U.S. patent application number 10/229103 was filed with the patent office on 2003-07-03 for interactive exchange qualification game.
Invention is credited to Hyduk, Michael A..
Application Number | 20030122306 10/229103 |
Document ID | / |
Family ID | 26922943 |
Filed Date | 2003-07-03 |
United States Patent
Application |
20030122306 |
Kind Code |
A1 |
Hyduk, Michael A. |
July 3, 2003 |
Interactive exchange qualification game
Abstract
An interactive exchange qualification card game designed to
encourage social interaction among all players in a group. Any
reasonable number of players may participate in the game. In the
first mode of play, each player begins with a predetermined number
of like cards and collects the same number of different cards from
the other players by means of an exchange of cards. All players
with appropriate collections at the end of the game qualify for a
reward as determined by a game controller. If the number of rewards
is limited, and all players do not get a reward, secretly coded
cards are selected, and players with the secret cards and the
appropriate collection qualify for a reward as determined by the
game controller. If a player has an incomplete collection at the
end of the exchange phase of the game, the game controller
determines the qualification of the player to receive a reward and
the type of reward the player is to receive. In another mode of
play, each player begins with a predetermined number of different
cards and collects the same number of like cards from the other
players by means of an exchange of cards. The game controller is
required to specify which particular card each player may collect
when the playing cards are initially distributed, otherwise
multiple players might decide to collect the same, thereby
competing, cards. The use of secretly coded cards and the manner of
winning are the same as in the first mode.
Inventors: |
Hyduk, Michael A.; (Belle
Mead, NJ) |
Correspondence
Address: |
WALTER R. BAYLOR
7701 WILLOWBROOK ROAD
FAIRFAX STATION
VA
22039
US
|
Family ID: |
26922943 |
Appl. No.: |
10/229103 |
Filed: |
August 28, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60342244 |
Dec 27, 2001 |
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Current U.S.
Class: |
273/292 |
Current CPC
Class: |
A63F 1/00 20130101 |
Class at
Publication: |
273/292 |
International
Class: |
A63F 001/00 |
Claims
What is claimed is:
1. A method for playing an interactive exchange qualification card
game in which any reasonable number of players may participate,
that comprises the following steps: (1) in the first mode of play:
(a) each player begins with a predetermined number of like cards
and collecting the same number of different cards from the other
players by means of an exchange of cards; (b) all players with
appropriate collections at the end of the game qualify for a reward
as determined by a game controller; (c) if the number of rewards is
limited, and all players do not get a reward, secretly coded cards
are then selected, and players with the secret cards and the
appropriate collection qualifying for a reward as determined by the
game controller; (d) if a player has an incomplete collection at
the end of the exchange phase of the game, the game controller
determines the qualification of the player to receive a reward and
the type of reward the player is to receive; (2) in the second mode
of play: (a) each player begins with a predetermined number of
different cards and collects the same number of like cards from the
other players by means of an exchange of cards; (b) the game
controller is required to specify which particular card each player
may collect when the playing cards are initially distributed,
otherwise multiple players may decide to collect the same, thereby
competing, cards; (c) the use of secretly coded cards and the
manner of winning are the same as in the first mode.
2. An interactive exchange qualification card game in which any
reasonable number of players may participate, that comprises the
following steps: (1) in the first mode of play: (a) each player
begins with a predetermined number of like cards and collects the
same number of different cards from the other players by means of
an exchange of cards; (b) all players with appropriate collections
at the end of the game qualify for a reward as determined by a game
controller; (c) if the number of rewards is limited, and all
players do not get a reward, secretly coded cards are then
selected, and players with the secret cards and the appropriate
collection qualify for a reward as determined by the game
controller; (d) if a player has an incomplete collection at the end
of the exchange phase of the game, the game controller determines
the qualification of the player to receive a reward and the type of
reward the player is to receive; (2) in the second mode of play:
(a) each player begins with a predetermined number of different
cards and collects the same number of like cards from the other
players by means of an exchange of cards; (b) the game controller
is required to specify which particular card each player may
collect when the playing cards are initially distributed, otherwise
multiple players may decide to collect the same, thereby competing,
cards; (c) the use of secretly coded cards and the manner of
winning are the same as in the first mode.
Description
CROSS REFERENCE TO A RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application No. 60/342,244; Dec. 27, 2001.
[0002] The present invention relates to an interactive exchange
qualification card game.
BACKGROUND OF THE INVENTION
[0003] 1. Field of the Invention
[0004] The present invention relates to an interactive exchange
qualification card game where the object is to exchange certain
cards to complete a predefined collection and thereby qualify for a
reward or privilege, or optionally to extend the game by using
certain of the cards which are secretly coded to qualify for a
special reward or privilege as determined by a game controller. An
example of the field of invention is an event where T-shirts are
given as a promotion. Without the game, T-shirts would be given to
everyone who attends the event. With the game, everyone interacts,
collects the appropriate cards and hands in the collection to
receive a T-shirt.
[0005] 2. Description of the Related Art
[0006] U.S. Pat. No. 4,437,670 to Simon has players bidding for
cards with tokens. U.S. Pat. No. 5,201,525 to Castro converts
trading cards into two sets of playing cards and players try to win
cards from opponents. U.S. Pat. No. 5,863,040 to Van Gass uses
abstract markings on cards and players must select non-matching
pairs according to certain rules. U.S. Pat. No. 6,142,475 to
Hennessey suggests 3 to 6 players and recites that larger groups
require additional decks with no insight regarding the upper limit
of players. Players in this game adopt fictitious roles, select
from four piles of value-set cards and play for points.
[0007] None of the above inventions and patents, taken singly or in
combination, are seen to describe the instant invention as
claimed.
BRIEF SUMMARY OF THE INVENTION
[0008] An object of the present invention is to provide an
interactive exchange qualification card game that is designed to
encourage social interaction among all players in a group. Any
reasonable number of players may participate in the game. In the
first preferred embodiment or mode of play, each player begins with
a predetermined number of like cards and collects the same number
of different cards from the other players by means of an exchange
of cards. All players with appropriate collections at the end of
the game qualify for a reward as determined by a game controller.
If the number of rewards is limited, and all players do not get a
reward, secretly coded cards are selected, and players with the
secret cards and the appropriate collection qualify for a reward as
determined by the game controller. If a player has an incomplete
collection at the end of the exchange phase of the game, the game
controller determines the qualification of the player to receive a
reward and the type of reward the player is to receive. In the
second embodiment or mode of play, each player begins with a
predetermined number of different cards and collects the same
number of like cards from the other players by means of an exchange
of cards. The game controller is required to specify which
particular card each player may collect when the playing cards are
initially distributed, otherwise multiple players may decide to
collect the same, thereby competing, cards. The use of secretly
coded cards and the manner of winning are the same as in the first
embodiment or mode.
[0009] Accordingly, there are three ways to qualify for rewards or
privileges: (1) everyone with the complete collection of
appropriate cards may win; (2) only those with a complete
collection of appropriate cards and the secretly coded card may
win; and (3) a player with an incomplete collection and a secretly
coded card may also qualify for a prize as determined by the game
controller.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is a representation of the card objects at the start
of the game, in accordance with the first mode of play as defined
by the present invention.
[0011] FIG. 2 is an illustration of the exchange of needed cards
between PLAYERs 1 and 2.
[0012] FIG. 3 is an illustration of the exchange of needed cards
between PLAYERs 1 and 3.
[0013] FIG. 4 is a representation of the card objects at the end of
the exchange process of the first mode of play.
[0014] FIG. 5 is a representation of the card objects for a reward
presentation at the end of the first mode of play.
[0015] FIG. 6 is a representation of the card objects for a reward
presentation at the end of the optional extended phase of the first
mode of play.
[0016] FIG. 7 is a representation of the card objects at the start
of the game, in accordance with the second mode of play.
[0017] FIG. 8 is a representation of card objects at the end of the
exchange of the second mode of play.
DETAILED DESCRIPTION OF THE INVENTION
[0018] FIG. 1 is an illustration of a representation of the card
objects at the start or beginning of the game, in accordance with
the first mode of play. PLAYERs 1, 2, 3, 4, 5, and "n" hold five
like symbol cards.
[0019] FIG. 2 is an illustration of the exchange of needed cards
between PLAYERs 1 and 2. In the BEFORE phase, PLAYERs 1 and 2 hold
like symbol cards. In the EXCHANGE phase, the players exchange
CARDs A and B. In the AFTER phase, PLAYERs 1 and 2 hold 4 like
symbol cards and 1 different symbol card.
[0020] FIG. 3 is an illustration of the exchange of needed cards
between PLAYERS 1 and 3. In the BEFORE phase, PLAYERs 1 and 3 hold
five like symbol cards. In the EXCHANGE phase, the players exchange
CARDs A and C. In the AFTER phase, PLAYERs 1 and 3 hold 4 like
symbol cards and 1 different symbol card.
[0021] FIG. 4 is a representation of the card objects at the end of
the exchange process of the first mode of play. In this mode, each
player begins with a predetermined number of cards bearing a
distinctive symbol which are different from the other players'
collections. Each player exchanges the same number of cards from
each of the other players' collections.
[0022] FIG. 5 is a representation of the card objects for a reward
presentation at the end of the first mode of play. Each hand of the
players is respectively shown holding a like symbol collection. All
of the players are entitled to receive a "REWARD" from the game
controller.
[0023] FIG. 6 is a representation of the card objects for a reward
presentation at the end of the optional extended phase of the first
mode of play. In this phase, each player begins with a
predetermined number of cards bearing a distinctive symbol which
are different from the other players' collections. However, in this
phase, one or more of the cards are marked with a secret coded
symbol. As shown in FIG. 6, this secret coded symbol is an *
(asterisk). In this phase, each player with appropriate collection
having a secret coded card may qualify for a "special" reward as
determined by a game controller. Thus, this phase constitutes a
continuation of play of the first mode with the exception of the
substituted secret coded card or cards. Specifically, PLAYER 2 is
shown holding the secretly coded card, CARD B*. Player 2 is
entitled to receive the "SPECIAL REWARD" from the game controller.
FIG. 7 is a representation of the card objects at the start of the
game, in accordance with the second mode of play. FIG. 8 is a mode
of play. FIG. 8 is a representation of card objects at the end of
the exchange of the second mode of play.
[0024] Accordingly, the present invention constitutes a method for
playing an interactive exchange qualification card game in which
any reasonable number of players may participate, that comprises
the following steps:
[0025] (1) in the first mode of play:
[0026] (a) each player begins with a predetermined number of like
cards and collects the same number of different cards from the
other players by means of an exchange of cards;
[0027] (b) all players with appropriate collections at the end of
the game qualify for a reward as determined by a game
controller;
[0028] (c) if the number of rewards is limited, and all players do
not get a reward, secretly coded cards are then selected, and
players with the secret cards and the appropriate collection
qualify for a reward as determined by the game controller;
[0029] (d) if a player has an incomplete collection at the end of
the exchange phase of the game, the game controller determines the
qualification of the player to receive a reward and the type of
reward the player is to receive;
[0030] (2) in the second mode of play:
[0031] (a) each player begins with a predetermined number of
different cards and collects the same number of like cards from the
other players by means of an exchange of cards;
[0032] (b) the game controller is required to specify which
particular card each player may collect when the playing cards are
initially distributed, otherwise multiple players may decide to
collect the same, thereby competing, cards;
[0033] (c) the use of secretly coded cards and the manner of
winning are the same as in the first mode. There are three ways to
qualify for rewards or privileges: (1) everyone with the complete
collection of appropriate cards may win; (2) only those with a
complete collection of appropriate cards and the secretly coded
card may win as determined by the game controller; and (3) a player
with an incomplete collection and a secretly coded card may also
qualify for a prize as determined by the game controller.
[0034] In summary, the present invention provides two modes for
playing an interactive exchange qualification game.
[0035] In the first mode: start same/collect different
[0036] In the second mode: start different/collect same In both
modes the game has two pathways to a reward.
[0037] In the first pathway: appropriate collection/receive
reward
[0038] In the second pathway: appropriate collection/secret
card/receive reward
[0039] If everyone is to receive a reward, the first pathway is
used, as in the case of the T-shirt handout, a popular promotion
gimmick. If only a limited number of rewards are available, the
second pathway is used. It is possible for all cards to be secretly
coded to foil any attempts to hoard prize cards by repeat players
(for example, at a social club). Accordingly, a person may play
with a secretly coded card, but it will not be relevant because the
game being played is the first pathway of either the first or
second mode.
[0040] The matter of an incomplete collection must be considered.
Depending on the number of players, there may not be a "clean"
number of exchanges. Everyone may not be able to complete a
collection because of an odd number of players or some players may
drop out of the game, but the secret cards are still in play. In
such cases, the game controller decides what will happen. The
object of the game is to get the complete collection of cards; if a
player cannot do that for any reason, the game controller has the
option to determine rewards depending on the situation.
[0041] Large groups of people attending an event generally do so
without any direct social interaction with each other. In order to
encourage personal interaction, this invention provides a means for
individuals to interact with each other in order to collect cards;
for example, collect different pictures or phrases on one side
making up a predefined collection, which is revealed to all players
at the start. A complete collection can then qualify the holder to
receive an announced reward such as a prize, gift, discount,
privilege or premium item. The front or back of one or more cards
can be secretly coded or marked as qualifying for a special reward.
The game is particularly designed to encourage social interaction
among all players in a group.
[0042] The game has been described as using playing cards, but the
substitution of other objects/items for the cards are within the
scope of the invention.
[0043] The present invention constitutes a method for playing an
interactive exchange qualification card game that comprises a
number of steps. Also, the present invention constitutes a
combination of the above method steps.
[0044] While it has been shown and described several embodiment or
modes of the present invention, it is to be understood that it is
subject to many modifications without departing from the spirit and
scope of the claims.
* * * * *