U.S. patent application number 11/115060 was filed with the patent office on 2005-12-22 for collectible card games and methods for playing same.
Invention is credited to Barthold, Mark J., Kenney, Tyler B., Yu, Brian M..
Application Number | 20050280213 11/115060 |
Document ID | / |
Family ID | 35242238 |
Filed Date | 2005-12-22 |
United States Patent
Application |
20050280213 |
Kind Code |
A1 |
Kenney, Tyler B. ; et
al. |
December 22, 2005 |
Collectible card games and methods for playing same
Abstract
Games for two or more players, wherein each attempts to be the
first to traverse a path consisting of a series of tasks, are
disclosed. Game components such as collectible trading cards may be
used to represent tasks, movers, and effects, and the game may
include a racing theme. Players may form a path by arranging
player-selected task cards on a playing surface, each task card
including indicia representing a task, such as a numerical value.
Players may then move mover cards along the path, each mover card
including indicia representing attributes of the mover to indicate
whether the mover is able to accomplish a selected task, such as a
corresponding numerical value. Players may play effect cards to
modify the attributes of the movers, such as to accomplish a task
or hinder an opponent's progress, and to modify game rules and
other aspects of the game environment.
Inventors: |
Kenney, Tyler B.;
(Hawthorne, CA) ; Yu, Brian M.; (Hawthorne,
CA) ; Barthold, Mark J.; (Torrance, CA) |
Correspondence
Address: |
KOLISCH HARTWELL, P.C.
520 S.W. YAMHILL STREET
SUITE 200
PORTLAND
OR
97204
US
|
Family ID: |
35242238 |
Appl. No.: |
11/115060 |
Filed: |
April 25, 2005 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
60565197 |
Apr 23, 2004 |
|
|
|
60617250 |
Oct 7, 2004 |
|
|
|
Current U.S.
Class: |
273/292 |
Current CPC
Class: |
A63F 2001/045 20130101;
A63F 1/00 20130101; A63F 1/04 20130101; A63F 2001/0416 20130101;
A63F 2001/0475 20130101; A63F 2003/00022 20130101; A63F 2001/0441
20130101; A63F 2011/009 20130101 |
Class at
Publication: |
273/292 |
International
Class: |
A63F 001/00 |
Claims
What is claimed is:
1. A game, comprising a set of rules for game play; a first set of
game cards, each including first set-specific indicia and indicia
indicating a numerical value; a second set of game cards, each
including second set-specific indicia, indicia indicating at least
one numerical value, and indicia indicating correspondence between
at least one numerical value and a numerical value of at least one
card of the first set of cards; and a third set of game cards, each
including third set-specific indicia and indicia indicating one or
more effects of the card on game play when the card is played in
accordance with the set of rules, wherein the effect indicating
indicia of at least some of the third set of cards includes indicia
indicating a modification of one or more numerical values of a
selected card of the second set.
2. The game of claim 1, wherein the effect indicating indicia of at
least some of the third set of cards includes indicia indicating an
effect on one or more of the rules.
3. The game of claim 1 wherein each of the third set of game cards
further includes indicia indicating a condition associated with
using the card in game play.
4. The game of claim 3 wherein the indicia indicating a condition
includes a numerical value representing a cost of using the card in
game play.
5. The game of claim 1 wherein at least some of the third set of
cards further include indicia indicating the duration of one or
more of the effects of the card.
6. The game of claim 1 wherein at least some of the first set of
cards further includes compatibility indicia indicating a
modification of one or more numerical values of a card of the
second set of cards that includes corresponding compatibility
indicia, and wherein at least one or more of the second set of
cards further includes compatibility indicia corresponding to the
compatibility indicia of at least one of the first set of cards
that includes compatibility indicia.
7. The game of claim 6 wherein at least some of the cards of the
third set further include compatibility indicia corresponding to
the compatibility indicia of at least one of the first set of cards
that includes compatibility indicia and effect indicating indicia
indicating that, when played in conjunction with a selected card of
the second set, the selected card of the second set is considered
to include the compatibility indicia of the card of the third
set.
8. The game of claim 1 wherein at least some of the cards of the
second set include compatibility indicia indicating that cards of
the third set that include corresponding compatibility indicia may
be played in conjunction with cards of the second set that include
compatibility indicia, and wherein at least one or more of the
third set of cards further includes compatibility indicia
corresponding to the compatibility indicia of at least one of the
second set of cards that includes compatibility indicia.
9. The game of claim 1, wherein the effect indicating indicia of at
least some of the third set of cards includes indicia indicating an
effect of the card on another card of the third set of cards.
10. The game of claim 1 wherein the effect indicating indicia may
include indicia indicating that a selected card of the third set of
cards is removed from play.
11. A method of playing a card game, the game including rules of
play and a plurality of cards, the method comprising: arranging one
or more cards from a first set of cards to form a path on a playing
surface, each card of the first set having set-specific indicia and
indicia indicating a numerical value; drawing a card from a supply
of cards that includes one or more cards from each of a second set
of cards and a third set of cards, each card of the second and
third sets having set-specific indicia, at least one card of the
second set having indicia indicating at least one numerical value
to which the numerical value of the cards of the first set
correspond, and each card of the third set having indicia
indicating a modification to a numerical value of the card of the
second set; executing a turn that includes, at the player's option:
placing a drawn card of the second set in a position relative to a
selected card in the path; and using one or more drawn cards of the
third set in accordance with the rules to modify the numerical
value of a placed card; and if the numerical value of the placed
card is modified to be equal to or greater than the numerical value
of the selected card in the path, moving the placed card to a
position relative to a different card in the path.
12. The method of claim 11, wherein executing a turn further
includes, at the player's option, using one or more drawn cards of
the third set in accordance with the rules to modify the
modification indicated by another drawn card.
13. The method of claim 11, wherein using one or more drawn cards
of the third set includes placing the drawn card to partially
overlap the card of the second set having the numerical value
modified by the used card.
14. The method of claim 11, wherein arranging one or more cards
from a first set of cards to form a path includes arranging the
cards in a continuous row.
15. The method of claim 11 wherein placing a drawn card of the
second set in a position relative to a selected card includes
placing the drawn card adjacent the selected card.
16. The method of claim 15 wherein moving the placed card to a
position relative to a different card includes moving the placed
card adjacent the different card.
17. A method of playing a card game for at least two players, the
game including game cards each having at least one numerical value
and indicia indicating correspondence between numerical values of
at least two game cards, the method of playing the card game
comprising: arranging a plurality of game cards on a playing
surface to form a path; each player drawing at least one game card
from a supply of cards; each player executing a turn by placing a
drawn card in a first position relative to a first card in the
path, and moving the placed card from the first position to a
second position relative to a second card in the path if a
numerical value of the placed card is equal to or greater than a
corresponding numerical value of the first card.
18. The method of claim 17 wherein arranging a plurality of game
cards on a playing surface to form a path includes arranging the
cards in a continuous row.
19. The method of claim 17 wherein placing a drawn card in a first
position relative to a first card includes placing the drawn card
adjacent the first card, and wherein moving the placed card from
the first position to a second position relative to a second card
includes moving the placed card adjacent the second card.
20. A method of playing a card game for at least two players, the
game including rules of play and a plurality of cards, the method
comprising: each player assembling an individual deck of cards from
a reservoir of cards that includes a first set of cards and a
second set of cards, each card of the first set including indicia
indicating a task to be accomplished by the use of one or more
cards of the second set, such that the assembled deck of cards
includes at least one card from the first set of cards; each player
removing from the deck of cards at least one card from the first
set of cards; arranging the cards from the first set of cards to
form a path on a playing surface; each player executing a turn by
drawing at least one card from the deck of cards and, at the
player's option, playing a drawn card by placing the card in a
position relative to a selected card in the path.
21. The method of claim 20, further including, before assembling an
individual deck of cards, each player acquiring an individual
reservoir of cards, and wherein each player assembling an
individual deck of cards includes each player assembling an
individual deck of cards from the player's individual reservoir of
cards.
22. The method of claim 20 further including, before executing a
turn, each player drawing a hand of cards from the player's deck of
cards.
23. The method of claim 20 wherein arranging the cards further
includes arranging the cards face-down.
24. The method of claim 23 further including, before executing a
turn, turning a selected face-down card face-up.
25. The method of claim 20 wherein the game further includes a
third set of cards, each card of the third set including indicia
indicating the effect of the card on a card of the second set, and
wherein executing a turn further includes, at the player's option,
playing a card from the third set in conjunction with a played
card.
26. The method of claim 20 wherein arranging the cards further
includes placing the cards in a continuous row.
27. A method of playing a card game, comprising: arranging a
plurality of cards face-down to form a path on a playing surface,
the path terminating at one end in a first card; turning a first
card in the path face-up; drawing a hand of cards from a supply of
cards; playing a drawn card by placing the card in a first position
relative to the first card in the path; turning a second face-down
card in the path face-up; and moving the played card from the first
position to a second position relative to the second card in the
path.
28. The method of claim 27 wherein the game further includes a set
of rules for game play, and wherein the method further comprises
playing a drawn card, in accordance with the set of rules, in
conjunction with a selected played card, by placing the drawn card
to partially overlap the played card.
29. The method of claim 28 wherein moving the played card includes
collectively moving the played card and any cards that are placed
to partially overlap the played card.
30. The method of claim 27 wherein arranging a plurality of cards
face-down to form a path includes arranging the cards in a
continuous row.
31. A method of playing a game, the game including rules of play
and a plurality of game components, the method comprising:
selecting from the plurality of game components a task component
having indicia indicating a numerical value; drawing a hand of
components from a supply of components, the hand including mover
components and effect components, at least one mover component
having one of more indicia each indicating at least one numerical
value that corresponds to a numerical value of the selected task
component, and each effect component having indicia indicating a
modification of one or more numerical values when played in
conjunction with the at least one mover component; and playing one
or more effect components in conjunction with the at least one
mover component from the hand and in accordance with the rules to
modify the numerical value of the mover component to meet or exceed
the corresponding numerical value of the task component.
32. The method of claim 31, further including, before drawing a
hand of components from a supply of components, acquiring a
personal reservoir of game components; and assembling for game play
a supply of game components from the personal reservoir of game
components.
33. A method of playing a game for two or more players, the game
including rules of play and a plurality of cards, the method
comprising: drawing a selection of cards from a supply of cards,
the selection including mover cards and effect cards, at least one
effect card having indicia indicating a cost associated with
playing the effect card in conjunction with a mover card and an
effect of playing the effect card in conjunction with a mover card;
paying the cost associated with the at least one effect card;
playing the at least one effect card in conjunction with a selected
mover card; and moving the mover card as a result of playing the at
least one effect card in conjunction with the selected mover
card.
34. The method of claim 33, further including, before playing the
at least one effect card, playing a mover card by placing the mover
card on a playing surface; wherein playing the at least one effect
card further includes placing the played effect card to partially
overlap the selected mover card.
35. The method of claim 34 wherein moving the mover card further
includes collectively moving the mover card and effect cards that
were placed to at least partially overlap the mover card prior to
moving the mover card.
Description
RELATED APPLICATIONS
[0001] This application is based upon and claims priority under 35
U.S.C. .sctn. 119(e) to the U.S. Provisional Patent Application No.
60/565,197 entitled "CAR RACING GAME" and filed on Apr. 23, 2004,
and to the U.S. Provisional Patent Application No. 60/617,250
entitled "CAR RACING GAME" and filed on Oct. 7, 2004, the
disclosures of which are incorporated herein by reference in their
entirety for all purposes.
TECHNICAL FIELD
[0002] The present disclosure relates generally to games and more
specifically to card games in which players attempt to modify mover
cards in order to be the first to move a number of mover cards to
accomplish a predetermined series of tasks.
BACKGROUND
[0003] Examples of card games in which cards are placed on a
playing surface and moved relative to other cards on a playing
surface are disclosed in U.S. Pat. Nos. 6,601,851, 6,254,099,
6,247,697, and the well-known game of Klondike solitaire. Examples
of card games incorporating a racing theme are disclosed in U.S.
Pat. Nos. 5,318,306, 3,231,279, 3,117,790, 2,070,605, 837,537,
718,917, and the Parker Brothers game MILLE BORNES. Examples of
card games in which cards are used to modify attributes of other
cards are disclosed in U.S. Pat. Nos. 5,967,517, 5,318,306 and
5,090,707. Collectible card games have been known since at least as
early as 1983, when Games Workshop, Ltd. introduced the TALISMAN
card game, and 1993 when Wizards of the Coast introduced the MAGIC:
THE GATHERING card game later described in U.S. Pat. No. 5,662,332
and its U.S. Reissue Pat. No. RE37957.
[0004] Other examples of games with related elements include the
disclosures of NUCLEAR WAR by Flying Buffalo, Inc., CIVILIZATION by
The Avalon Hill Game Co., ILLUMINATI and ILLUMINATI: NEW WORLD
ORDER by Steve Jackson Games, U.S. Pat. Nos. 1,678,576, 2,026,082,
2,072,799, 4,261,569, and U.S. Provisional Patent Application No.
10/286,399, entitled "TILE-BASED BOARD GAME" and filed on Nov. 1,
2002.
[0005] The disclosures of the aforementioned references are
incorporated herein by reference in their entirety for all
purposes.
[0006] For completeness of the present disclosure, aspects of the
prior art TALISMAN and ILLUMINATI games are shown as FIGS.
12-32.
SUMMARY OF THE DISCLOSURE
[0007] Disclosed herein are various embodiments of games and
methods of game play for two or more players, wherein each attempts
to be the first to traverse a path consisting of a series of tasks.
In some embodiments, game components such as collectible trading
cards may be used to represent tasks, movers, and effects, and the
game may include a racing theme. In some exemplary methods of game
play, players may form a path by arranging player-selected task
cards on a playing surface, each task card including indicia
representing a task, such as a numerical value. Players may then
move mover cards along the path, each mover card including indicia
representing attributes of the mover to indicate whether the mover
is able to accomplish a selected task, such as a corresponding
numerical value. Players may play effect cards to modify the
attributes of the movers, such as to accomplish a task or hinder an
opponent's progress, and to modify game rules and other aspects of
the game environment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIGS. 1-6 show exemplary game cards suitable for use with
one embodiment of a game according to the present disclosure, in
which:
[0009] FIG. 1 depicts a mover component in the form of a vehicle
card;
[0010] FIG. 2 depicts a task component in the form of a realm
card;
[0011] FIG. 3 depicts a first type of effect component in the form
of a MOD card;
[0012] FIG. 4 depicts a second type of effect component in the form
of a SHIFT card;
[0013] FIG. 5 depicts a third type of effect component in the form
of a HAZARD card; and
[0014] FIG. 6 depicts a fourth type of effect component in the form
of an AC card.
[0015] FIG. 7 illustrates a representative playing surface for two
players.
[0016] FIGS. 8-11 illustrate a series of exemplary moves of some of
the game cards shown in FIGS. 1-6, according to one method of game
play.
[0017] FIGS. 12-18 depict various prior art game components,
including game cards and a game board, of the TALISMAN card game by
Games Workshop, Ltd.
[0018] FIGS. 19-32 depict various prior art game components,
including game cards and markers, of the ILLUMINATI and ILLUMINATI:
NEW WORLD ORDER games by Steve Jackson Games.
DETAILED DESCRIPTION
[0019] Disclosed herein are various embodiments of a game for two
or more players wherein each player attempts to be the first to
traverse a path consisting of a series or set of tasks, which may
be determined and/or ordered prior to game play, such as by the
players. In accordance with one aspect of the game, each player
controls one or more movers, each of which may have attributes or
characteristics that indicate whether a particular mover may
accomplish a particular task and move to a next task in the set. If
one or more attributes of a mover indicate that the mover is not
able to complete a particular task, a set of rules of game play may
allow a player to utilize one or more available effects or commands
to modify the attributes of the mover in order to accomplish the
task.
[0020] In some embodiments of the game, a set of game components
may be used to represent individual tasks, movers, and effects, and
may be divided into a set of task components, a set of mover
components, and a set of effect components. Such game components
may take the form of hand-holdable game cards, tokens, chips, or
any suitable configuration, each game component including markings
and/or other indicia indicating a task, mover or effect represented
by the game component, and/or other set- or component-specific
indicia. Some game components may optionally include indicia
indicating compatibility or correspondence with other game
components.
[0021] In embodiments of the game in which game cards are used to
represent the various game components, the game may include a set
of rules, a first set of game cards (or "task cards"), each
including first set-specific indicia and indicia indicating a
numerical value representing a task; a second set of game cards (or
"mover cards"), each including second set-specific indicia, indicia
indicating at least one numerical value representing an attribute
or attributes of the mover, and indicia indicating correspondence
between at least one numerical value and a numerical value of at
least one card of the first set of cards; and a third set of game
cards (or "effect cards"), each including third set-specific
indicia and indicia indicating one or more effects of the card on
game play when the card is played in accordance with the set of
rules.
[0022] For example, the effect indicating indicia of some effect
cards may include indicia indicating a modification of one or more
numerical values of a selected mover card, such as to increase an
attribute of the mover in order to meet or exceed the numerical
value of a task card in order to accomplish the task. The effect
indicating indicia of some effect cards may include indicia
indicating a modification of one or more rules of game play. The
effect indicating indicia of some effect cards may include indicia
indicating an effect on another effect card, such as indicia
indicating that a selected effect card may be removed from play.
Some effect cards may include indicia indicating the duration of
one or more of the effects of the card. Effect cards may further
include indicia indicating a condition associated with using the
card in game play, such as a numerical value representing a cost of
using the card in game play.
[0023] Further, one or more cards of the various sets may include
compatibility indicia indicating an effect of the card when played
in conjunction with another card including corresponding
compatibility indicia. For example, some task cards may include
compatibility indicia indicating that a mover card including
corresponding compatibility indicia may receive a bonus
modification of one or more attributes while the mover is
attempting to accomplish the task represented on the task card.
Some mover cards may include compatibility indicia indicating that
only effect cards that include corresponding compatibility indicia
may be played in conjunction with such mover cards.
[0024] In some embodiments of the game, each player may use an
individual supply of game cards, such as a deck of hand-holdable
game cards, to engage in game play with other players. Each
player's individual deck may be selected from a reservoir of game
cards, such as according to a set of rules, a predetermined method,
player choice, and so forth. The reservoir of game cards may be the
same for each player, such as a group of game cards provided in a
self-contained game kit. Alternatively, the reservoir of game cards
may differ for each player. For example, each player may have
access to a different reservoir of game cards, such as a personal
collection of game cards acquired via purchasing, trading, or
otherwise exchanging. The game thus may include a strategic element
during pre-game preparation, in that, prior to game play, each
player may select game cards from a reservoir of game cards to
assemble an individual deck for game play, so as to attempt to
achieve an advantage over other players. Such an advantage may be
based on factors including the relative availability of game cards
and the skill level of each player in using the game cards. In some
embodiments, players may use a common supply of game cards, such as
a deck of cards provided in a self-contained game kit. Such
embodiments may increase the factor of chance in game play by
providing a pre-assembled deck of cards for game play.
[0025] According to some methods of game play, the tasks for a game
may be selected from a group of possible tasks, such as by each
player individually selecting one or more task components that
collectively make up the set of task components available for a
game. A path representing the order in which the tasks are to be
accomplished during the game may be determined prior to game play,
such as by player agreement, randomly, or as provided in a set of
rules. In embodiments in which each player assembles an individual
deck of game cards for game play, a set of rules may provide that
each player includes a predetermined number of task cards in the
player's deck, but removes the task cards from the deck prior to
initiating play and placing the task cards together with the
opponent's task cards on a playing surface, such as to form a
continuous row of task cards, thus determining a path representing
the order in which the tasks are to be accomplished during game
play.
[0026] In some methods of game play in which players use one or
more decks of cards, each player may randomly draw and hold a hand
of game cards from a deck, which may limit the game cards available
to each player to those held in the player's hand. Players may
bring game cards into play by placing them on a playing surface
according to a set of rules for game play, choosing game cards from
their hands to facilitate progress toward accomplishing the set of
tasks or otherwise to obtain an advantage in the game, and/or to
hinder the progress of one or more opponents.
[0027] For example, in some embodiments, a player may bring one or
more movers into play by placing a mover card on the playing
surface to indicate that the mover represented by the mover card is
attempting to accomplish a task represented by a task card. One or
more effects, represented with effect cards, may also be brought
into play to modify the attributes of a player's movers, such as to
allow a selected mover to accomplish a task, or may modify
attributes of opponents' movers, such as to prevent an opponent's
mover from accomplishing a task. Some effect cards may be used to
modify the effects of opponents' commands or effects, such as by
countering, reversing, redirecting, removing, or otherwise changing
the effect. Some effect cards may be used to modify the rules of
play, other aspects of the game environment, and so forth. Effect
cards may specify a condition or requirement associated with using
the effect, such that a player may be required to satisfy the
condition or requirement in order to play the effect card, such as
requiring a player to spend a predetermined number of points
allotted to the player per turn.
[0028] To indicate that a card is being played in conjunction with
another card, the played card may be placed in a certain manner
relative to the card in conjunction with which it is being played.
A mover card, when brought into play, may be placed adjacent,
otherwise aligned with, or placed in a position relative to a task
card. After a mover accomplishes a task, the mover card
representing the mover may be moved adjacent, otherwise aligned
with, or placed in a position relative to, a next task card in the
path, and so forth. An effect card played in conjunction with a
selected mover card or other selected effect may be placed on the
playing surface relative to the selected mover card, such as to
partially overlap the selected mover or effect card. Some effect
cards may remain with mover cards as movers are moved along the
path, but some may be removed from play, such as by the effect of
other effect cards, at the end of the duration of the effect as
indicated on the effect card, or as otherwise provided by the
rules.
[0029] As cards are removed from play, they may be removed from the
playing surface and placed in a discard area or pile. As players
use available game cards, they may replenish their hands by drawing
additional game cards from the deck or decks. A set of rules may
provide that the first player to move each of a predetermined
number of movers to accomplish each of a predetermined number of
tasks is identified as the winner of a game.
[0030] Some embodiments of the game include a collectible aspect,
as players attempt to collect game components in order to be able
to select a desired supply for game play. Moreover, certain game
components may have limited availability with respect to other game
components. For example, the available game components may include
multiple copies of unique individual game components, with some
game components having fewer or more copies that other unique
individual game components. The limited availability of some game
components may enhance the collectible aspect of the game.
[0031] Thus, in accordance with at least one aspect of a game as
described herein, in which the game includes rules of play and a
plurality of game components, methods of playing a game may include
selecting from the plurality of game components a task component
having indicia indicating a numerical value; drawing a hand of
components from a supply of components, the hand including mover
components and effect components, at least one mover component
having one or more indicia each indicating at least one numerical
value that corresponds to a numerical value of the selected task
component, and each effect component having indicia indicating a
modification of one or more numerical values when played in
conjunction with the at least one mover component; and playing one
or more effect components in conjunction with the at least one
mover component from the hand and in accordance with the rules to
modify the numerical value of the mover component to meet or exceed
the corresponding numerical value of the task component. Some
methods may further include, prior to drawing a hand of components,
acquiring a personal reservoir of game components, and assembling
for game play a supply of game components from the personal
reservoir of game components.
[0032] In accordance with another aspect of a game as described
herein, in which the game includes rules of play and a plurality of
cards that includes a first set of cards and a second set of cards,
each card of the first set including indicia indicating a task to
be accomplished by the use of one or more cards of the second set,
methods of playing a card game for at least two players may include
each player acquiring an individual reservoir of cards, each player
assembling an individual deck of cards from a player's individual
reservoir of cards such that the assembled deck of cards includes
at least one card from the first set of cards; each player removing
from the deck of cards the at least one card from the first set of
cards; arranging the cards from the first set of cards to form a
path on a playing surface; and each player executing a turn by
drawing at least one card from the deck of cards and, at the
player's option, playing a drawn card by placing the card in a
position relative to a selected card in the path. Some methods, in
which the plurality of cards further includes a third set of cards,
each card of the third set including indicia indicating the effect
of the card on a card of the second set, and each player's
assembled deck of cards includes at least one card from the third
set of cards, may further include, when executing a turn, playing a
card from the third set in conjunction with a played card.
[0033] In accordance with another aspect of a game as described
herein, in which the game includes game cards each having at least
one numerical value and indicia indicating correspondence between
numerical values of at least two game cards, methods of playing the
card game may include arranging a plurality of game cards in a path
on a playing surface; each player drawing at least one game card
from a supply of cards; and each player executing a turn by placing
a drawn card in a first position relative to a first card in the
path, and moving the placed card from the first position to a
second position relative to a second card in the path if a
numerical value of the placed card is equal to or greater than a
corresponding numerical value of the first card.
[0034] In accordance with another aspect of a game as described
herein, in which the game includes rules of play and a plurality of
cards that includes a first, a second, and a third set of cards,
each card having set-specific indicia, each card of the first set
having set-specific indicia and indicia indicating a numerical
value, at least one card of the second set having indicia
indicating at least one numerical value to which the numerical
value of the cards of the first set correspond, and each card of
the third set having indicia indicating an modification to a
numerical value of the card of the second set, methods of playing
the card game may include arranging one or more cards from a first
set of cards to form a path on a playing surface, drawing a card
from a supply of cards that includes one or more cards from each of
second set of cards and a third set of cards, executing a turn that
includes, at the player's option, placing a drawn card of the
second set in a position relative to a selected card in the path,
and using one or more drawn cards of the third set in accordance
with the rules to modify the numerical value of a placed card; and
if the numerical value of the placed card is modified to be equal
to or greater than the numerical value of the selected card in the
path, moving the placed card to a position relative to a different
card in the path.
[0035] In accordance with another aspect of a game as described
herein, methods of playing a card game may include arranging a
plurality of cards face-down to form a path on a playing surface,
the path terminating at one end in a first card; turning a first
card in the path face-up; drawing a hand of cards from a supply of
cards; playing a drawn card by placing the card in a first position
relative to the first card in the path; turning a second face-down
card in the path face-up; and moving the played card from the first
position to a second position relative to the second card in the
path. Methods in which the game further includes a set of rules for
game play may further include playing a drawn card, in accordance
with the set of rules, in conjunction with a selected played card,
by placing the drawn card to partially overlap the played card.
Some methods may further include, when moving the played card,
collectively moving the played card and any cards that are placed
to partially overlap the played card.
[0036] In accordance with yet another aspect of a game as described
herein, methods of playing the game may include drawing a selection
of cards from a supply of cards, the selection including mover
cards and effect cards, at least one effect card having indicia
indicating a cost associated with playing the effect card in
conjunction with a mover card and an effect of playing the effect
card in conjunction with a mover card; paying the cost associated
with the at least one effect card; playing the at least one effect
card in conjunction with a selected mover card; and moving the
mover card as a result of playing the at least one effect card in
conjunction with the selected mover card.
[0037] Optionally, in some embodiments, a game backstory or theme
may provide a contextual framework or setting according to which
the game is played, such as to enhance entertainment value, to
enhance collectibility of the various game components, to aid
player comprehension of the rules and methods of game play, and so
forth. For example, some embodiments of the game incorporate a
racing theme, in which the tasks may each be presented as an
individual region or racing realm through which the movers may
race, the movers may each be represented as a vehicle attempting to
traverse the various racing realms, and the effects may include
various modifications that may be made to the vehicles, such as to
enable a player's vehicle to successfully traverse a particular
realm, to hinder or damage an opponent's vehicle, and so forth.
[0038] Further, such a theme may be based wholly or in part on
characters, events, locations portrayed in a particular popular
culture phenomenon, i.e. in a book, comic book, movie, TV show, or
the like. For example, as described more fully below, an exemplary
embodiment in the form of a collectible card game is based on the
Mattel, Inc. Hot Wheels.RTM. "AcceleRacers".TM. toys and TV shows.
In this embodiment, the various game components as described above
take the form of game cards, each of which include illustrations,
text, and other indicia that may represent characters, settings,
events, and other backstory elements consistent with the
"AcceleRacers".TM. phenomenon. In this embodiment, the game cards
include mover components in the form of vehicle cards, task
components in the form of realm cards, and effect components in the
form of effect cards.
[0039] Examples of various types of game cards 10 suitable for use
with an embodiment of the game in the form of a collectible card
game are shown in FIGS. 1-6. Each game card 10 is shown to be of
similar size and shape, and includes a playing face 12 that further
includes one or more illustration areas 14, text areas 16, and
various other markings or indicia indicating the card type, the
card name, the effect of the card in the card game, and so forth.
Each card 10 also includes an opposite side (not shown), which may
contain a common design or other indicia, or may be left blank, so
that each of cards 10 are indistinguishable from each other when
seen from the opposite side, such as when placed playing face-down
on a playing surface, or as viewed by an opponent as a player holds
a hand of cards.
[0040] Playing face 12 of each game card 10 is shown to have an
outer edge 20 and an outer border 22, which may include indicia
such as a color or pattern, such as may be used to indicate that
the game card is part of a particular edition, series, or set of
game cards for the game. For example, promotional game cards,
and/or game cards in limited- or collectors' edition sets, may be
made commercially available for a limited time with respect to
other game cards (such as those in unlimited-edition sets),
enhancing the collectibility of game cards of limited
availability.
[0041] Playing face 12 of each game card 10 also includes an inner
border 24, which is shown to extend substantially around the
periphery of the playing face, inside the outer border 22. Inner
border 24 is also shaped to accommodate various indicia, such as a
card type indicator 30 to indicate the type of game card, and a
card name 32 to indicate the name of the card. Other card
information indicia, such as a card number and/or the number of
cards in the set of game cards of which the card is a part, may
appear in card information area 34. Some indicia of each card 10
may function as set-specific indicia, for example to indicate that
the game card is of a particular card type, set, or category, or
subcategory within the card type. For example, card type indicator
may include text identifying a game card as a vehicle card, a realm
card, or one of several different types of effect cards.
Optionally, inner border 24 may be colored or otherwise marked,
such as according to a color-coding scheme to differentiate and
identify each game card type and/or subcategory. As indicated in
FIGS. 1-6, the arrangement of the various types of indicia on each
card may optionally function as set-specific indicia.
[0042] Arranged on playing face 12 of each game card 10, generally
within inner border 24, are one or more areas such as illustration
area 14 and text area 16. Text area 16 may include text, such as
explanatory text to explain one or more effects of the game card in
game play, and/or instructional text to instruct an action to be
taken in the context of game play. Optionally, text area 16 may
include "flavor text," or text that is not related to the effect of
the card or to game play, but rather provides a contextual
reference to the game backstory, a fictional account of the vehicle
depicted, and so forth. Illustration area 14 may include a visual
depiction of what may be represented by the game card, such as one
or more photographs, artwork, stylized illustrations, and so forth.
Information about such depictions, such as the artist's name and/or
copyright information, may appear in a designated area on the
playing face, such as card information area 34.
[0043] Game cards 10 may be categorized by card type. As mentioned
above, the game cards of the exemplary embodiment include vehicle
cards 40, realm cards 42, and effect cards 44. Further, one or more
types of game card may be subcategorized within the card type (for
example, there are four subcategories of effect cards 44 in the
exemplary embodiment). The particular arrangement of the described
markings and indicia may vary from card type to card type, and may
vary within card types and/or card subcategories. Optionally, some
card types and/or subcategories may include indicia unique to the
card type or subcategory. For example, illustration area 14 of each
vehicle card may include a depiction of the vehicle represented by
the vehicle card. Text area 16 of a realm card may include text
explaining challenging features of the region or racing realm
represented by the realm card. Effect cards may each include cost
indicia associated with using the cards. Further, inner border 24
of the various game cards 10 may be color-coded, and card type
indicator 30 may also designate the card type or subcategory. Other
differences among the various card types and subcategories of the
exemplary embodiment are explained below.
[0044] Briefly, vehicle cards 40, an example of which is indicated
in FIG. 1, each may represent a vehicle, and may include indicia
representing the attributes or characteristics of the vehicle
represented. Vehicle cards may include additional indicia such as
one or more logos or icons indicating a team or group affiliation,
compatibility with other game cards, bonus indicators, and so
forth. Realm cards 42, an example of which is indicated in FIG. 2,
each may represent an individual region or racing realm, and may
include indicia representing a task presented by the realm
represented on the vehicle card. Realm cards may further include
subcategorizational indicia similar to, or different from, that of
the vehicle cards. Effect cards 44, examples of which are indicated
in FIGS. 3-6, each may include indicia indicating an effect of the
card on the game, indicia specifying a condition or requirement
associated with using the effect card, and/or additional indicia,
such as subcategorizational indicia identifying the effect card as
one of the following:
[0045] "MOD" cards (an example of which is indicated at 46 in FIG.
3);
[0046] "SHIFT" cards (an example of which is indicated at 48 in
FIG. 4);
[0047] "HAZARD" cards (an example of which is indicated at 50 in
FIG. 5); and
[0048] "ACCELE-CHARGER" or "AC" cards (an example of which is
indicated at 52 in FIG. 6).
[0049] As mentioned above, mover components of the game may have
attributes that indicate whether a mover may accomplish a
particular task, during game play. In the exemplary embodiment,
such attributes of the vehicle cards 40 are indicated as
statistical indicia 70, which are shown in FIG. 1 as three
numerical values 72, 74, 76. Each numerical value appears in one of
a set of three adjacent windows 78 on playing face 12 of the
vehicle card. In this embodiment, each of the numerical values
corresponds to a type of attribute of the vehicle represented by
the vehicle card. Consistent with the racing theme, the numerical
value 72 in the first window may represent the "speed rating" of
the vehicle, the numerical value 74 in the second window may
represent the "power rating" of the vehicle, and the numerical
value 76 in the third window may represent the "performance rating"
of the vehicle. Thus, in the lexicon of the game, statistical
indicia 70 may be referred to as a vehicle's
"speed-power-performance rating" or "SPP rating." Each vehicle card
of this embodiment has an SPP rating which may differ from, or be
the same as, other vehicle cards in the game.
[0050] In the exemplary embodiment of the game, the SPP rating of a
vehicle card may indicate whether the vehicle (and thus the vehicle
card) is able to accomplish a particular task. Also, other game
cards may be played in conjunction with the vehicle card
representing the vehicle to modify the SPP rating of a vehicle. For
example, some effect cards may be used to modify a vehicle's SPP
rating, such as by increasing or decreasing one or more of the
numerical values 72, 74, 76. Optionally, certain game cards, when
played in conjunction with other cards, may result in a
modification of a vehicle's SPP rating. For example, if a player is
using a vehicle card that includes a certain type of compatibility
indicia to attempt to accomplish a task represented by a realm card
that includes corresponding compatibility indicia, the vehicle's
SPP rating may be modified as a result of the correspondence.
[0051] A game card may further include subcategorizational and/or
compatibility indicia, such as to indicate that a particular game
card may be a member of a subcategory within a card type, that a
particular game card is compatible with another game card including
corresponding indicia, and so forth. For example, vehicle card 40
is shown to include a vehicle compatibility icon (or "team logo")
80, one of four of such different icons used in the exemplary
embodiment. Vehicle card 40 is also shown to include an effect
compatibility icon ("modability icon") 82, one of one of three of
such different icons used in the exemplary embodiment, and a realm
compatibility icon 84 ("terrain icon"), one of six of such
different icons used in the exemplary embodiment. Such icons and
other indicia may be used to indicate compatibility with other game
cards including corresponding indicia, and/or to indicate an effect
associated with the indicia.
[0052] Finally, some indicia on a vehicle card 40 may further a
theme or themes upon which the game components may be based. For
example, illustration area 14 may include a depiction of a
particular vehicle from the AcceleRacers.TM. world, and the card
name 32 (indicated in FIG. 1 as "MAGNESIUM") may provide the name
of the vehicle depicted. Text area 16 may relate a specific effect
of the vehicle card on the game environment when the vehicle card
is in play, and/or provide flavor text relating to a plot line or
backstory consistent with the theme.
[0053] Referring next to FIG. 2, an exemplary realm card 42 is
depicted, which is shown to include markings and other indicia
similar to those of other game cards 10, although the arrangement
and configuration of some of the various indicia is shown to differ
from that as shown on vehicle card 40. As explained in more detail
below, the arrangement of the indicia on playing face 12 of the
various game cards may facilitate and/or enhance some aspects of
game play.
[0054] Playing face 12 of realm card 42 has an outer edge 20, an
outer border 22, an inner border 24 including a card type indicator
30, card name 32, and card information area 34. As with vehicle
card 40, some indicia of the realm card may be thematic, such as
illustration area 14 depicting a landscape or scenery indicating a
region or racing realm, text area 16 relating explanatory,
instructional, and/or flavor text, and so forth. A realm card may
further include subcategorizational ior compatibility indicia. For
example, realm card 42 is shown to include a realm compatibility
icon ("terrain icon") 84, indicated as a letter "S," matching the
terrain icon on the exemplary vehicle card 40. Terrain icons may
indicate the type of terrain associated with the region or realm
represented by the realm card, such as slick, mud, water, and so
forth, and may take the form of a pictogram, illustration, text, or
any suitable depiction. Terrain icons may be used to indicate
compatibility with other game cards including corresponding terrain
icons, and/or to indicate an effect associated with the terrain
icon.
[0055] In the exemplary embodiment, realm cards each represent a
task. To indicate the task, a realm card may include task indicia
90 that includes one or more numerical values, such as numerical
value 92. Each numerical value appears in one of a set of three
adjacent windows 94 on playing face 12 of the realm card. On the
realm cards of the exemplary embodiment, two sets of windows 94 are
shown, each set positioned on opposite sides of playing face 12 of
realm card 42, with the same task indicia indicated in each set. As
discussed in more detail below, task indicia 90 corresponds to
statistical indicia 70 of a vehicle card, and represents one or
more numerical values that a vehicle card's SPP rating must meet or
exceed in order to accomplish the task and "escape" from the realm
represented by the realm card. In the lexicon of the game, task
indicia 70 may be referred to as a realm's "escape value."
[0056] In the exemplary embodiment, the correspondence between
escape value 90 and a vehicle's SPP rating 70 by means of the
windows 94, which correspond to windows 78 of a vehicle card. For
example, numerical value 92 is indicated as "5" in the first of
three windows 94, corresponding to a vehicle card's "speed rating,"
which is indicated by a numerical value 72 in the first of three
windows 78 on a vehicle card. However, although the correspondence
is indicated in terms of the windows, any suitable indicia may be
used.
[0057] Referring next to FIGS. 3-6, various types of effect cards
44 are shown to include some markings and other indicia similar to
those of other game cards 10, although the arrangement and
configuration of some of the various indicia is shown to differ
from that as shown on vehicle card 40 and realm card 42. As with
the exemplary vehicle card 40 and realm card 42, effect cards 44
may optionally include thematic indicia and/or subcategorizational
indicia. For example, card type indicator 30 of MOD card 46
includes the text "MOD." Optionally, effect cards 44 may include
one or more modability icons 82 and/or terrain icons 84, or other
indicia as discussed herein.
[0058] In the exemplary embodiment, an effect card represents an
effect of the effect card on game play. For example, an effect card
may affect a vehicle card, other effect cards, the rules of play,
or any other aspect of game play or the game environment. To
indicate the effect, an effect card may include one or more effect
indicia such as modification indicia 100. In the exemplary
embodiment, modification indicia 100 is shown to include one or
more numerical values, such as numerical values 102 and 104 on MOD
card 46. Each numerical value appears in one of a set of three
adjacent windows 106 on playing face 12 of the effect card. In
contrast to windows 78 and 94 on vehicle card 40 and realm card 42,
respectively, windows 106 of MOD card 46 (and other effect cards
44) are shown positioned adjacent a short edge of playing face
12.
[0059] As discussed in more detail below, modification indicia 100
may represent a value (or values) by which a corresponding
numerical value (or values) of a vehicle card's SPP rating may be
modified. In the lexicon of the game, modification indicia 100 may
be referred to either as an effect's "SPP bonus" or "SPP damage,"
for example depending if the modification indicia 100 indicates
raising or lowering a vehicle card's attributes. As with realm card
40, the correspondence between modification indicia 100 and a
vehicle card's SPP rating 70 may be indicated by means of the
windows 106.
[0060] An effect card may optionally include effect indicia in
textual format, such as may appear as explanatory and/or
instructional text in text area 16. In the exemplary embodiment,
some effect cards may include both modification indicia 100 and
text, some may include modification indicia 100 and no text, some
may include text and no modification indicia 100 (i.e., windows 106
may include no numerical values or may include zero values), and so
forth. If an effect card has a durational effect, for example if an
effect card indicates that, once played, the effect will expire
after a specified number of turns are completed, such information
may appear as instructional text in text area 16.
[0061] An effect card may further include indicia specifying a
condition or requirement associated with using the effect card. To
indicate the condition or requirement, an effect card may include
cost indicia 110, which may indicate a cost or other condition to
satisfy in order for a player to play the effect card and/or
resolve the effect of the effect card. In the exemplary embodiment,
cost indicia 110 is indicated as a numerical value, such as
numerical value 112 on MOD card 46. However, any suitable indicia
may be used. As explained in more detail below, according to a set
of rules of game play for use with the exemplary embodiment, a
predetermined amount of points may be available to a player on a
turn, and cost indicia 110 on an effect may card represent the
number of points the player may use in order to play and/or resolve
or otherwise manifest the effect of the effect card.
[0062] The effect of each type of effect card 44 is explained
below.
[0063] FIG. 3 shows an exemplary MOD card 46. In the exemplary
embodiment, a MOD card may represent a permanent physical
modification to a vehicle, which may result in a permanent
modification of the vehicle's SPP rating and/or some other effect.
For example, if played in conjunction with a vehicle card, the
effect of MOD card 46 may be to increase one or more numerical
values of the vehicle card's SPP rating by the corresponding
numerical values of the MOD card's SPP bonus. Exemplary MOD card 46
includes the card name "BALANCER," and is indicated to have a cost
of 2 points.
[0064] MOD card 46 is shown to include a modability icon 82 that
may indicate the type of modification represented by the MOD card,
such as a "street" modification, a "racing" modification, an
"off-road" modification, and so forth, and may take the form of a
pictogram, illustration, text, or any suitable depiction.
Modability icons may be used to indicate compatibility with other
game cards including corresponding modability icons, and/or to
indicate an effect associated with the modability icon. For
example, the modability icon on MOD card 46 matches the modability
icon on exemplary vehicle card 40, which may indicate that MOD card
46 may be played in conjunction with vehicle card 40, and may
further indicate that MOD card 46 may not be played in conjunction
with vehicle cards that do not include a corresponding modability
icon. MOD card 46 may include a terrain icon (indicated in dashed
lines at 84), which may indicate that an effect of the MOD card on
a vehicle card may be to confer the effect of a terrain icon on the
vehicle card.
[0065] FIG. 4 shows an exemplary SHIFT card 48, another type of
effect card 44. In the exemplary embodiment, a SHIFT card may
represent a temporary modification of a vehicle's SPP rating and/or
some other temporary effect. Card indicator type 30 of SHIFT card
48 includes the text "SHIFT." SHIFT card 48 is shown to include
modification indicia 100, shown as a single numerical value 114 in
the second of the three adjacent windows 106, and cost indicia 110,
shown as numerical value 116. Exemplary SHIFT card 48 includes the
card name "DOWNSHIFT" and is indicated to have a cost of 1
point.
[0066] FIG. 5 shows an exemplary HAZARD card 50, another type of
effect card 44. In the exemplary embodiment, a HAZARD card may
represent a hazard, penalty, or other effect that may hinder a
vehicle's progress in accomplishing the tasks in order to win the
game. Card indicator type 30 of HAZARD card 50 includes the text
"HAZARD." HAZARD card 50 is shown to include modification indicia
100, shown as two numerical values 118, 120 in the first and third
of the three adjacent windows 106. Numerical values 118, 120 on
HAZARD card 50 are both shown to be negative values. HAZARD card 50
further includes cost indicia 110, shown as numerical value 122.
Exemplary HAZARD card 50 includes the name "CHOKE VALVES" and is
indicated to have a cost of 3 points.
[0067] FIG. 6 shows an exemplary AC card 52, the final type of
effect card 44 in the exemplary embodiment. In the exemplary
embodiment, an AC card may represent a device or machine that may
be temporarily equipped to a vehicle, for example to modify a
vehicle's SPP rating. Card indicator type 30 of AC card 52 includes
the text "AC." AC card 52 includes modification indicia 100, shown
as a two numerical values 124, 126 in the first and second of the
three adjacent windows 106, and cost indicia 110, shown as
numerical value 128. Exemplary AC card 52 includes the name "CHOKE
VALVES" and is indicated to have a cost of 2 points.
[0068] The effect of the various cards illustrated in FIGS. 1-6,
and how they may be played in conjunction with other game cards, is
described more fully below.
[0069] Briefly, the exemplary embodiment is a collectible card game
that includes task components in the form of realm cards 42, a
number of which may be selected or otherwise determined prior to
playing a game, to form a path or series of tasks. Each realm card
42 includes task indicia ("escape value") 90. Players may control
various mover components in the form of vehicle cards 40, each of
which includes statistical indicia ("SPP rating") 70, and may
attempt to individually accomplish each of the tasks indicated on
the realm cards 42 by playing various types of effect cards 44,
either to modify the SPP rating on a vehicle card to meet or exceed
a realm card's escape value by means of the effect card's
modification indicia ("SPP bonus"), to prevent an opponent from
accomplish a task (by means of the effect card's "SPP damage"), or
to otherwise modify one or more aspects of the game environment.
Effect cards each include cost indicia corresponding to a number of
points a player may spend in order to bring the effect card into
play.
[0070] Four types of effect cards may be available for play. A MOD
card 46 may include an SPP bonus, and may be played in conjunction
with a player's vehicle card to modify one or more numerical values
of the vehicle's SPP value by the corresponding numerical value(s)
indicated by the MOD card's SPP bonus. A MOD card may optionally
indicate one or more effects on some aspect of game play, indicated
by instructional and/or explanatory text included on the MOD card.
However, a set of rules may provide that a MOD card may only be
played in conjunction with a vehicle card that includes a
modability icon corresponding to the modability icon on the MOD
card, unless the effect of another card changes this requirement or
unless indicia (such as text) on the MOD card so indicates. The
modification and/or effect of a MOD card may remain in effect until
either the MOD card, or the vehicle card with which the MOD card
was played, is removed from play. A SHIFT card 48 may similarly
include an SPP bonus and/or other effect, but the modification
and/or effect remains in effect until either the SHIFT card is
removed from play or until the vehicle card with which the SHIFT
card was played meets or exceeds a realm card's escape value and
moves to a new realm card.
[0071] A HAZARD card 50 may include an SPP damage and/or other
effect, and may be played in conjunction with an opponent's game
cards. If a HAZARD card includes an SPP damage, it may be played in
conjunction with an opponent's MOD or SHIFT card in order to remove
such a card from play if one or more numerical values of the MOD or
SHIFT card's SPP bonus is reduced to (or below) a zero value by the
corresponding numerical value(s) indicate by the HAZARD card's SPP
damage. A HAZARD card may optionally (in addition or alternatively
to modifying a vehicle's SPP value) have an effect on some aspect
of game play indicated by instructional and/or explanatory text
included on the HAZARD card. Finally, an AC 52 card is similar to a
SHIFT card, but may not be removed from play by a HAZARD card,
unless the effect of another card changes this requirement or
unless indicia (such as text) on the HAZARD card so indicates.
[0072] In addition to effect cards, compatibility indicia on
certain cards may modify one or numerical values of a vehicle's SPP
rating. For example, a vehicle's SPP rating receives a bonus
modifier if a vehicle is attempting to accomplish a task
represented by a realm card that includes a corresponding terrain
icon. Some effect cards may also include one or more terrain icons,
which may indicate that a vehicle card with which the effect card
is used acquires the effect of the terrain icon, as if the vehicle
card itself included the terrain icon.
[0073] In the exemplary embodiment of the game, various game cards
may be placed, arranged, and moved on a playing surface relative to
other game cards in order to visually indicate to the progress of
each player in the game and the manner or manners in which the
effect of the played game cards affect game play.
[0074] FIG. 7 illustrates a representative playing surface 210 that
is shown to be approximately divided into two areas including a
first player area 212 and a second player area 214 on either side
of a central area 216. Central area 216 is shown to include several
realm cards 42 placed lengthwise to form a path, one of which has
been turned face-up. Each player area 212, 214 includes sufficient
space for various game cards to be placed relative to the realm
cards 42 and for both players to be able to visually determine
their progress in terms of the various positions of the game cards
relative to the realm cards 42. Each player's deck of cards may be
placed face-down adjacent the player's territory to form a draw
pile 218 from which game cards are drawn during game play. As game
cards are removed from play, they may be placed in a player's
discard pile 220.
[0075] The arrangement of the various game cards indicated in FIG.
7 may represent an initial configuration of the game of the
exemplary embodiment prior to either player placing cards into
play. As mentioned previously, the realm cards representing the set
of tasks to be accomplished during a game may be selected, ordered,
and/or otherwise determined prior to playing the game. The manner
in which the set of realm cards 42 for a game are determined may be
provided in a set of rules. For example, each player may first
assemble an individual deck of cards from a reservoir of game cards
(such as a player's personal collection, a set of game cards as
provided in a game kit, or otherwise), such that the deck includes
a predetermined number of realm cards 42. Prior to initiating game
play, each player may remove the realm cards from the decks, and
randomly place the realm cards face-down to form a path, as
indicated in FIG. 7. One of the realm cards may be turned face-up,
indicating that the task represented by the face-up realm card is
the first task for vehicle cards controlled by the players to
attempt to accomplish. As vehicle cards accomplish the task and
"escape" from the realm, the next realm card is turned face-up, and
so forth.
[0076] Exemplary methods of game play and pre-game preparation
utilizing the concepts and game cards discussed above are outlined
in the paragraphs below. Such methods may be articulated in a set
of rules for game play, such as may accompany a game kit or other
commercial embodiment of one or more game components.
[0077] As mentioned above, each player may use an individual supply
of game cards, to engage in game play with other players. Each
player's individual deck may be selected from a reservoir of game
cards, such as according to a set of rules, a predetermined method,
player choice, and so forth. The reservoir of game cards may be the
same for each player, such as a group of game cards provided in a
self-contained game kit. Alternatively, the reservoir of game cards
may differ for each player. For example, each player may have
access to a different reservoir of game cards, such as a personal
collection of game cards acquired via purchasing, trading, or
otherwise exchanging. The game thus may include a strategic element
during pre-game preparation, in that, prior to game play, each
player may select game cards from a reservoir of game cards to
assemble an individual deck for game play, so as to attempt to
achieve an advantage over other players. Such an advantage may be
based on factors including the relative availability of game cards
and the skill level of each player in using the game cards.
[0078] Alternatively, players may use the same deck of game cards,
such as drawing cards from a common deck of game cards shared among
all players. Such a supply may be provided in a game kit, randomly
selected, or otherwise assembled. Each player's deck, or the common
deck shared among the players of the game, may be assembled to
ensure an adequate mix of different card types is present from
which the player (or players) may draw. Players may assemble their
decks with a particular strategy in mind, or may randomly assemble
a deck, such as to increase the level of chance in the game.
[0079] A set of rules may specify guidelines players may or must
follow in assembling a deck of cards for game play. For example, to
avoid placing players who may not have access to cards of lower
availability or of a certain type at a disadvantage, the rules may
limit the number of copies of some cards that may be included in a
player's deck. Optionally, the rules may require that a player
include a minimum number of a certain type of card in the supply.
For example, the set of rules of the exemplary embodiment may
specify that each player include two realm cards in the player's
deck, although rules for other embodiments may indicate different
quantity limits and/or requirements.
[0080] Prior to game play, each player removes the realm cards from
the individual decks and places them face down on the playing
surface, as discussed above. In the exemplary embodiment, players
alternate in placing a realm card face-down in the central area of
the playing surface. Players then place their decks face-down to
form a draw pile, and begin game play by drawing a predetermined
number of cards to form a hand of cards. For example, each player
may initially draw seven cards, although a hand may consist of more
or less than seven cards. A realm card is selected and turned
face-up to indicate the first task to be accomplished by the
players' vehicles. FIG. 7 may represent an exemplary layout of game
cards at this point in game play.
[0081] FIGS. 8-11 illustrate a series of exemplary moves of game
cards in first player area 212 on the playing surface 210 during
game play. Although not shown, the other player may bring game
cards into play in second player area 214 a similar manner to that
described below, and the method and/or rules of game play may allow
both players to play cards in the opponent's area, such as bringing
a HAZARD card into play to remove an effect card from an opponent's
vehicle card.
[0082] As the game proceeds, players take alternating turns, during
which a player may play one or more game cards from the player's
hand. As explained above, a vehicle card may be brought into play
by placing it adjacent or otherwise positioned relative to a realm
card. FIG. 8 illustrates a detail view of a playing surface 210, in
which the first in a row of realm cards 42 has been placed face-up
(indicated as 42'). Vehicle card 40 has been placed in play
adjacent realm card 42' in first player area 212, such that the
vehicle's SPP rating 70 aligns with the realm card's escape value
90. Such alignment may provide both players with a clear indication
of whether a particular vehicle card is able to accomplish the task
presented by a realm card, or in other words, whether a particular
vehicle is able to escape from the realm and move to the next one
in the path.
[0083] In FIG. 8, realm card 42' is shown to have an escape value
of "5," as indicated by the numerical value 92 in the first of the
three windows 94. As explained above, the corresponding numerical
value of a vehicle's corresponding SPP rating must meet or exceed
the realm card's escape value in order to escape the realm and move
to the next realm card. The speed rating 72 of vehicle card 40 is
shown to be "4," as indicated in the first of the three windows 78.
Thus, the vehicle may not escape the realm.
[0084] However, a player may bring one or more effect cards into
play to modify the SPP value of the vehicle represented by vehicle
card 40. As explained above, each effect card may include cost
indicia indicating a condition or requirement a player may have to
meet in order to bring the effect card into play. According to the
presently described method of playing the game, a player is
allotted three points per turn, although the number of points may
be altered by various events and circumstances during game play.
For example, if a player controls two or more vehicle cards that
each include a corresponding team logo, an additional point may be
made available to the player per turn. Points may be represented by
game tokens or other available items, or recorded by the players on
paper, or players may be able to remember the number of points
available without the use of any additional items.
[0085] During a turn, a player may spend any or all of the
available points in order to pay the cost to bring one or more
effect cards into play. For example, the vehicle cards of the
exemplary embodiment require no points to be brought into play, and
may therefore be played as described above without reducing the
number of points available to the player. However, effect cards
each include cost indicia. For example, a player may begin a turn
with 3 points and the game cards illustrated in FIGS. 3-6 in the
player's hand (a 2-point "BALANCER" MOD card, a 1-point "DOWNSHIFT"
SHIFT card, a 3-point "CHOKE VALVES" HAZARD card, and a 2-point
"HYPER-JUMP" AC card). The player may play the 3-point card, or one
of the 2-point cards and the 1-point card, or any card or
combination of cards up to a total of 3 points.
[0086] Besides the cost indicia of effect cards, the rules may
specify other limits with respect to which card or cards may be
brought into play. For example, while vehicle cards may not require
a player to spend any points in order to bring them into play,
players may be limited to bringing a maximum of one vehicle card
into play per turn. Also, the vehicle card may include one or more
modability icons 82, which may limit the number of effect cards
that may be played in conjunction with the vehicle card to those
which also include a corresponding modability icon.
[0087] Referring to FIGS. 1 and 3, the "MAGNESIUM" vehicle card 40
includes a modability icon that corresponds to the "BALANCER" MOD
card 46. FIG. 9 schematically shows MOD card 46 brought into play
in conjunction with vehicle card 40. To indicate that the card is
being played in conjunction with vehicle card 40, MOD card 46 is
placed to partially overlap vehicle card 40 such that the MOD
card's SPP bonus 100 aligns with the vehicle card's SPP rating 70.
Once played, the SPP bonus 100 of the MOD card is applied to the
vehicle's SPP rating. As above, such alignment may provide both
players with a clear indication of the game card in conjunction
with which the MOD card is being played.
[0088] The alignment may also provide players with an indication of
the manner in which the vehicle's SPP rating is modified as a
result of the MOD card being brought into play. For example, the
numerical value 102 in the first window 106 of MOD card 44
indicates that the corresponding numerical value of the vehicle's
SPP rating is increased by 1. Thus, while the MOD card is in play,
the vehicle represented by the vehicle card 44 meets the escape
value of the realm card 42'.
[0089] Assuming that the opponent fails to take any action to
remove the played MOD card from play, the vehicle card 40 is moved
to the next realm card, which is turned face-up to present the
realm card's escape value, as indicated in FIG. 10. Since the MOD
card represents a permanent modification of the vehicle represented
by the vehicle card in conjunction with which it was played, the
MOD card is moved along with the vehicle card to the next realm
card, as indicated in FIGS. 10-11. Any other vehicle cards that
were previously in play in the player's area 212 in the first realm
are simply moved adjacent the first realm card, as indicated in
FIG. 11.
[0090] The steps of executing a turn by each player may consist of
a sequence of ordered steps. For example, according to the
presently described method of game play, each player's turn
involves the following sequence:
[0091] drawing a card,
[0092] advancing all vehicle cards that meet or exceed a realm
card's escape value,
[0093] bringing a vehicle card into play,
[0094] checking the status of any played cards that have a
durational effect,
[0095] spending allotted points to bring effect cards into play,
and
[0096] discarding any cards in excess of a predetermined number of
cards at the end of the turn.
[0097] Although the sequence may vary in other embodiments, such a
turn sequence may function to limit, and/or provide structure to,
game play. For example, advancing vehicle cards prior to bringing
effect cards into play allows the opponent an opportunity to bring
cards into play to counter any effect cards played during a
player's turn before the player is allowed to advance any vehicle
cards.
[0098] Play continues in this manner, with each player taking turns
and attempting to modify the SPP ratings of the player's vehicles
or otherwise play effect cards to assist the progress of the
player's vehicle cards through the realms, and/or to hinder the
progress of the opponent's vehicles, until one player succeeds in
moving a predetermined number of vehicles through all of the
realms. The first player to accomplish this is the winner of the
game.
[0099] As is evident from the foregoing, variations in the game
components, methods, and rules for game play are possible and
within the scope of this disclosure. Other changes and
modifications may be made that fall within the contemplated scope
of this disclosure. For example, some changes and modifications are
described in the publication entitled "AcceleRacers Collectible
Card Game-Game Rules," published by the assignee Mattel, Inc.,
copyright 2004, which is incorporated by reference for all
purposes. Also incorporated herein by reference are all of the
cards associated with the game marketed under the trademark
ACCELERACERS, which may include cards with additional effect but
utilizing the game concepts and methods described herein. It is
contemplated that other cards, games, and/or other publications may
be provided within the scope of the present disclosure. For
example, a game according to an alternative embodiment may be based
upon a different theme, upon a combination of themes, or upon no
theme. Other alternative embodiments may include a different number
of component types and subtypes as described herein, or components
that each include a combination of types and/or subtypes. Further,
the game concepts and methods of the present disclosure may be
incorporated into electronic devices such as computers, video
games, electronic games, and on interactive networks utilizing
computer software images, and text, such as to visually display the
game components and allow players to manipulate components and take
other actions in the context of the game as described above.
[0100] Thus, it is believed that the disclosure set forth herein
encompasses multiple distinct embodiments with independent utility.
While each of these embodiments has been disclosed in an exemplary
form, the specific embodiments as disclosed and illustrated herein
are not to be considered in a limiting sense as numerous variations
are possible. The subject matter of the disclosure includes all
novel and non-obvious combinations and subcombinations of the
various elements, features, functions and/or properties disclosed
herein. Similarly, where the claims recite "a" or "a first" element
of the equivalent thereof, such claims should be understood to
include incorporation of one or more such elements, neither
requiring nor excluding two or more such elements.
[0101] It is believed that the following claims particularly point
out certain combinations and subcombinations of features,
functions, elements and/or properties that may be claimed through
amendment of the present claims or presentation of new claims in
this or a related application. Such amended or new claims, whether
they are directed to a different invention or directed to the same
invention, whether different, broader, narrower or equal in scope
to the original claims, are also regarded as included within the
subject matter of the present disclosure.
* * * * *