Each
player then picks out the three star cards from their deck and puts
them, in any order, face down on the table. Later, a player may
also just pick any three cards he wants.
[0084] 3. INITIATIVE: The players reveal their top card and call
out its impulse number 122 (the circle). The person with the
highest impulse 122 goes first. The player with the next-highest
impulse number 122 goes second, and so on. If there is a tie, the
tying players reveal their second card and compare impulse 122 for
the purpose of breaking the tie. If a tie still exists, reveal and
call out the impulse number 122 of your last card, and then flip
random cards from your deck until someone gets a higher impulse
number 122.
[0085] 4. MOVE: The highest-impulse 122 player chooses one of their
cards, places it face up on the table, and moves their FIG. 20 a
distance up to the number of cards indicated by its move score 124.
All movement (as well as range 128 and any other distances) is
measured in card lengths. Cards are simply laid out on the table,
end to end, starting by touching both of the players' figure's 20
feet, and then move your FIG. 20 to the end of the line of cards so
that both feet touch the last card. A player can pose his FIG. 20
any way he likes; facing is not important in play. When a player
moves, he can change facing at no move cost, but both feet must
touch the last move card. A player can climb up and down surfaces
as one would do normally, card by card. Once a player starts to lay
cards for any given move, he cannot Tip: Move cards must connect
along their center axis (touch the arrows).
[0086] 5. ATTACK: After a player moves, if a foe is in range, he
may attack them. The player announces the card he's attacking with
(read the name of its attack aloud), then he secretly choose which
end he wishes to attack with. The player's card is placed face
down, with his attacking end facing the foe. A target card is drawn
randomly from his foe's deck, keeping it facedown and unrevealed.
The target card is then spun such that a random end is placed
toward the attacker's card. The player and his foe flip over their
cards, compare the ends, and count the number of glyphs 113 that
match up, if any. This is called a test. Whenever one of the
player's three glyphs 113 matches up to one of his foe's, the
player scores a strike 112.
[0087] 6. DAMAGE: If the player scores one or more strikes 112, the
damage 116 results listed on his card for 1, 2, or 3 strikes
(.,..,...) is checked. If damage 116 equals or exceeds the target
card's armor 114, the card is slaged. A slag card is removed from
the deck and placed in the foe's "slag pile" (discard pile). The
zGear 60 part is removed from the FIG. 20. Slag pile cards can no
longer be used for actions. If the player does not inflict enough
damage 116 to eliminate the foe's card, it is returned to the foe's
deck. After the player plays his card, he immediately returns it to
his deck.
[0088] 7. NEXT ACTION: The player's next card in your hand is now
played, just as he did the first. After that, the player plays his
third and final card. (One can save a card, such as a parry,
holding it in his hand until the end of the turn.)
[0089] 8. NEXT PLAYER: Now it's the next player's turn, and they
take their actions and go through the same steps with all of their
hand cards. After that player finishes their turn, the next player
takes their full turn, and so on.
[0090] 9. NEW TURN: Now every player, secretly and simultaneously,
chooses three new action cards, impulse 122 is determined, and each
player's actions are made.
[0091] 10. VICTORY: One wins by defeating all of his foes and being
the last fighter standing. A foe can be defeated by 1) razing their
ulster card 100, 180 and 260 in an attack 111; 2) reducing them to
3 or fewer zGear 60 cards; or 3) knocking them down three turns in
a row.
Complications
[0092] These are rule options that players can use to swing the
odds in his favor:
[0093] POWER-UPS: Most zgear 60 cards have one or more power-ups
126 listed on them, which allow you to bend or even break rules.
Some can be played in conjunction with one another and with attacks
111, while others cannot. You choose when and if to use a power-up
126.
[0094] RANGED ATTACKS: Weapons that have a range number 128, such
as guns, may attack foes at a distance. To make a ranged attack, a
player lays out a straight line of cards equal to his range 128. If
he reaches his foe, he can attack them. A player cannot start over
and lay a new line if they are out of range 128; he must target
some foe along that line of cards. If a zGear 60 attack 111 does
not have a range number 128 (or a zone attack 117, see below), it
is considered a hand-to-hand (HtH) weapon, meaning that the figures
must touch for an attack 111 to occur.
[0095] ZONE ATTACK: Some ranged attacks have a zone attack 117
effect, indicated by a pattern of squares radiating from a triangle
that represents the player's FIG. 20. The player may lay out the
zone pattern around or in front of his FIG. 20, as per the diagram.
In some cases the FIG. 20 is assumed to move along it (the
Spacewing HtH) make its attack 111, and then move past. All FIGS.
20 caught in the zone attack 117 must draw a random target card to
defend against an attack 111.
[0096] KNOCKDOWN: A number of power-ups 126, including Knockback,
allow a player to inflict knockdown blows. A player scores a
knockdown if he knocks back his foe: 1) into another FIG. 20; 2)
into a barrier at least one card length in height and more than one
card length distant; 3) off a ledge at least one card length high.
When knocked down, FIG. 20 is placed face down, and the knockdowned
player must spend a full action (spend a card) to get up before
taking any other action of any kind. A player can be knocked down
only once per turn. Tip: If a player knocks back a FIG. 20 into
another FIG. 20, he makes a free attack 111 against the second FIG.
20, but only to determine knockback.
[0097] TERRAIN: As with all miniature games, using terrain is not
an exact science; compromise and conventions of play are the key to
play. You can also ask a zMarshal (an impartial referee or
observer) to make the call.
[0098] LINE OF SIGHT: To attack a foe, it must be within line of
sight. If, from the player's figure's 20 vantage point, one cannot
see any part of the foe, the foe is considered to be out of the
player's line of sight, and he cannot attack it.
[0099] Tip: A player should put his eye behind the head of his FIG.
20 to see what is in the line of sight.
[0100] COVER: If a player can see only part of his foe--for
example, their FIG. 20 is crouching behind a wall or lurking around
a corner--and at least two of their zGear 60 parts can't be seen,
then all of the foe's defense cards have +1 armor 114. If more than
half of their zGear 60 cannot be seen, then they have Full Cover
and get +2 armor 114.
[0101] HIGH GROUND: If the player's FIG. 20 is at a higher
elevation than his foe's, then the player gets +1 damage 116 on an
attack 111. If the player's entire FIG. 20 is completely above his
foe's head, the player inflicts +2 damage 116.
[0102] TARGETING: If the player scores at least one strike 112 in
an attack 111, but does not destroy his foe's card, the player can
target that specific card and then attack it again with your next
card. If the player still does not slag it, but gets at least one
strike 112 on the second attack 111, he can target it with his
third attack 111. If the player destroys a targeted card, he may
choose to draw a random card from his foe's hand instead of their
deck with the next attack 111 that turn.
[0103] COMBOS: If the player gets at least one strike 112 three
attacks 111 in a row in the same turn, then he has a chance to make
a combo. He immediately makes a free attack 111 with his Ulster
cards 100, 180 or 260 against a random target card. If he gets any
strikes 112 at all, then the target card is destroyed. A combo can
be parried.
[0104] SPECIAL ATTACKS: Unique combat techniques:
[0105] DASH: If the player's FIG. 20 is equipped with two footgear
of the same type, he may add +2 to the Move 124 rating of the
second footgear card played in the same turn.
[0106] JUMP: If a player drops down rather than moving down a slope
of more than one card length, and he doesn't have a card with Z-G
in his hand, he inflicts a knockdown on himself. He can also
inflict a knockdown on a foe he lands on if he scores three strikes
112 with his last card against a random card from the foe's deck.
(If playing on a table, usually just count the edges as a
wall.)
[0107] CHARGE: The player can charge a foe instead of attacking
them. If the player uses 5 move 124 points from a single card to
move in a straight line at a foe, he may then match ends with a
random target card in order to inflict Knockback only. The player
himself is knocked down if he scores 0 strikes 112.
[0108] SNEAK ATTACK: In certain circumstances the player does not
have to announce which card he is attacking with:
[0109] 1. The player is making a hand-to-hand attack 111 and does
not have to move to attack. 2. The player is the first to move this
turn and this is his first attack 111. 3. The player is attacking
from full cover.
[0110] FLAMEOUT: Before initiative cards are revealed a player can
announce they are flaming out. By sacrificing his Ulster cards 100,
180 and 260 he may play each of his hand cards twice, for a total
of 6 actions. If the player does not defeat a foe by the end of the
turn, he flames-out and is defeated. A player may also sacrifice
this card immediately after one of his zGear 60 cards has been
destroyed to save it and completely nullify the attack 111.
[0111] Tip: SYNDIC CARD: This is a player's ID cards 350, 370 or
390; it represents the player, the person in the Ulster. It is not
zGear 60 and is not in the player's deck; it should be kept to the
side. When a player loses his ID Cards 350, 370 or 390, he may no
longer use its unique power. (Note: The ID cards 350, 370 or 390
lists 3 skills that are prerequisites for expansion set cards.)
Power-ups
[0112] ARMOR PIERCING: Critical Hit. If the player destroys the
target card, he can immediately attack a second random card from
his foe's deck (but not a third).
[0113] DODGE: Duck-n-Dive. Immediately after an attack 111 on a foe
is announced, the foe may play the Dodge card and, as its only
action, move 1 card. If the foe is no longer in range 128 (or out
of the zone), the player forfeits their attack.
[0114] KNOCKBACK: Move Your Foe. For each strike 112 scored, the
player can elect to knock back his foe one card away from him in
any direction. If the foe has a card with the Z-G in his hand, he
chooses in which direction he is knocked back. The foe plays the
first card so that both of his feet touch it, then the player plays
the rest (place foe's FIG. 20 with both feet on last card). The
player can cause a Knockdown (see above).
[0115] LAUNCH: Double Move. By activating this power-up 126, the
player may move up to double the card's normal Move 124, but can't
attack with this card this turn. The player may use this power-up
126 to charge, if he wishes.
[0116] PARRY: Active Defense. After an attack is announced, but
before a target card is drawn, the foe can play this card from his
hand as the defending card. The foe chooses which end of the card
to play. If the card survives, the foe may take its full move
immediately. If the attacker gets zero strikes, he may immediately
attack that card with his parry card, assuming he is in range 128.
Players cannot parry zone attacks (unless its HtH).
[0117] REFLEX: First to Go. By activating this power-up 126 as this
card's only action this turn, the player gets double his normal
Impulse 122. The player can use his Reflex on his initiative card
even after cards are revealed for initiative or another player uses
Reflex. If he uses Reflex to go first this turn, his first attack
111 may target his foe's hand instead of their deck.
[0118] SCAN 1&2: See Target Cards. If a foe is in range 128,
the player may look at his foe's target card before his attack 111.
The Scan power-up 126 has a number listed after it; he may make a
number of Scan attempts equal to its Scan number. For example, if
the player has Scan 2, he may decline to attack the first card and
instead draw another card to attack, which he may also look at (but
he can't then go back and attack the first card). The target card
is still played randomly. The foe must be within the range listed
on the card and in line of sight.
[0119] STUN: Shake 'Em Up. If the player scores a strike 112, his
foe has 0 impulse 122 next turn. If the player scores a critical
(three strikes 112) with this attack 111, the foe is also knocked
down.
[0120] Z-G: Free Vertical Travel. The player can move up or down
without paying movement cost, up to his full movement rating (as
long as it is not higher than it is long). A player can make an
attack 111 before or after his move 124 (or Chase a dodge if he has
move 124 remaining).
[0121] MAP KEY
[0122] Square--where a card should be placed, also target zone
[0123] Triangle--where the action FIG. 20 starts
[0124] Arrow--where an action FIG. 20 can move
[0125] .WORDKEY
[0126] Action: A full action is playing of a card, including its
movement 124, impulse 122, and attack 111. A player normally gets 3
actions per turn. A cards action indicate one element of the action
of a card.
[0127] Ally: In games involving teams, an ally is a FIG. 20 on a
player's side. Allies are affected by zone attacks 111 and the
like.
[0128] Arena: The field of play, whether it be a table, a lawn, or
a book rack in a game store.
[0129] Deck: All the cards not in the players' hand or in the slag
pile.
[0130] End: The two shorter sides of a zGear 60 card, where the row
of three glyphs 113 is printed.
[0131] Figure: An interAction FIG. 20.
[0132] Foe: The opponent a player is trying to strike 112.
[0133] Glyph: The three types of dots 115 or icons printed on
either end of the card.
[0134] Hand: The cards (usually 3) that a player chooses to play as
actions each turn.
[0135] Hand-to-Hand (HtH): A close-range attack 111 where a
player's FIG. 20 must touch your foe's FIG. 20 for the attack 111
to occur.
[0136] Knockdown: The situation that occurs when a player or foe is
knocked to the ground by Knockback or Stun and must use their next
action card to get up. Three turns in a row . . . and a player is
out of the game.
[0137] Length: The two longer sides of each card, used to measure
distances.
[0138] Match: Trying to get a strike 112 by matching glyphs
113.
[0139] Power: Any element of a card that can be used in its action,
including impulse 122, move 124, and power-ups 126.
[0140] Slag: To damage 116 a piece of zGear 60, thus removing it
from a foe's deck. A destroyed zGear 60 card enters the slag pile
and is no longer in play.
[0141] Slag Pile: The discard pile where a player places his
destroyed zGear 60 cards.
[0142] Strike: Each dot 115 or icon on a player's card end that
matches up with a dot 115 or icon on a foe's target card is a
strike 112.
[0143] Target: A random card from a foe's hand or deck (or perhaps
parry) a player is trying to strike 112.
[0144] Test: The process of making an attack 111 by matching up
dots 115.
[0145] Turn: Starts with every player selecting their 3 actions and
ends with the play of the last player's action.
[0146] zGear: A player's guns and equipment, represented by both a
FIG. 20 part and a matching card. 1
Character Creation
[0147] A player can create a unique character with any combination
of parts and cards he likes. By trading parts and their matching
zGear 60 cards with friends, or by buying new FIGS. 20 and booster
packs, a player can build a nearly infinite variety of characters.
If the parts fit, it's legal. All characters are built to certain
point totals; generally only characters or teams of equal point
values play against each other. 30 points is a Novice, 40 a
Veteran, 50 a Champion.
[0148] .COPYRGT.2000 ATOMOTON, Inc.
[0149] Preferably, each of the cards, action FIGS. 20 and
accessories are dated via a method presently created under the
trademark Z-G TIMELINE, wherein the game is played exactly one
hundred years into the future such that every hour, minute and
second that passes by in the present also passes by in the future
on the Z-G TIMELINE, and wherein all action figures, cards, books
and all other products in the product line are stamped with the Z-G
TIMELINE date. An Internet site is maintained wherein the fictional
date of 100 years in the future is maintained at all times and news
updates from that time period are regularly made.
[0150] It should be noted that although the above detailed
description of a game and a set of rules is the preferred
embodiment, one skilled in the art, given the above disclosure,
would appreciate that there may be many variations of the above
game including, but not limited to, modification of the rules and
the characters. For instance, other action figures, other toys, and
other accessories (i.e. armor and weapons) may be used; more
specifically, various armor that serves to shield specific weapons
could be included, and/or various weapons having a variety of
power, damage and range may be incorporated. In addition, other
dolls other than action figures may be utilized. The dolls could
have removable body parts in lieu of removable armor and weapons,
or the dolls could have removable clothing. In addition, dolls
could be utilized as visual aids for positioning to facilitate an
attack and not have removable parts, wherein damage is represented
by written indicia or by an opponent's discard pile.
[0151] In an additional alternate embodiment, there may be any
number of sigils and the sigils may be any indicia for comparison.
For instance, the sigils could be colored dots, various shapes,
various shapes having various colors, animated characters, figures,
logos, trademarks, pictures or any other distinguishable
indicia.
[0152] The cards in the preferred embodiment and in the alternate
embodiments are designed to be traded wherein each card of a set
has a unique power and thus value. As such, some cards will have a
higher trade value than others depending on the power of the card
and/or the supply and demand of the card. Additional cards having
new and unique powers will be periodically released, for sale with
and without the toys. It is also contemplated that certain cards
may be released in limited numbers to increase its trade value.
Cards may be acquired by any legal means such as trading,
purchasing, earning, winning or gifting. It is contemplated that
cards may be awarded for various worthy tasks.
[0153] Although the preferred embodiment discloses 2-8 players each
having one action FIG. 20 and 30 cards, in alternate embodiments,
one to any number of players (Internet linked games) may play; each
player could have any number of action figures; and each player
could have one to any number of cards.
[0154] It should also be noted that in an alternate embodiment the
indicia (i.e., statistics, powers, armor, damage, etc.) on the
cards may be any indicia that represents information regarding the
attacking and/or defending ability of the card. For instance, in
one embodiment, it is contemplated that images or pictures of
various characters such as, for exemplary purposes only, sports
players, actors/actresses, cartoon characters, celebrities,
politicians, college teams or any other characters, wherein these
various characters would have various attack/defend powers. It is
further contemplated that indicia normally on the cards could be
kept in a catalog, book, reference card, database or the like, and
thus eliminates the need to place directly on the card.
Additionally, the indicia may be placed on coins; fast food
wrappers, cups, bags or tray mats; dice; and or many other
objects.
[0155] The cards of the above preferred embodiment could, in
alternate embodiments, not be cards but could be other objects
capable of displaying information such as, for exemplary purposes
only, personal data assistants (PDAs--one such example commonly
sold and available under the trademark PALM PILOT), an electronic
display unit (such as a computer screen, a television, a portable
electronic game or the like) and/or a non-electronic display
apparatus (such as a board, chips, coins, paper products or any
other product that can have indicia displayed thereon).
[0156] Although movement in the preferred embodiment is measured in
card length, other forms of measurement may be utilized in
additional embodiments.
[0157] It is also contemplated in alternate embodiments that the
above game be played without the use of dolls, wherein damage or
positioning is represented on a board, sheet of paper or separate
damage indicator display. It is a further embodiment wherein damage
is not represented on a separate doll or display apparatus, and
thus a set of cards are provided that allow for card-to-card attack
wherein victory is determined by the defeat of a specific card or
by the defeat of a predetermined number of cards.
[0158] In additional alternate embodiments, it is contemplated that
the above preferred embodiment and/or alternate embodiments may be
incorporated into a multitude of various media including, but not
limited to, computer games, arcade games, Internet games, screen
savers, board games, movies, cartoons, costumes and books, dolls,
fast food restaurant give-aways, dinner mats, collectable coins and
dice.
[0159] It should be noted that Z-G, Z-G TIMELINE, Z-G PRIME, Z-G
INTERACTION FIGURES, 3-STRIKE SYSTEM, INTERACTION FIGURES, ZGEAR,
ULSTER and others as used herein are trademarks of Atomoton, Inc.
with all rights reserved.
[0160] Having thus described exemplary embodiments of the present
invention, it should be noted by those skilled in the art that the
within disclosures are exemplary only, and that various other
alternatives, adaptations, and modifications may be made within the
scope of the present invention. Accordingly, the present invention
is not limited to the specific embodiments illustrated herein, but
is limited only by the following claims.
* * * * *