Interactive exchange qualification game

Hyduk, Michael A.

Patent Application Summary

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 Number20030122306 10/229103
Document ID /
Family ID26922943
Filed Date2003-07-03

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

Application Number Filing Date Patent Number
60342244 Dec 27, 2001

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.

* * * * *


uspto.report is an independent third-party trademark research tool that is not affiliated, endorsed, or sponsored by the United States Patent and Trademark Office (USPTO) or any other governmental organization. The information provided by uspto.report is based on publicly available data at the time of writing and is intended for informational purposes only.

While we strive to provide accurate and up-to-date information, we do not guarantee the accuracy, completeness, reliability, or suitability of the information displayed on this site. The use of this site is at your own risk. Any reliance you place on such information is therefore strictly at your own risk.

All official trademark data, including owner information, should be verified by visiting the official USPTO website at www.uspto.gov. This site is not intended to replace professional legal advice and should not be used as a substitute for consulting with a legal professional who is knowledgeable about trademark law.

© 2024 USPTO.report | Privacy Policy | Resources | RSS Feed of Trademarks | Trademark Filings Twitter Feed