U.S. patent application number 10/612675 was filed with the patent office on 2005-05-05 for games with unique deck, dice or image.
Invention is credited to Dewayne, Dennis, King, Carolyn E..
Application Number | 20050093229 10/612675 |
Document ID | / |
Family ID | 34549728 |
Filed Date | 2005-05-05 |
United States Patent
Application |
20050093229 |
Kind Code |
A1 |
Dewayne, Dennis ; et
al. |
May 5, 2005 |
Games with unique deck, dice or image
Abstract
A deck of cards/dice, real or simulated, characterized by a
Master Joker, colored jokers, card suits and null cards. These
suits are of any two, three, four or more fundamental colors, two
or more suits of each color per joker under a designated Master
Joker with an optional methodology to capture cards from opponents.
Depending on the game, null cards can have very dramatic influence.
The preferred form of this present invention is a deck of playing
cards and related family of card games. Peg boards may be used to
tally scores. Card backs are usually uniform. This deck has the
"look and feel" of a traditional deck with more challenging and
exciting options. For example, during the play, players may demand
an opponent "Toss" (forfeit) a trick, then that opponent may
"DoubleCross" and repossess the original cards plus additional
cards. These decks and family of games are known as Toss.
Inventors: |
Dewayne, Dennis; (Franklin,
TN) ; King, Carolyn E.; (Franklin, TN) |
Correspondence
Address: |
DENNIS D. KING
107 STANWICK DR
FRANKLIN
TN
37067
US
|
Family ID: |
34549728 |
Appl. No.: |
10/612675 |
Filed: |
July 2, 2003 |
Current U.S.
Class: |
273/146 ;
273/153J; 273/153R; 273/236; 273/242; 273/292; 273/303;
273/304 |
Current CPC
Class: |
A63F 3/00157 20130101;
A63F 1/00 20130101; A63F 2011/0055 20130101 |
Class at
Publication: |
273/146 ;
273/236; 273/242; 273/292; 273/303; 273/304; 273/153.00R;
273/153.00J |
International
Class: |
A63F 009/04; A63F
009/06; A63F 003/00; A63F 003/02; A63F 001/00; A63F 009/20 |
Claims
What we claim as our invention is:
1. Unique card decks for one or more players, comprising: a
plurality of cards with a Boss (Master) Joker or replacement Boss
Joker designated by indicia, name or other markings over all of the
suits, over a plurality of named jokers, suits and nulls, wherein
said named jokers are each named after one of the fundamental
colors of the deck, among any different fundamental colors, wherein
said named colors are the designated colors of a plurality of
suits, two or more suits per fundamental color, each suit of said
suit group being enveloped by a fundamental color, linked to a
single, joker by indicia and/or suit color, wherein each suit has
equal sets of distinct indicia and all suits display the
hierarchical sequence and values of 2, 3, 4, 5, 6, 7, 8, 9, 10,
Jack, Queen, King and Ace, with non-suited null cards having no
designated color or value markings, wherein said assemblage of
cards is used for playing, trick taking, melding, scoring, placing
or collecting wagers.
2. Games of cards, dice, tiles or spinning reels for play by at
least one player, wherein rules are followed and scores maintained,
comprising: game rules encompassing a plurality of cards, dice or
computer images with suits grouped by color, constituting two,
three or more groups of suits, each distinct suit of said suit
group being enveloped by a single color of one of the fundamental
colors of the deck, each group of suits being linked by fundamental
color to a joker reflecting the group's different distinct suit
indicia and color, with one Boss Joker or replacement Boss Joker,
empowered by all of the fundamental colors and indicia of all
suits, wherein said plurality of suits have a hierarchical
sequence, with the Boss Joker above all cards in power with the
assemblage of jokers, suits and null cards used for playing, trick
taking, melding, scoring, placing or collecting wagers.
3. Board and peg devices for scoring by at least one player,
wherein rules are followed and scores maintained to provide an
ongoing method of scoring to a total of 800 or more points,
comprising: said scoring is accomplished within a board, made of
wood, plastic, or similar materials, or image thereof, with three
columns of holes, ten holes designated for one values, ten holes
designated for ten values, eight holes designated for hundred
values, with additional holes designated for the upright storage of
said pegs, exact size and shape of the boards and or pegs are not
important.
4. The standard card deck derivative of claim 1, further comprising
distinct indicia on a master joker asserting it is the "Boss Joker"
over three other jokers, one joker for each of the three
fundamental colors found within the groupings of the six distinct
suits, with suit color and suit indicia linked to single jokers by
distinct indicia and the color displayed on each of the three
jokers, where each joker's color name precedes the word joker, for
example, "Black" Joker, "Red" Joker, or "Blue" Joker respectively
on each of the three different jokers with additional distinct
indicia on the Boss Joker reflecting "Boss" Joker and all three
fundamental colors (of any three fundamental colors) of the deck
plus the six different sets of suit indicia (of any six sets of
indicia) wherein the six suits of cards, of three fundamental suit
colors, paired into two suits per color, each said suit of six said
sets includes thirteen cards for a subtotal of 78 cards, increasing
to 84 cards including the four jokers and two nulls, said suits
each having a hierarchical sequence representing 2, 3, 4, 5, 6, 7,
8, 9, 10, Jack, Queen, King, and Ace, with each standard deck
comprising; (a) two cards each having no indicia value or distinct
color on their front face thereof, representing no suit or value
other than null (no value or power); (b) six cards each having
distinct indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of 2 (two); (c) six cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of 3 (three); (d)
six cards each having distinct indicia and identifiable color on
the front face thereof representing the suit set and a second
indicia set representing a rank of 4 (four); (e) six cards each
having distinct indicia and identifiable color on the front face
thereof representing the suit set and a second indicia set
representing a rank of 5 (five); (f) six cards each having distinct
indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of 6 (six); (g) six cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of 7 (seven); (h)
six cards each having distinct indicia and identifiable color on
the front face thereof representing the suit set and a second
indicia set representing a rank of 8 (eight); (i) six cards each
having distinct indicia and identifiable color on the front face
thereof representing the suit set and a second indicia set
representing a rank of 9 (nine); (j) six cards each having distinct
indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of 10 (ten); (k) six cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of Jack; (l) six
cards each having distinct indicia and identifiable color on the
front face thereof representing the suit set and a second indicia
set representing a rank of Queen; (m) six cards each having
distinct indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of King; (n) six cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of Ace; (o) three
joker cards each having two distinct suit indicia and color; (p)
one Boss Joker card over all six suits and all three colors; (q)
each of said cards in paragraphs (a) through (p) above wherein the
rear face of said cards are identical.
5. The premium card deck derivative of claim 1, further comprising
distinct indicia on a master joker asserting it is the eight-suited
"Boss Joker" over a lesser, six-suited Boss Joker and over four
other jokers, one joker for each of the four fundamental colors
found within the groupings of the eight distinct suits, with suit
color and suit indicia linked to single jokers by distinct indicia
and the color displayed on each of the four jokers, where each
joker's color name precedes the word joker, for example, "Black"
Joker, "Red" Joker, "Blue" Joker or "Green" Joker respectively on
each of the four different jokers with additional distinct indicia
on the Boss Joker reflecting "Boss" Joker and all four fundamental
colors (of any four fundamental colors) of the deck plus the eight
different sets of suit indicia (of any eight sets of indicia)
wherein the eight suits of cards, of four fundamental suit colors,
paired into two suits per color, each said suit of eight said sets
includes thirteen cards for a subtotal 104 cards, increasing to 113
cards including six jokers, (boss, replacement boss, plus four
jokers of color) and three nulls, said suits each having a
hierarchical sequence representing 2, 3, 4, 5, 6, 7, 8, 9, 10,
Jack, Queen, King, and Ace, with each premium deck comprising: (a)
three cards each having no indicia value or distinct color on their
front face thereof, representing no suit or value other than null
(no value or power); (b) eight cards each having distinct indicia
and identifiable color on the front face thereof representing the
suit set and a second indicia set representing a rank of 2 (two);
(c) eight cards each having distinct indicia and identifiable color
on the front face thereof representing the suit set and a second
indicia set representing a rank of 3 (three); (d) eight cards each
having distinct indicia and identifiable color on the front face
thereof representing the suit set and a second indicia set
representing a rank of 4 (four); (e) eight cards each having
distinct indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of 5 (five); (f) eight cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of 6 (six); (g)
eight cards each having distinct indicia and identifiable color on
the front face thereof representing the suit set and a second
indicia set representing a rank of 7 (seven); (h) eight cards each
having distinct indicia and identifiable color on the front face
thereof representing the suit set and a second indicia set
representing a rank of 8 (eight); (i) eight cards each having
distinct indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of 9 (nine); (j) eight cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of 10 (ten); (k)
eight cards each having distinct indicia and identifiable color on
the front face thereof representing the suit set and a second
indicia set representing a rank of Jack; (l) eight cards each
having distinct indicia and identifiable color on the front face
thereof representing the suit set and a second indicia set
representing a rank of Queen; (m) eight cards each having distinct
indicia and identifiable color on the front face thereof
representing the suit set and a second indicia set representing a
rank of King; (n) eight cards each having distinct indicia and
identifiable color on the front face thereof representing the suit
set and a second indicia set representing a rank of Ace; (o) four
joker cards each having two distinct indicia and colors; (p) one
Boss Joker card having the distinct indicia of six suits and all
three colors; (q) one replacement Boss Joker card over all eight
suits and four colors; (r) each of said cards in paragraphs (a)
through (q) above wherein the rear face of said cards are
identical.
6. Computerized/electro-mechanical sessions of the games of claim
2, further comprising, wherein scoring means keeping an ongoing
display or calculation of the values of cards played, tricks taken
and or melded as points, wherein said scoring can be done by a
computer, an electromechanical device, or by the use of an image of
a playing and scoring system, peg boards, pegs and or dice; said
scoring also pertaining to possible collecting or paying off wagers
placed on the out come of a card, hand or game.
7. The board and peg device of claim 3, further comprising, wherein
a number of pegs are provided, in multiples of at least two each,
for each of the fundamental colors of the card deck.
8. A card game of claim 2, further comprising, wherein a rummy-like
card game is played, wherein rules are followed and scores
maintained, scoring also pertaining to possible collecting or
paying off wagers placed on the out come of a hand or game, using a
plurality of cards formed by null cards, jokers and six to eight
suits, constituting pairs of suits, each of said suit pair being
enveloped by a single color of one of the three to four fundamental
colors of the deck, each pair of suits being linked by a single
fundamental color to a distinct joker with indicia representing two
suits of the same fundamental color, with a Boss Joker above all in
hierarchical succession of the sets of suits used for playing,
trick taking, melding or scoring in a standard or deluxe format
with the use of jokers and nulls being optional.
9. A card game of claim 2, further comprising, wherein a
spades-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards formed by null cards, jokers and six to
eight suits, constituting pairs of suits, each of said suit pair
being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a or deluxe
format with the use of jokers and nulls being optional.
10. A card game of claim 2, further comprising, wherein a
hearts-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards formed by null cards, jokers and six to
eight suits, constituting pairs of suits, each of said suit pair
being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a standard or
deluxe format with the use of jokers and nulls being optional.
11. A card game of claim 2, further comprising, wherein a
poker-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards forming six to eight suits, constituting
pairs of suits, each of said suit pair being enveloped by a single
color of one of the three or four fundamental colors of the deck,
each pair of suits being linked, by fundamental color, to a joker
of the same fundamental color, with one Boss Joker or replacement
Boss Joker, empowered by all fundamental colors, wherein said
plurality of cards have a hierarchical sequence with the Boss Joker
above all in hierarchical succession of the sets of suits and null
cards used for playing, trick taking melding or scoring in a
standard or deluxe format with the use of jokers and nulls being
optional.
12. A card game of claim 2, further comprising, wherein a draw
poker-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards forming six to eight suits, constituting
pairs of suits, each of said suit pair being enveloped by a single
color of one of the three or four fundamental colors of the deck,
each pair of suits being linked, by fundamental color, to a joker
of the same fundamental color, with one Boss Joker or replacement
Boss Joker, empowered by all fundamental colors, wherein said
plurality of cards have a hierarchical sequence with the Boss Joker
above all in hierarchical succession of the sets of suits and null
cards used for playing, trick taking melding or scoring in a
standard or deluxe format with the use of jokers and nulls being
optional.
13. A card game of claim 2, further comprising, wherein a
blackjack-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards forming six to eight suits, constituting
pairs of suits, each of said suit pair being enveloped by a single
color of one of the three or four fundamental colors of the deck,
each pair of suits being linked, by fundamental color, to a joker
of the same fundamental color, with one Boss Joker or replacement
Boss Joker, empowered by all fundamental colors, wherein said
plurality of cards have a hierarchical sequence with the Boss Joker
above all in hierarchical succession of the sets of suits and null
cards used for playing, trick taking melding or scoring in a
standard or deluxe format with the use of jokers and nulls being
optional.
14. A card game of claim 2, further comprising, wherein an
acey-deucey-like card game is played, wherein rules are followed
and scores maintained, scoring also pertaining to possible
collecting or paying off wagers placed on the out come of a hand or
game, using a plurality of cards formed by null cards, jokers and
six to eight suits, constituting pairs of suits, each of said suit
pair being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a standard or
deluxe format with the use of jokers and nulls being optional.
15. A card game of claim 2, further comprising, wherein a
canasta-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards formed by null cards, jokers and six to
eight suits, constituting pairs of suits, each of said suit pair
being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a standard or
deluxe format with the use of jokers and nulls being optional.
16. A card game of claim 2, further comprising, wherein a sheep's
head-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards formed by null cards, jokers and six to
eight suits, constituting pairs of suits, each of said suit pair
being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a standard or
deluxe format with the use of jokers and nulls being optional.
17. A card game of claim 2, further comprising, wherein a
solitaire-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards formed by null cards, jokers and six to
eight suits, constituting pairs of suits, each of said suit pair
being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a standard or
deluxe format with the use of jokers and nulls being optional.
18. A card game of claim 2, further comprising, wherein a
cribbage-like card game is played, wherein rules are followed and
scores maintained, scoring also pertaining to possible collecting
or paying off wagers placed on the out come of a hand or game,
using a plurality of cards formed by null cards, jokers and six to
eight suits, constituting pairs of suits, each of said suit pair
being enveloped by a single color of one of the three to four
fundamental colors of the deck, each pair of suits being linked by
a single fundamental color to a distinct joker with indicia
representing two suits of the same fundamental color, with a Boss
Joker above all in hierarchical succession of the sets of suits
used for playing, trick taking, melding or scoring in a standard or
deluxe format with the use of jokers and nulls being optional.
19. A card game of claim 2, further comprising, wherein a "Toss The
BOSS" card game is played, wherein rules are followed and scores
maintained, scoring also pertaining to possible collecting or
paying off wagers placed on the out come of a hand or game, using a
plurality of cards formed by null cards, jokers and suits,
constituting groups of suits, each of said suit group being
enveloped by a single color of one of the fundamental colors of the
deck, each group of suits being linked by a single fundamental
color to a distinct joker with indicia representing two or more
suits of the same fundamental color, with a Boss Joker above all in
hierarchical succession of the sets of suits used for playing,
trick taking, melding or scoring in a standard or deluxe format
with the use of jokers and nulls being optional.
20. A dice game of claim 2, further comprising, wherein a game is
played, wherein rules are followed and scores maintained, scoring
also pertaining to possible collecting or paying off wagers placed
on the out come of a hand or game, using a plurality of dice
forming two nulls indicated by the word "Toss" with said six suits
of dice divided into fourteen (14) six-sided cubes which are
divided equally among six suits, constituting three pairs of suits,
each of said suit pair being enveloped by a single color of one of
the three fundamental colors of the dice, each pair of suits being
linked by fundamental color, to a joker of the same fundamental
color, with one Boss Joker, empowered by all three of the
fundamental colors, wherein said plurality of dice have a
hierarchical sequence with the Boss Joker above all in the
succession of the sets of dice, with all indicia, values and "suit"
markings distributed in random order across the 84 flat surfaces of
said cubes, linked by play, to other six-sided cubes wherein the
set of dice, or portions thereof, are used for playing, trick
taking, melding or scoring in a standard or deluxe format with the
use of jokers and nulls being optional.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims precedence to and benefits of
provisional patent application: Games With Unique Deck or Dice;
EF354355402US, Jul. 7, 2002 submitted by Dennis D. King and Carolyn
E. King.
1 1,448,441 March 1923 Haas 273/305 1,632,941 June 1927 Abell
273/303 4,006,906 February 1977 Gruber 273/292 5,106,100 April 1992
Yih 273/292 5,887,873 March 1999 Freeman 273/303 6,070,877 June
2000 Saint-Victor 273/303
[0002] Other Publications: Hoyle's, Rules of Games, ISBN
0-452-28313-2.
[0003] No federally sponsored research or development.
[0004] No reference to microfiche appendix.
BACKGROUND OF THE INVENTION
[0005] This invention pertains and relates to card and dice games
with either a true physical deck, set of dice, or images thereof,
displayed by use of any electronic, image producing, mechanical and
or electromechanical devices. Games have been played throughout
history in which symbols and colors are assigned with a particular
rank or relationship determining relative value or strength of a
player's position within play of the game. Such games include games
of chance with the use of instrumentality's such as, tiles, cards,
spinning wheels and reels as in slot machines or any other devices
with displayed images or mechanical devices. The advent of
computers and associated monitors and their use within the gaming
industry has provided essentially unlimited potential for the
expansion of games into different instrumentality's as well as
providing the older, traditional instrumentality's in different
formats. Many different types of cards decks and card games have
been proposed in an attempt to provide games that require skill and
strategy yet fun to play. Most of these, however, require learning
whole new sets of rules or players have to get used to new decks
with strange and unfamiliar symbols and indicia.
[0006] In view of the previous disadvantages inherent in the known
types of card, dice, slot machines and computer games now present
in the prior art, this present invention provides improved card
decks and games wherein more playing skill can be utilized. As
such, the common purpose of the present invention, described
subsequently in greater detail, is to provide new and improved
decks of cards and games which have the advantages of prior art
games plus many new and interesting features with few, if any,
disadvantages.
[0007] Some scholars believe the traditional deck evolved from the
tarot deck, which has four suits and auxiliary cards which may be
found serving as a fifth suit. The number of cards, suits and
colors in a "traditional" deck is arbitrary. This limits the kind
of games and number of people or teams that can play and, often,
alters the game play by adding or omitting certain cards to make
the deal come out even for the different numbers of players.
[0008] There have been surprisingly few attempts at substantively
changing the organization of a deck of cards. U.S. Pat. No.
1,448,441 to Haas (1923) shows four suits, two pairs distinguished
by symbol and two distinguished by color. The intent was not to
create functional color groups equivalent to, but independent from,
suits. Instead, his patent uses multiple suit symbols, color, and
two sets of values to create subsets and supersets of suits. In
trick taking games, an obvious focus of the Haas patent, this
construction allows trump to be a suit, two suits, or even half a
suit. In melding, discarding, gambling, and solitaire games, there
seems to be little usefulness to this configuration which is often
confusing and uncoordinated. While his patent describes multiple
suits and has cards of color groups, it is so different from both
traditional decks and this present invention called the Toss &
DoubleCross.TM. deck and card games that there is no apparent
conflict of patent.
[0009] U.S. Pat. No. 1,632,941 to Abell (1927) discloses a specific
game using a 60 card deck that separates color and suit but, as in
the Haas patent, it fails to make them equivalent. Instead, color
groups are suits, and "spot suits" are subsets of suits, whose
primary purpose is perhaps to add complexity to a scoring system,
but whose actual primary function complicated and confused card
ranking. Within Abell's scheme, in which both "spot suits" and
"color suits" are ranked or ordered (the former by geometric shape,
the latter by an arcane system which even Abell has difficulty
explaining), a five could be higher than a six but lower than a
deuce and vice versa. This bizarre arrangement, confusing to one of
average skill and baffling to most prospective players, is enough
to discourage the player audience. Far from taking advantage of the
benefits of separating color and suit, Abell's invention seems
stratified and intractable.
[0010] U.S. Pat. No. 4,006,906 to Gruber (1977) discloses a
specific game using a one hundred twenty and one (121) card deck
that seems to split color and suit. The card game of the invention
comprises a creator's card and one hundred twenty (120) other
cards, which are divided into twelve groups each having ten cards
numbered zero to nine. The one hundred twenty cards are divided
into four groups, each having thirty cards of the same pattern.
Thus, thirty cards have a bar pattern, thirty have an arc pattern,
thirty have a point pattern, and the remaining thirty cards have a
semicircle pattern. The one hundred twenty cards are divided into
three groups, each having forty cards of the same color of one of
three different colors. Thus, forty cards are red, forty cards are
green and the remaining forty cards are blue. However, nothing in
the patent specifies that suit, color, and rank must be genuinely
autonomous, and their exact relationship remains obscure. While
this patent has cards of three color groups it is so different from
both traditional decks and this present invention that there is no
apparent conflict of patent.
[0011] U.S. Pat. No. 5,106,100 to Yih (1992) is a deck of six sets
of six suits with sixty four (64) total cards. Sixty of these
cards, representing "Students, Farmers, Soldiers, Factory Workers,
Clerks, Teachers, Doctors, Bureaucrats, Mayors and Generals" are of
three colored suits, red, yellow and blue while one "Student
leader" card is multi-suited and two "Vice-Premiers" have no color
nor does the "Chairman." This game is different from known card
games in several respects. For example, rather than playing cards
according to a particular suit, the card game requires players to
play cards in a particular category. In playing the game, there are
three major rules of ranking: 1. Color-when all numerical values
are equal, color or suit ranks are, red (highest), yellow (second
highest), blue (lowest); 2. Timing-first one down rule subsequent
cards laid on a play cannot be exactly the same as the cards
previously played, but must be of a higher rank. That is, a
vice-premier cannot be played directly on another vice-premier
already played. In the same manner, pairs cannot be played on pairs
of exactly the same rank and color; and 3. Wild cards--a
four-of-a-kind (gang of four), five-of-a-kind (gang of five),
six-of-a-kind (gang of six), seven-of-a-kind (gang of seven) are
always wild. It would seem that use and popularity would be gravely
restricted because the Yih (1992) deck does not have the
traditional "look and feel." No claim therein is made relating to
color or colors of cards, suits or jokers structured to three sets
of same colored suits nor a Boss Joker nor null cards. While this
patent has suit cards of three color groups it is so different from
both traditional decks and this present invention that there is no
apparent conflict of patent.
[0012] U.S. Pat. No. 6,070,877 to Saint-Victor (2000) is a deck of
six sets of six suits multiplied by six symbols, i.e. birds,
butterflies, flowers, horse, fish and turtles. The deck ends up
with five hundred and four (504) cards containing 2, 3, 4, 5, 6, 7,
8, 9, 10, jack, queen, king, ace and 6 jokers. The unwieldy deck
size, as well as the look and feel are limiting factors towards any
popularity. No claim therein is made relating to color or colors of
cards, suits or jokers structured to three sets of same colored
suits nor a Boss Joker.
[0013] U.S. Pat. No. 5,887,873 to Freeman (1999) discloses a unique
deck of playing cards of many strange and confusing symbols. It
offers three suits of three colors (as opposed to six suits of
three colors as claimed by one form of this invention) within a
fifty four (54) card master deck and seventy two (72) cards within
a member deck. Within these combinations there are multiple ruling
jokers and regular jokers. Once again, limited use and popularity
is severely restricted because this deck does not have the
traditional "look and feel" of which the majority of card playing
population is familiar with and willing to accept. While this
patent has three suits of three color groups it is so different
from both traditional decks and this present invention that there
is no apparent conflict of patent.
[0014] Because of the disadvantages of traditional decks, other
alternative games find wide spread use. A successful alternative
game is PARKER BROTHERS.TM. popular ROOK.TM. card deck. See HOYLE'S
RULES OF GAMES.COPYRGT., third revised & updated edition, pages
114 through page 116. This deck uses different colors for each of
the four suits and moves dramatically away from the "look and feel"
of the traditional deck. By assigning a different color to each of
the four traditional suits, this approach is actually less flexible
than having two colors and four suits, i.e. as used in most
solitaire games, where one alternates the two colors from the four
suits; with a Rook deck, they are equivalent.
[0015] Conventional, traditional four suit decks lack special or
auxiliary cards many other games require. This forces other cards
into "wild card" or "special power" engagements for which they are
ill-suited. The result of confusing rules and asymmetrical rankings
makes games harder to learn and dramatically limits their appeal.
Although limiting factors of conventional decks of cards are often
disguised by anamnesis and recognition, then sanctified by
traditions, the standard, four suited, two colored deck can easily
be improved.
[0016] As a consequence, there exists a need for card decks and
games that require more strategy and skill but are not excessively
complicated to play. This present invention and games offered for
play will appeal to a wide audience looking for card games that are
new and exciting, yet seemingly familiar in the "look and feel"
like a the traditional deck. By adding the elements of
unpredictability and surprise the games are much more challenging.
Therefore, the new game deck(s) would appeal to an audience that
includes children, teenagers, adults and senior citizens alike.
BRIEF SUMMARY OF THE INVENTION
[0017] The present invention, named Toss & DoubleCross.TM., is
a deck or decks of cards, set of dice represented by physical cards
and or electromechanical or displayed images having a plurality of
fundamental colors, each fundamental color representing two or more
suits, linked to a joker of the same fundamental color, under a
Boss Joker. Each suit contains a plurality of cards. Also included
are null cards, representing no suit, value or power.
[0018] The standard Toss & DoubleCross.TM., game deck
customarily contains eighty four (84) cards representing six suits
plus jokers and null cards. This standard deck is shown in figure
one (FIG. 1). There is also a premium deck that has additional
cards as shown in figure fifteen (FIG. 15). The premium deck has
one hundred thirteen (113) cards comprised of the 84 cards of the
standard deck plus the additional cards shown in figure fifteen
(FIG. 15). The Toss & DoubleCross Premium DECK.TM. is exactly
like the standard deck except it offers an eight-suited Boss Joker
to replace the six-suited Boss Joker (when needed), two additional
card suits, a joker of the same color as the two additional suits,
and one more one null card.
[0019] However, for the majority of this document, the standard
deck of 84 cards is employed as examples. Therein the three colors
will be described as black, red and blue and the indicia and
symbols used will be clubs, spades, hearts, diamonds, crosses, and
shields (FIG. 4). For the purpose of this document the fundamental
colors of this standard deck are described as black, red and blue
while the indicia and symbols used will be identified here as
clubs, spades, hearts, diamonds, crosses, and shields (FIG. 4). The
physical size of the cards or dice is not important, Therefore not
specified except that all cards within a deck be of the same size
and that all die be of the same size and weight within each dice
set.
[0020] Each standard deck consists of six suites, with three
fundamental suit colors, two suits of each color and four jokers
(FIGS. 1 to 12). The three fundamental colors of this deck, as well
as the indicia and symbols used on the face of the cards may change
from time to time but the deck will always contain three pairs of
same colored suits, a "boss" joker (FIG. 2) reflecting all three
colors of the six suits, plus three jokers, one for each pair of
same colored suits (FIG. 3) and two null cards with no suit or
value.
[0021] Most games represented herein by this present invention,
offer two rule variations referred to as basic or deluxe. With
deluxe games the number of cards in the standard deck usually
remains the same, however the rules of said game(s) are more
complex than the basic variation. The ancillary rules found within
the details of the various card games claimed offer unique
methodologies of capturing or "stealing" tricks and cards from your
opponent during and after plays.
[0022] Each game and distinct deck has variations of rules and
powers of the cards but the cards and identified card games should
still be considered as a part of the Toss & DoubleCross.TM.
family of games. The same kind of standard deck play action is also
achieved with the dice game of fourteen, six-sided cubes. This game
is called Toss & DoubleCross Dice.TM. (FIGS. 13 and 14).
BRIEF DESCRIPTION OF THE DRAWINGS
[0023] FIG. 1 shows a representative view of a standard Toss &
DoubleCross.TM. deck of playing cards.
[0024] FIG. 2 shows, in close-up, a representation of a Boss Joker
of a standard deck.
[0025] FIG. 3 shows, in close-up, all four jokers of a standard
deck.
[0026] FIG. 4 shows, in close-up, the indicia and color of six
suits of the standard deck.
[0027] FIG. 5 shows, in close-up, the spade and club suits under
the Black Joker.
[0028] FIG. 6 shows, in close-up, the cross and shield suits under
the Blue Joker.
[0029] FIG. 7 shows, in close-up, the heart and diamond suits under
the Red Joker.
[0030] FIG. 8 shows, in close-up, six different cards from each of
the six suits.
[0031] FIG. 9 shows, in close-up, three possible configurations of
the Peg Board and pegs.
[0032] FIG. 10 shows, in close-up, two possible configurations of
meld.
[0033] FIG. 11 shows, in close-up, two possible configurations of a
meld using jokers.
[0034] FIG. 12 shows, in close-up, a front view of a null card and
a typical card's back.
[0035] FIG. 13 shows, in close-up, a representative view of two
dice from the fourteen dice set.
[0036] FIG. 14 shows, in close-up, a representative view of a cube
"exploded" showing all six surfaces.
[0037] FIG. 15 shows, in close-up, the additional cards of the
premium Toss & DoubleCross.TM. deck.
DETAILED DESCRIPTION OF THE INVENTION
[0038] The present invention, named Toss & DoubleCross.TM.
standard and premium card decks, dice, peg boards and family of
games, includes physical card decks, dice, tiles, spinning wheels
or reels, peg boards and pegs or similar playing pieces, real or
simulated on a computer, image producing device, or any
electromechanical device showing a deck of cards having null cards
and a plurality of fundamental colors within a plurality of suits,
each different fundamental color accommodating two or more suits,
each suit therein containing a plurality of cards with distinct
indicia linked by color and indicia to a distinct joker, with a
plurality of jokers under a Boss or Master Joker.
[0039] This invention is a substantial improvement over traditional
decks and use thereof. The primary improvements are the use of
additional fundamental colors for additional suits, with jokers
linked to pair of suits of the same color, plus null cards and
rules and methods for capturing opponent's cards. The standard card
deck contains six (6) thirteen (13) card suites, two (2) suites for
each of three (3) fundamental and distinct colors, four (4) jokers
and two (2) or more null cards (FIGS. 1 to 12). The preferred form
of this present invention is a series of related playing cards and
games, utilizing six to eight suits, grouped as two suits each of
the fundamental colors, with a joker for each color and a Boss
Joker over all colors with null cards whose use is optional and
methods of capturing cards from opponents.
[0040] Customarily the Toss & DoubleCross.TM. standard or
premium decks would have the look and feel of a traditional deck of
cards but it can be foreseen that a client or game corporation may
commission decks to be produced with commercial type characters
such as those found within STAR WARS.TM. movies or with indicia or
markings other than those described herein. A client may order
custom decks with fundamental colors not listed herein.
Consequently, the exact configuration of the faces of the cards,
colors and symbols used herein are, must be considered as an
ancillary aspect and may change from time to time but color
grouping and relationships to nulls and the jokers will always be
similar to those groupings and relationship described herein.
[0041] Each card in the deck, except jokers, represents a unique
combination of a single suit, a single color, and a single value
even if that value is null. Each of the "regular" jokers normally
play across two or more suits of common color and the Boss Joker
plays on all colors and suits. Discarding or melding games allows
players to match suit, color and or rank. Trick-taking games allow
play by suits, and power value within on the game rules of choice.
With the premium or standard deck the use of jokers and null cards
is always subject to agreement among players or rules of the house.
Some games dictate that null cards or cards of value be set a side
to even the number of cards held in hand or distributed to a blind
or widow.
[0042] Independent aspects of the suits, colors, jokers, face
cards, numerical cards and null cards provide better card playing
entertainment.
[0043] As previously stated, the three fundamental colors of
standard decks, as well as the indicia and symbols used on the face
of the cards may change from time to time but standard decks will
always contain three pairs of same colored suits, a Boss Joker
(FIG. 2) reflecting all colors of all suits, plus a joker for each
suit color (FIG. 3) and two or more null cards. Each suit provides
cards of this sequence: 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen,
King, and Ace.
[0044] Descriptions and operation of a Toss & DoubleCross.TM.
standard deck of 84 cards (FIG. 1). This deck can be used to play a
multitude of games in much the same fashion as conventional cards.
It is particularly well suited to poker, draw poker, hearts, spades
and other introductory games such as solitaire games. The inherent
flexibility of this present invention makes it easy to tailor games
for diverse levels of difficulty. In playing these games, skill,
strategy and experience counts much towards the successful outcome
of any game. An ability to remember which cards have been played or
picked up contributes much toward success.
[0045] Through the use of imagination among players the "old and
familiar" games can be played with more players and with more
versatility than with traditional decks.
[0046] In use of standard decks determining the highest card in a
trick is as easy as the traditional deck based on face value of the
cards. A default scheme available to resolve conflicts of "ties"
gives precedence to the last-played card of the same value.
[0047] This new standard deck serves many various functions better
than most other card decks in existence. Games for six players or
up to three teams of two players benefit from more cards than the
traditional, 52 card, deck provides. Elaborate melding games can
employ more wild cards or more exotic melds. In nontraditional
fantasy games, that make heavy use of special rules and
individualized powers, a variety of distinct nulls, picture cards
and jokers work better than an increased plurality of number cards.
In general, aces and picture cards play like those in traditional
decks. Picture cards outrank number cards; jokers outrank picture
cards and null cards may be played in a variety of new ways.
[0048] In trick-taking games, the regular jokers are the highest
valued cards of their respective nontrump suits and color groups;
the relative strength of a dual suit joker versus single suit
jokers depends on whether a hand is played in suits or colors. The
Boss Jokers, usually, is of the higher power.
[0049] All games can be played with a premium card deck of 113
cards or a standard deck of 84 cards. For ease of understanding the
standard deck is employed as the example deck in most of the
following unique game rules.
[0050] Toss & DoubleCross RUMMY.TM. rules and configurations;
(as opposed to deluxe rummy explained later). This game is played
in similar fashion to the rummy games described in HOYLE'S RULES OF
GAMES.COPYRGT., third revised & updated edition, pages 117
through pages 148. Players of two, three, four, five, or six people
can play with one standard deck of cards (FIG. 1). Each person may
play and score individually or players are divided up into equal
teams. Teams may consist of two or three players. Multiple teams
may compete with one deck. If more teams or players wish to
participate then additional standard decks or premium decks may be
physically added or images thereof represented in computerized
sessions.
[0051] The standard Toss & DoubleCross.TM. Deck Pack. Including
the 4 jokers (FIG. 3), there are 84 cards in one deck with six (6)
suits of three (3) colors (FIGS. 1, 4, 5, 6, & 7). Within this
game, no suit is (customarily) of higher value or power than any
other.
[0052] For additional clarification of the standard deck within the
writing of this document the following indicia and colors are used:
The club [] and spade [] suits are both are black. The heart [] and
diamond [.diamond-solid.] suits are both red. The cross [.dagger.]
and shield [] suits are both blue. {In showing the suit indicia
above or shown elsewhere within this document, there are slight
differences between the "typed" indicia the indicia shown in
"figures" due to limitations within and between the graphic arts
application and the word processing application.}
[0053] Cards in a suit; thirteen (13) A, K, Q, J, 10, 9, 8, 7, 6,
5, 4, 3 and 2. Jokers are included, (four) they are the Boss Joker,
Black Joker, Red Joker and a Blue Joker. The Boss Joker may be used
as a wild card for any suit. All other jokers may be used as
described in the "Object of the Game" and "The "DoubleCross" as
mentioned in later portions of these rules. The two null cards are
included in the deck but not usually used in this version of
rummy.
[0054] The Start; The players draw or cut for deal and the player
with the highest card deals first. In the case of a tie, all
players draw again.
[0055] The Shuffle and Cut; Only the dealer shuffles. The player to
the dealer's right may request to cut the cards at any time before
the deal is finished. Since the deck is somewhat larger than a
traditional deck, cutting is considered as a courtesy because the
dealer will pick up only half the deck to begin dealing.
[0056] The Deal; The dealer distributes one card at a time,
clockwise, face down, beginning with the player on their left. When
two people play, each person gets 10 cards. When three, four, five
or six people play, each receives seven cards. The remaining cards
are placed face down in the center of the table, thus becoming the
draw deck (sometimes referred to as the stock). The top card of the
deck is turned face up and becomes the upcard. It is placed next to
the draw deck as the start of the discard pile.
[0057] When two people play, the loser of the last hand deals the
next. When more than two play, the deal passes to next the player
on the left.
[0058] Object of the Game; Each player tries to group matched sets
consisting of three or more of a kind (sets), or sequences (runs)
of three or more cards of the same suit. This is called melding. It
is up to you to chose how you will lay your meld down. Once meld is
placed down and you have discarded you may not exchange them or add
more meld.
[0059] Three Aces of different suits, A[.dagger.] A[] A[] (FIG.
10), could be melded (as a set) in any order, as long as one ace is
distinctly shown as the top card of that meld. So could a meld of a
three cards, (FIG. 10) for a run in the cross suit be laid down as
long as one card was distinctly on top. In a run, such as,
8[.dagger.] 7[.dagger.] 6[.dagger.], either the 8[.dagger.] or the
6[.dagger.] could be the top card but not the 7[.dagger.] nor any
other seven.
[0060] Jokers can be used as meld in the following ways (FIG. 11).
Any joker can be used as a card in a set of three or more of a
kind, i.e., the A[] [Boss Joker] and A[] can be melded as "three
Aces." When used in runs, as opposed to set melds, the joker must
be of the same color as the suit (FIG. 11). For example, the Blue
Joker can be used as a 7[.dagger.] in the run sequence of
8[.dagger.] [Blue Joker] and 6[.dagger.] but within this same run a
Black Joker could not be used.
[0061] Melding to an opponent's matched set or run sequence; A
player, in turn, may meld one or more cards that match any set or
sequence already shown on the board. Thus, if three twos, 2[]
2[.dagger.] 2[], are showing, in the player's meld or an opponent's
meld, a fourth two 2[] could be melded as a single card. If the 10,
9, 8 of any one suit are showing, then a Jack, or a 7, of the same
suit, could be placed down as meld. Also, a Jack and Queen as well
as a 7 and a 6, of the same suit as the 10, 9, 8, could be melded.
To help identify the value and or suit of a joker melded, against
someone else's cards, jokers can only be melded in combination with
at least one other card with the exception that a single joker can
be melded to a set of the jokers. Any joker melded as a lower card
(FIG. 11) still counts as a joker.
[0062] The Draw; Each player in turn, beginning with the player to
the left of the dealer, either draws the top two cards of the draw
deck or takes from the discard pile and adds this draw to their
hand. Players may elect to select more than one card deep into the
pile. That player must pick up the stack down to the deepest card
used and set this portion of cards off to the side. Then the bottom
card must be used within a meld by combining it with two or more
cards from the player's hand. Once the bottom card has been used,
the upper portion of the selected stack is placed in the hand or
used as additional meld.
[0063] The Play; After the draw, that player may lay down on the
board, face up, any qualifying meld. If the player does not wish to
lay down meld, one card is discarded, face up, onto the discard
pile. If the player has drawn only one card from the top of the
discard pile, it may not be discarded on that same turn. Discarding
a card to the pile ends that player's turn and no other changes are
allowed.
[0064] The Toss; After any other player has melded cards to the
board and discarded, other players, in turn, may draw from the deck
or pile. After this draw, but before discarding, you may demand any
top card from the display of any other player's meld. This action
is referred to as a "Toss" demand.
[0065] To "Toss" you announce to concerned player's the card you
desire and that player must hand over the desired card. In team
play, one can even "Toss" demand a team mate's card. You may only
choose a player's top melded card for the "Toss." For example,
compare the cards in FIGS. 10 and 11 (FIGS. 10 and 11). Within the
cross suit sequence shown in as FIG. 10 (FIG. 10) you could demand
the 8[.dagger.] but not the 7[.dagger.] or 6[.dagger.]. Within FIG.
11 (FIG. 11) you could demand the 6[.dagger.] but not the Blue
Joker or 8[.dagger.].
[0066] You then must immediately meld the "Toss" card with at least
two other cards from your hand. If the player asked the opponent
for the top 10[.diamond-solid.] from a run of 10[.diamond-solid.]
9[.diamond-solid.] 8[.diamond-solid.], it is entirely legal to use
the 10[.diamond-solid.] with a 10[] and a 10[.dagger.] as a three
of a kind matched set meld.
[0067] No joker is required to demand a "Toss," just any
combination of two or more cards from your hand to coordinate into
a meld set or meld run. An appropriate joker, used correctly, can
be used as one of the two required meld cards. If a player chooses
to meld a joker as the top melded card in a sequence or run, it
could also be demanded, in a later turn, as a "Toss" card to be
matched with any other two jokers.
[0068] Any card exposed as the "top card" through a previous "Toss"
may be demanded at a later turn. If any run sequence has had it's
top card removed by a "Toss," no other additions can be made to the
top end of that run unless a wild card is used. Additions to the
bottom end of that same run are still valid. After the play action
and melding is finished, the player discards one card. The "next
player's turn" reverts back to the player that was just tossed and
had to give up a melded board card. This is true regardless of
which position either player holds at the table.
[0069] The DoubleCross; Having just had a card taken away by a
"Toss" demand, only this player may now be able to enact a
"DoubleCross" if holding an applicable joker, which is like a wild
card, matching the color suit of the card just tossed in the
previous play. Suit jokers may play only on their respective suit
colors. The Boss Joker can always "DoubleCross" any card. To
"DoubleCross" you announce what you are doing, identify the card
set you demand, lay down the correct joker, then have the player
that took your "tossed" card must give you back your original card
plus all the cards melded with it during the previous action.
[0070] If you do not have the correct joker or other card required
to "DoubleCross," you may draw two cards from the deck or take from
the pile as with a normal turn. Should one of the two cards drawn
from the deck be any joker needed to "DoubleCross" the "Toss" of
last play, it must be played at once. After the player is finished
melding and all action is finalized, one card is discarded.
[0071] Redoubled "DoubleCross"; Although it is supreme rarity, you
may also redouble a "DoubleCross" any joker with the Boss Joker.
When this is done, all cards played back to the original "Toss"
card become part of your meld. After the player has finished
melding all play action is finalized. The "next player's turn"
reverts back to the last player that had to give up cards. This is
true regardless of which position either player holds at the table.
All "Toss," "DoubleCross" and redoubled plays are complete when the
when that next player draws.
[0072] The Steal; This comes into play if anyone places to the
discard pile a card that can play anywhere else on the board. The
first person to say "steal" and places their hand over the card
gets to claim it and meld it immediately. In case of a tie while
speaking "steal" the first one with their hand over the card gets
it. When stealing, no discarding is required or allowed after the
steal. Stealing does not affect the current or next players turn in
anyway.
[0073] Turning the Pile; If the last card of the draw deck has been
drawn and no player has gone out, the next player in turn may
either take the top of the discard pile, or may turn the discard
pile over to form a new draw deck (without shuffling it) and draw
the top card. Play then proceeds as normal.
[0074] Completed Hand; The hand is over when one player plays all
remaining cards held in hand. If all remaining cards match as meld
sets or meld runs, the player may lay them down without discarding
on the last turn. This ends the hand and there is no further play
until after the next hand is dealt. Who wins the hand is not too
important. It is the ongoing point totals that determines who or
which team wins the game.
[0075] Scoring; After each hand is over, each player or team must
verify their score. Cards are kept separate and face-up until all
players are in agreement on all aspects of any score. Point values
are as follows: Boss Joker=80, Jokers=40, Aces=20, Kings=10,
Queens=10, Jacks=10, Tens=10, all other numbered cards=5.
[0076] Any cards melded to the board are tallied up and counted in
favor of that player or team. Cards caught remaining in hand,
whether the cards form matched sets or not, have negative value.
All negative values are subtracted from your on going score.
Exception; In team play when one team member goes out first,
negatives are not counted from any other member of that team.
Points may be tallied and kept by individuals or teams on paper or
on peg boards (FIG. 9) or by an official scorer for all players or
teams. The point totals of each hand are tallied and recorded
whether they are positive or negative scores.
[0077] The Game; The game goal is 800 points. The 800 points equals
the total number of points possible in a standard deck if all cards
were melded. Players or teams with the most points scored, after
all points are tallied, wins.
[0078] Toss & DoubleCross DELUXE RUMMY.TM. rules and
configurations; The rules and scoring of this version vary
slightly. With this game version, it is recommended that you use a
peg board (FIG. 9) for scoring. These boards have three rows of peg
holes representing the values of "Ones," "Tens," and "Hundreds."
Another row of peg holes is provided to store unused pegs during
the play. Pegs are coordinated within the colors of the suits. When
peg boards are used, each player or team picks a board for
scoring.
[0079] Scoring; Points are scored as they are melded and then for
the final tally at the end of each hand. Points are also scored
during all play "Toss" actions. Players or teams must always verify
their score with other players.
[0080] In Toss & DoubleCross DELUXE RUMMY.TM. all numbered card
points equal their number. For example, four Sevens, 7[]
7[.dagger.] 7[] 7[], melded would now equal 28 points when played
and 28 points when tallied at the end of the hand. A meld of 7[]
[Boss Joker] 7[] 7[] equals 101 points while a 7[] [joker] 7[] 7[]
meld would only equal 61 points.
[0081] Unlike Toss & DoubleCross RUMMY.TM., the winner of this
deluxe version could be the player or the team that "pegs out"
during the play as opposed to tallying up the melded score at the
end of each hand. At the end of each hand, cards remaining in hand,
whether the cards form matched sets or not, have negative value
unless a team mate has been the first to play out by discarding the
last card held. The game still goes to 800 points. If no one pegs
out during the play, then all player's cards are totaled and
highest score wins. Points are scored during the play so the game
could be won before a hand was completely over.
[0082] Jokers, within this version, are always "wild" and all
jokers have the same power. You may "Toss" any joker with any other
joker. You may "DoubleCross" back and forth with as many jokers
playable in that cycle. The Boss Joker still is worth more points.
Jokers are no longer restricted to only two color suits. Now any
two joker combination can be used to demand a Boss Joker positioned
as the top card, either as meld or as a card uncovered by a
previous toss. Three or four jokers can be melded as a set. Once a
set of jokers is placed in order, and you have discarded, you may
not switch the order of the cards or add other meld.
[0083] When players wish to play eight-suited games, usually the
complete premium deck is used with the exception that the
replacement Boss Joker, representing all eight suits, is used and
the other Boss Joker, representing six suits, is not used.
[0084] Toss & DoubleCross SPADES.TM. rules and configurations;
This game is dealt, played and scored very similar to common Spade
games rules found within HOYLE'S RULES OF GAMES.COPYRGT., third
revised & updated edition, pages 161 through page 162. The
standard 84 card deck is used. Jokers and null cards may either be
discarded or used as wild cards within their respective suit
colors. If jokers are used as wild cards, nulls must be used have
an equal number of cards in each player's hand. Jokers must play as
the high card within the "suit color conventions" but the Boss
Joker is still the most powerful trick taking card. Variations of
this game can be agreed upon by all players, for instance, if five
players wish to compete, then one entire suit can be removed from
the deck. No "Toss" and or "DoubleCross" actions apply unless you
elect to play the following rules.
[0085] Toss & DoubleCross DELUXE SPADES.TM. rules and
configurations; In Deluxe Toss & DoubleCross SPADES.TM. all
cards are dealt until the deck is exhausted even though not all
players receive equal amounts of cards from this deal. The standard
84 card deck is used.
[0086] Toss; Jokers are allowed to "Toss" (steal or capture) any
one trick within accordance to their respective and corresponding
colors. Once a trick has been played but before the next trick
starts, any player holding the Boss Joker or any player holding a
joker relating to the suit color of the last trick can announce a
"Toss" and demand that trick from the person that would have won
the trick. The joker and trick are transferred to the appropriate
player's pile of tricks. The Boss Joker is the highest card of all
suits and can "Toss" any single trick. The Black Joker can "Toss"
any single trick of clubs or spades. The Red Joker can "Toss" any
heart or diamond trick. The Blue Joker can "Toss" any cross or
shield trick.
[0087] DoubleCross; After the demand of a "Toss" by a joker but on
the same play action a player with the Boss Joker or any other
joker could announce a "DoubleCross" taking the trick. Whoever
finally captures the "Toss" trick, then leads the next card. The
Boss Joker can never be "DoubleCrossed." Jokers can "DoubleCross"
jokers of a different color. Since all jokers are played after the
trick has been completed they do not change the original suit in
any way.
[0088] Because a player or players used jokers to demand a "Toss"
or a "DoubleCross" after they had already played a card on the
trick, they will be short card(s) near the last trick of the game.
They are out and can not win that trick. If the last trick's lead
card should have come from the hand of one of those player's, then
the player to the immediate left leads any card of choice.
[0089] Toss & DoubleCross HIEARTS.TM. rules and configurations;
This version of hearts is dealt, played and scored fairly close to
the typical heart game rules found within HOYLE'S RULES OF
GAMES.COPYRGT., third revised & updated edition, page 77
through page 83. The exceptions being that there are now jokers and
null cards. The standard 84 card deck is used. Jokers and nulls may
either be discarded or used. If jokers are used as wild cards,
nulls must be used so each player has an equal number of cards.
Jokers must play as the high card within the "suit color
conventions" but the Boss Joker is still the most powerful trick
taking card. The null cards may play on any suit even if you have
that suit in your hand. Variations of this game can be agreed upon
by all players, for instance, if five players wish to compete, then
one entire suit can be removed from the deck.
[0090] All cards are dealt to all players, the exact number of
cards dealt varies by the number of players involved. Power, rank
and game point values then revert to the normal heart's game rules
and conventions. A variation of game is, if five players wish to
compete, then one entire suit can be removed from the deck. No
"Toss" and or "DoubleCross" actions apply unless you elect to play
by the following rules.
[0091] Toss & DoubleCross DELUXE HEARTS.TM. rules and
configurations; In Deluxe Toss & DoubleCross HEARTS.TM. all
cards are dealt until the deck is exhausted even though not all
players may not receive equal amounts of cards from this deal. The
standard 84 card deck is used.
[0092] Toss; Jokers are allowed to "Toss" (steal or capture) any
one trick within accordance to their respective and corresponding
colors. Once a trick has been played but before the next trick
starts, any player holding the Boss Joker or any player holding a
joker relating to the suit color of the last trick can announce a
"Toss" and demand that trick from the person that would have won
the trick. The joker and trick are transferred to the appropriate
player's pile of tricks. The Boss Joker is the highest card of all
suits and can "Toss" any single trick. The Black Joker can "Toss"
any single trick of clubs or spades. The Red Joker can "Toss" any
heart or diamond trick. The Blue Joker can "Toss" any cross or
shield trick.
[0093] DoubleCross; After the demand of a "Toss" by a joker but on
the same play action a player with the Boss Joker or any other
joker could announce a "DoubleCross" taking the trick. Whoever
finally captures the "Toss" trick, then leads the next card. The
Boss Joker can never be "DoubleCrossed". Jokers can "DoubleCross"
jokers of a different color. Since all jokers are played after the
trick has been completed they do not change the original suit in
any way.
[0094] Because a player or players used jokers to demand a "Toss"
or a "DoubleCross" after they had already played a card on the
trick, they will be short card(s) near the last trick of the game.
They are out and can not win that trick. If the last trick's lead
card should have come from the hand of one of those player's, then
the player to the immediate left leads any card of choice.
[0095] Toss & DoubleCross POKER.TM. rules and configurations;
This game is dealt and played much like the many different
variations and guidelines for poker found within HOYLE'S RULES OF
GAMES.COPYRGT., third revised & updated edition, between pages
241 and 291. The standard 84 card deck is used. This game is best
played with four to eight competing individuals. All or any jokers
and null cards may or may not be used.
[0096] Though there are now six suits, as with any traditional
poker hand of five or more cards, you may only declare your best
five card combination. Even if additional cards are drawn, or held,
you may only count five cards. There are no "six of a kind" hands
that can be declared. Five of a kind (all natural) is the highest
hand possible. Jokers may be added back into the deck if wild cards
are to be used. Five of a kind (with one or more jokers) is the
second highest hand possible. All jokers are wild only in sets of
two-three-four and five of a kind hands. In flushes and straight
flushes, the three regular jokers may only be a wild card within
the respective color suit. You may never use more jokers than
natural cards in within flushes and straight flushes but you can in
threes, fours and five of a kind.
[0097] For example, holding the following five cards [A.dagger.]
[Boss Joker] [Red Joker] [Blue Joker] [10.dagger.], your best hand
is four aces not a royal straight flush. You would not have the
royal flush for two reasons, one you may not use more wild cards
than natural cards in flushes and straight flushes; and you could
not play the [Red Joker] as a part of any blue flush. In case of
"tie" among hands, the hand with the higher ranking natural cards
win. Aces can be played on the high or low end of straights. With
eight or more players, two Toss & DoubleCross.TM. decks are
used providing 168 cards. Other methods of playing or other numbers
of players could easily be adapted, for example, all players may
agree to count all seven cards in a hand.
[0098] Toss & DoubleCross DELUXE POKER.TM. rules and
configurations; The premium deck with two additional suits is
recommended. In this game all cards up to seven cards in each hand
may be counted. With the jokers wild option, one could have a hand
of seven of a kind or a seven card straight. All or any jokers may
or may not be used. Generally, the null cards are not used. Other
methods of playing or numbers of players or cards in the deck could
easily be adapted depending on the agreement of players or rules of
the house.
[0099] Toss & DoubleCross DRAW POKER.TM. rules and
configurations; This game is dealt and played much like the many
different variations and guidelines for draw poker found within
HOYLE'S RULES OF GAMES.COPYRGT., third revised & updated
edition, between pages 249 and 251. The standard 84 card deck is
used. It is best played with four to eight competing individuals.
All or any jokers or null cards may or may not be used as agreed
upon by the players or rules of the house. Other methods of
playing, rules changes or numbers of players can easily be
adapted.
[0100] In Five Card Draw you count your five best cards. In Six
Card Draw you count your six best cards. Seven Card Draw is usually
not played with the standard deck. In case of "tie" hands, the hand
with the higher ranking natural cards win. Aces can play on the
high or low end of straights and flushes.
[0101] Toss & DoubleCross DELUXE DRAW POKER.TM. rules and
configurations; The premium deck with two additional suits is
recommended. In Five Card Draw you count your five best cards. In
Six Card Draw you count your six best cards, in Seven Card Draw you
count your seven best cards. In case of "tie" hands, the hand with
the higher ranking natural cards win. In this game all cards up to
seven in each hand may be counted. Generally the two null cards are
not used. Jokers are often wild. One could have a hand of seven of
a kind or a seven card straight. In flushes and straight flushes
the jokers can only be a wild card within each of their respective
two suits. You may never use more jokers than natural cards in
within flushes and straight flushes but you can in set of three or
more of a kind. Two standard decks may be used with ten or more
players, providing 168 cards. Other methods of playing with other
numbers of players or cards in the deck could easily be adapted
depending on the agreement of players or rules of the house.
[0102] Toss & DoubleCross BLACKJACK.TM. rules and
configurations; This game is dealt and played much like the version
and guidelines for blackjack found within HOYLE'S RULES OF
GAMES.COPYRGT.), third revised & updated edition, between pages
275 and 279. The standard 84 card deck is used. All or any jokers
or null cards may or may not be used as agreed upon by the players
or rules of the house. Other methods of playing, rules changes or
numbers of players can easily be adapted.
[0103] Toss & DoubleCross DELUXE BLACKJACK.TM. rules and
configurations; The premium deck with two additional suits is
recommended. Jokers may be used in the player's hand and would then
be valued as 10 (ten) points like a face card. If the "hit-me" card
dealt to a player is a joker, the player has an opportunity to make
and win a additional side bet against the dealer (or house). The
house must accept any bet up to, or equal to the original bet and
offer to pay "one to one" if the next card dealt face up does not
bust (exceed twenty-one points) the player's hand. The house wins
if the player's next card exceeds twenty-one or the next card up is
another joker or null.
[0104] Toss & DoubleCross ACEY-DEUCEY.TM. rules and
configurations; This game is dealt and played much like the version
and guidelines for "acey-deucey" found within HOYLE'S RULES OF
GAMES.COPYRGT., third revised & updated edition, between pages
332 and 333. The standard 84 card deck is used. Two to eight
players may play with one deck. For more than eight players it is
recommended that a premium deck be used to provide more cards. Each
player antes up an equal amount as agreed upon (or set by rules of
the house.) Two cards are dealt face up to all players, if a joker
or a null card is dealt to a player at this time it is tossed back
to the dealer who then sets it face up, out of play.
[0105] Each player, in turn bets how much of the "pot" they wish to
play for. They win the bet if the next card dealt face up falls
between their lowest value card and their highest value card. Suits
have no significance. They lose the bet if the card that is dealt
face up is equal to either of their two cards or falls higher or
lower than their two cards and must place the amount of the bet
into the center of the pot. If the "in between" card dealt to that
player is a joker, the player has an opportunity to win an
additional bet against the dealer (or house). This bet is not
against the pot but an individual side bet against the dealer up to
but not exceeding the amount of the original ante. The dealer must
accept the bet and offer to pay "one to one" if the next card dealt
face up falls between the lowest value card and the highest value
card showing. The dealer wins if the card that is dealt face up is
equal to either of the players two cards or falls higher or lower
than those two cards. The dealer also wins if the next card up is
another joker or a null card.
[0106] At any time during the play or deal if three or more jokers
are revealed, all player's cards remain in front of the players,
all "old" or unused cards are placed back to the deck and
re-shuffled. In a "friendly" game the next player becomes the
dealer to finish dealing the round, deals to the betters, or deals
entirely new hands as the circumstances dictate. In casino play the
deal does not rotate. The game proceeds in similar fashion until
one player wins the total pot.
[0107] Toss & DoubleCross CANASTA.TM. rules and configurations;
This game is dealt, played and scored much like the many variations
of Canasta as found within HOYLE'S RULES OF GAMES.COPYRGT., third
revised & updated edition, pages 158 through page 160. Two 84
card standard decks are used. This game is best played with
competing partnerships of two or three players. Other methods of
playing with other numbers of players could easily be adapted. Each
of the deuce cards are worth twenty points. Other point values
remain the same. All jokers are used. Null cards are not
customarily used. Each player receives fifteen cards, dealt one at
a time. The rest of the pack becomes the stock.
[0108] In regular Canasta all jokers and deuces are wild as in this
version, but jokers are wild only within their respective suit
color. Meld must be three or more cards of the same rank. Wild
cards may never out number natural cards in any meld. The blue
suited, cross and shield threes (3s) are the only threes (3s) that
can be melded. Red threes (3s) and black threes (3s) are bonus
cards, not melded in sets. The first team to reach 8000 points wins
a game.
[0109] Toss & DoubleCross SHEEP'S HEAD.TM. (schafkopf) rules
and configurations; This game is dealt and played much like the
customary rules found within HOYLE'S RULES OF GAME S.COPYRGT.,
third revised & updated edition, between pages 249 and 251. The
exceptions accommodates the improved play with six suits. With the
standard 84 card deck all jokers, nulls and the unused cards of six
(6) and lower value are usually discarded from the deck. Depending
on the amount of individual players, the deck is dealt out in twos
and threes per person with at least three cards for the widow
(blind). From time to time the widow may receive more than three
cards depending on the number of players but never less than three
cards. The trick (trump) power is: Q[], Q[], Q[],
Q[.diamond-solid.], Q[.dagger.], Q[], J[], J[], J[],
J[.diamond-solid.], J[.dagger.], J[], A[.diamond-solid.],
K[.diamond-solid.], 9[.diamond-solid.], 8[.diamond-solid.] and
7[.diamond-solid.]. As an option, null cards can be included to
even out the trick in player's hands and to place enough cards into
the widow.
[0110] There are 48 cards in this configuration of the deck. Point
values remain the same. There are 180 total points in the deck. All
Aces=11, Tens=10, Kings=4, Queens=3, and all Jacks=2 points. All
players want to win a majority of 9.1 points by taking tricks but
not all can. Game points are awarded by scoring points counted at
the end of each hand. Taking 91 to 135 points in cards scores 2
game points, taking 136 to 179 points in cards scores 4 game
points, taking all tricks scores 6 game points. The first player to
score 80 game points wins. All diamonds and all queens and jacks
are the trump cards as in traditional sheep's head. If all players
decline to take the widow, a "Leaster" is played. Therein the
object is to win as few points as possible. A good variation of the
this game is that more players can compete. Winner of the "Leaster"
scores 6 game points. You do not have to take a trick to win the
"Leaster."
[0111] Toss & DoubleCross DELUXE SHEEP'S HEAD.TM. rules and
configurations; In this game jokers and most null cards are used
depending on the number of players. These and all regular playing
cards seven (7) and above are dealt until the deck is exhausted and
all players receive equal amounts of cards from this deal with at
least four (4) cards going to the widow to be picked up.
[0112] Jokers are not used as high suit cards or wild cards during
the play of a trick. However, once a trick has been played yet
before the next trick starts, any player holding the Boss Joker or
any player holding a joker relating to the suit color of the last
trick can announce a "Toss" and demand that trick from the person
that would have won the last trick. The joker and trick are
transferred to the appropriate player's pile of tricks. This is a
totally separate play action at the end of one trick but before the
next trick starts. After the demand of a "Toss" by a regular joker
on that same play, a player with the Boss Joker could announce a
"DoubleCross" taking the trick. Whoever finally captures the
"Tossed" trick then leads the next card. Jokers can be used for
capturing tricks only in their respective suits except the Boss
Joker takes any trick once.
[0113] Because a player or players used jokers to demand a "Toss"
they will be one or more cards short near the end of the hand and
are just out of the play. If the next lead card should have come
from the hand of one of those players, then the player to the
immediate left leads any card of choice. Jokers capture tricks but
have no value towards the total of 180 points in a hand.
[0114] Null cards can play at any time but have no trick taking
power or value. For example, if trumps were lead and your hand held
trumps and a null card, you might elect to play your null card and
save your trump card for later action. Also, if an opponent has a
trick "locked-up" you could choose to play a null card so you did
not add any point cards to that trick.
[0115] Toss & DoubleCross SOLITAIRE.TM. rules and
configurations; This game is commonly played with the standard 84
card deck. Jokers and null cards may either be discarded or used as
wild cards within their respective suit colors. Start by dealing
twenty one (21) cards, face down, in six columns. The column on the
far left has one card, the second column has two cards, progressing
upward in like manner until the 6th column has six cards.
[0116] Turn over one top card from each column. In traditional
solitaire games, the "face up" play of cards is alternated by two
colors. With this game you must alternate the "face up" cards by
three colors downwards from the top of the columns. You turn the
deck (stock) cards from face down to face up by sets of three to
see if the top card plays. A null card exposed face up may be or
may not be discarded as deemed by the player. Early on in the game
one might not want to discard a null card, yet later it could be
discarded to change the order of the cards being turned.
[0117] A joker exposed may be played as a wild card on a column
face up, or left within the stock. If used as a wild card, the
joker must play only within alternating suit color conventions but
of any value needed. Any time the "true" value card shows up (who's
space is being held by a joker) it is playable. That card is
substituted and the joker is placed to the side and can not be used
in this particular hand again.
[0118] The Boss Joker can play anywhere once. When it is first
turned over in the initial turn of the top card of the column, it
may be used to start a seventh column. Any other card may now play
on the Boss Joker. Once any joker is played to a face up position
on a column, and covered by another card, it can not be moved or
substituted for the original card unless, during normal play, it
becomes uncovered. Once uncovered, it must be removed from play,
face up, to the side. Once so removed, that joker may not be played
again. When played with jokers, the game of solitaire is won only
if you display all cards face up and in order. The "Boss Slam" of
this solitaire game is getting down to just four jokers in the
stock with all other cards played and displayed.
[0119] Toss & DoubleCross CRIBBAGE.TM. rules and
configurations; This game is dealt, played and scored much like the
version found within HOYLE'S RULES OF GAMES.COPYRGT., third revised
& updated edition, pages 58 through page 66. One standard deck
is used. This game is best played with six players or competing
partnerships of two or three teams. Other methods of playing with
diverse numbers of players could easily be adapted. All jokers and
nulls are either discarded or, upon agreement, used only as
nulls.
[0120] If used, jokers play as nulls. Nulls play as nulls. Null
cards can be played as a "nothing" or passed to the crib to be a
null card among the crib cards, depending on which rules are used.
Jokers have no point values, nor can they be used as any set or
sequence. Jokers and nulls can be used defensively, during the
play, to stop straights, flushes, pairs and three or more of a kind
sequences.
[0121] Each player receives seven cards, dealt face down one at a
time. Each player selects one card or more from their hand to place
face down to help form the crib. The final crib must have six cards
even if there are less than six players. After a non-dealer cuts
the rest of the pack, the dealer turns up the top card. This card
is the starter. The play is the same as in normal cribbage. Scoring
is different because there are now six cards of each value rather
than four. Points progress similar to traditional cribbage, for
example, scores could be "pair for two points," "Three of a kind
for six points," "four of a kind for twelve points," "five of a
kind for twenty-four points," or "six of a kind for forty-eight
points." The Toss & DoubleCross.TM. peg boards should be used
for scoring. First player or team to reach 800 points wins.
[0122] Toss & DoubleCross Toss The BOSS.TM. rules and
configurations; The standard 84 card deck is used will jokers and
nulls. This game is totally unique but played much like bidding
games won by naming trump and taking tricks. Frequently six people
per game play as individuals yet they are teamed up with different
players at the same table or Internet session on all most every
hand. This adds mystery and excitement to each hand. Because there
is no other source for rules and conventions, more detail is
provided for this game than most of the previous games listed
herein.
[0123] Object of the game; Each player tries win the bid in order
to name a trump suit. Generally in a six player game there are 13
tricks, not counting the blind (widow) as a trick. Tricks are
scored and bonus point are awarded. The game goes to 800 points as
scored by individual players.
[0124] The winning bidder (hereafter called the bidder) picks up
the blind (widow), exchanges cards in hand, throws away the
discards and gets to declare trump. Also, the bidder gets to select
an unknown partner by naming any joker as a partner. Only the
player holding the declared joker could know who was on which team.
Even the bidder can not know who is the partner at this time. Other
players only know they are against the bidder and some other player
at the table until the declared joker was played.
[0125] Also a bidder may wish to confuse everyone and go alone by
naming a joker secretly held within his or her own hand. Then it
would be one against all other players but none of the other
players would know what was happening until the bidder played the
joker called. The "teams" of players are always subject to the
"call of the joker" and change with every deal.
[0126] The Deal; The first dealer is chosen by random draw of
cards. High card deals. Thereafter, the dealing rotates clockwise.
The cards are shuffled and then dealt by twos beginning with the
player on dealer's left. Cards are also dealt in twos, randomly, to
the blind. All 84 cards are dealt. The number of cards in the
initial start of a game (hand) may vary if the number of players
vary. The blind always has four to six cards.
[0127] The Bidding; Each player bids the amount of tricks they
expect to take, based on their cards and who they might call as a
partner. In Toss The BOSSY all players have a chance to bid and
re-bid until no one bids higher. Once a player has passed, they are
out of the bidding. If nobody bids, dealer reshuffles and
deals.
[0128] One player may bid "Five Red." The following player may bid
or pass in turn. The subsequent player may bid "Six Blue" or any
number higher than the last bid. Bidding may go around more than
once and, for example, the bidder who started out as "Five Red" may
later bid "Seven Black." Bids, generally, go up numerically by at
least one. The exception is that a "No Trump" bid can be of equal
value as the last bid yet it is considered a higher bid. Therefore
an "Eight Blue" bid is over bided by an "Eight No Trump" bid.
[0129] Once the bid is won, the number of tricks bid is then
written down under the name of the bid winner. The bidder picks up
the blind and exchanges them with cards in hand as desired. The
blind is discarded off to the side and has no value or purpose for
this hand. The bidder then declares the trump suit, i.e., clubs,
spades, hearts, diamonds, crosses, shields or "No Trump." The
declared trump suit may or may not be the color of the wining bid
as determined solely by the bidder. This is true unless the winning
bid was "No Trump" which then must be declared and played "No
Trump." In either case, the number of tricks bid must be captured
to win the hand.
[0130] Right after the bidder declares trump, the bidder calls a
joker as the unknown partner by saying "Boss Joker!" or "Blue
Joker!" No one is expected to, or allowed to, answer. Remember, the
bidder may be going alone by calling a card within his/her hand.
The bidder could announce "Going Alone" but there is a strategic
disadvantage to informing the other players of this at this
time.
[0131] The Play; The bid player leads any card. The sequential rank
and power order are; Boss Joker, Jokers (3), 13 suit card sequences
and null cards. In clockwise turns, each player, if able, must
follow suit, play an appropriate joker or play a null card. If
their hand does not contain the suit led, they may play trump, a
joker, a null or simply throw off any other card. Any player, by
choice, may play higher or lower than the previous card. A lead of
the Boss Joker is a lead of "trump." If a regular joker is lead,
then the following players need only follow by color. For example
if the Blue Joker is the lead card, then any card of the cross or
shield suit could be played.
[0132] Null cards are used in play with any regular suit or trump.
If a null is lead, any card may be played with the highest card or
trump played taking the trick. With a null lead, when two or more
cards of the same value are played, the last card of the highest
value played wins. Nulls can be very dynamic to the outcome of the
game. Should a null card be lead, following players may play any
card and the highest card played takes that trick. If no trump is
played, any trick is won by the highest card of the suit lead. Any
trick containing a trump is won by the highest trump played. If
trumps are lead and your partner has locked up the trick, you may
save one of your trumps by playing a null. If any suit card is led,
you may play a null even though you have other cards of that
suit.
[0133] Tricks; The winner of each trick leads the next trick.
Tricks won are stacked by each individual winner in such a manner
that the tricks can be easily counted at the end of each hand and
credited correctly.
[0134] Scoring; Individual scores are kept because each hand will
frequently consist of a "team" of two players (bid winner and
called joker) against the "team" of all other players. Occasionally
it will be one player competing against the "team" of all other
players. On every hand, each team constituent is awarded the total
points of the team score.
[0135] Scoring points are achieved in several ways distinct
ways:
[0136] 1. If a player goes "alone" taking as many tricks as the bid
called for, he/she receives 20 points for each trick taken.
[0137] 2. Each person of a two person wining bid team, taking as
many combined tricks as bid, receives 10 points for each trick
taken.
[0138] 3. The team of players that did not win the bid receives 5
points for each trick taken whether or not the bid team won.
[0139] 4. When the bidder goes alone and does not make bid, 50
additional points are awarded to every other player.
[0140] 5. If the bid is not made when the bidder had a called
partner, the winning players are each awarded 100 additional
points.
[0141] The first player reaching or exceeding 800 points wins the
game. Should the bidder and more players exceed 800 points in the
last hand, the bidder is the winner. You need not win the last bid
to win the game.
[0142] Toss & DoubleCross DELUXE Toss The BOSS.TM. rules and
configurations; This game is played like the basic version of Toss
The BOSS.TM., except jokers can be used two different ways; (1)
Jokers are used normally, i.e., each joker is the highest card of
each of its' two colored suites and the Boss Joker is the highest
card of all played during a trick, or (2) Jokers are played after a
trick within the "Toss" and "DoubleCross" conventions explained
below. The jokers may be used after the trick was apparently won
for "Toss" or "DoubleCross" actions.
[0143] Toss; Jokers are allowed to "Toss" (steal or capture) any
one trick within accordance to their respective and corresponding
colors. Once a trick has been played but before the next trick
starts, any player holding the Boss Joker or any player holding a
joker relating to the suit color of the last trick can announce a
"Toss" and demand that trick from the person that would have won
the trick. The joker and trick are transferred to the appropriate
player's pile of tricks. The Boss Joker is the highest card of all
suits and can "Toss" any single trick.
[0144] DoubleCross; After the demand of a "Toss" a player with the
Boss Joker or any other joker could announce a "DoubleCross" taking
the trick. Whoever finally captures the "Toss" trick, then leads
the next card. The Boss Joker can never be "DoubleCrossed" but
jokers can "DoubleCross" jokers of a different color.
[0145] Because a player or players used jokers to demand a "Toss"
or a "DoubleCross" after they had already played a card on the
trick, they will be short cards near the last trick of the game.
They are out and can not win that trick. If the last trick's lead
card should have come from the hand of one of those player's, then
the player to the immediate left leads any card of choice. In this
game the winner of the last trick gets to capture the blind (widow)
which counts as an additional trick for the purposes of bid and
score.
[0146] In either version of Toss The BOSS.TM. strategy continues
with naming trump, calling a joker as your partner or going alone.
If you null a bidder's trick are you just out of trump or are you
the unknown partner. Can you interpret signals passed during the
bidding and the play of cards correctly? Bidding may be truthful or
not. Who is against who? Who is teamed with who? How can you get
the top individual score and win the game?
[0147] The strategies which may be used during the play are
unparalleled in most other card games. Jokers stealing tricks from
other jokers and the play of null cards offer opportunities to
confuse other players while demanding bidding skills and playing
expertise to a level not found in other card games.
[0148] Toss & DoubleCross DICE.TM. rules and configurations;
The same kinds of play action listed with the preceding card games
is achieved with a dice game comprising fourteen, six-sided cubes
of normal size, shape and weight (FIGS. 13-14). The combined 84
flat surfaces of the fourteen cubes accommodate the six suits,
three fundamental colors and the A, K, Q, J, 10, 9, 8, 7, 6, 5, 4,
3, and 2 rank markings perfectly with the markings for the jokers
and nulls. Suits and suit colors would be black clubs [] and spades
[], red hearts [] and diamonds [.diamond-solid.], blue crosses
[.dagger.] and shields []. Only the indicia of the suit, rank and
color is shown on each surface of the cubes. The Boss Joker would
reflect all major colors. The two nulls are represented by the word
"Toss." The eighty-four different values found in this present
invention are represented in a semi-random fashion throughout all
surfaces of the dice, for example, no one cube would hold all six
aces and no single cube would have all "blue" indicia, nor would a
single cube have all the jokers and null values.
[0149] Players will place all dice into a container, shake them up,
and reach in and withdraw as many cubes required for whichever
particular game they are playing. These dice are then shaken and
rolled out so all players can see the outcome of the roll. Some
dice may be "held out" (as in draw poker) or all may be returned to
the container for a re-draw of the dice. The Toss & DoubleCross
Dice.TM. set can be used for "Liar's Dice" and "Poker Dice" and
many other games.
CONCLUSION, RAMIFICATIONS, AND SCOPE
[0150] All possible forms of this present invention share these
essential features in common: Multiple, distinctly colored suits,
paired as two or more suits of each fundamental color, within one
of the deck's fundamental colors, each group of suits linked to a
joker of the same color, with a Boss Joker over all suits and
colors, plus methodologies to play null cards and capture cards,
tricks or dice from other players. The physical size of the cards
or dice is not important, therefore not specified except that all
cards within a deck be of the same size and that all die be of the
same size and weight within each dice set.
[0151] Additional markings or changes in value indexes could be
used to create additional categories or subcategorizes of cards or
to further distinguish among cards of the same value. Alternative
colors or suit symbols could be substituted for those shown and
described, or color groups could be indicated by changing
background color instead of the foreground indicia.
[0152] In any form, this present invention and the Toss &
DoubleCross.TM. family of games provides a reasonable alternative
to conventional card decks, capable of supporting a multitude of
games, with numerous advantages, including greater flexibility,
superior game play, plus adding more appropriate foundations for
strategy and tactical decision making with a high degree of
novelty.
[0153] It is understood that as used herein, the term "card game"
is intended to include conventional table/board type games wherein
one or more persons deals actual playing cards to one or more
players, as well as any type of mechanical or electronic device
which displays indicia of playing cards. The spirit of this present
invention embraces any gaming device having keyboard (key pad)
input, or electronic touch sensitive device input or screen input,
to select, distribute, move and/or calculate values of images
represented herein by a player or players. Also, any gaming device
wherein input from a player is supplied even thought the "opponent"
may be a computing device. A deck of cards, tiles, or pieces of any
shape could be simulated on any image producing device, of any
size, i.e., a home video game machine, a dedicated arcade machine,
a hand-held device, or any electronic device (disk, tape, cable
system, closed-circuit, etc.) connected to a conventional
television or similar display.
[0154] The principles, preferred embodiments and modes of operation
of the present invention have been described in the foregoing
specification. However, the invention which is intended to be
protected is not to be construed as limited to the particular
embodiments disclosed. The embodiments are to be regarded as
illustrative rather than restrictive. Variations, changes and
revisions may be made by others without departing from the spirit
of the present invention. Accordingly, it is categorically intended
that all such variations, changes, and equivalents which follow in
the spirit and scope of the present invention as defined in the
claims be thereby embraced.
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