U.S. patent application number 13/243900 was filed with the patent office on 2012-01-19 for dynamic card system and method.
This patent application is currently assigned to SHAPIRO ZAPATA, INC.. Invention is credited to Daniel J. Shapiro, Charles Zapata.
Application Number | 20120015701 13/243900 |
Document ID | / |
Family ID | 42934826 |
Filed Date | 2012-01-19 |
United States Patent
Application |
20120015701 |
Kind Code |
A1 |
Zapata; Charles ; et
al. |
January 19, 2012 |
DYNAMIC CARD SYSTEM AND METHOD
Abstract
A dynamic entertainment playing card having a flexible
electronic display and a processor is configured to change state
during a card game based on input received by the card during the
card game and applied to a set of game rules by the processor. The
card display is configured to display changing images on the face
of the card during game play according to the changing card
state.
Inventors: |
Zapata; Charles; (Redmond,
WA) ; Shapiro; Daniel J.; (Redmond, WA) |
Assignee: |
SHAPIRO ZAPATA, INC.
Redmond
WA
|
Family ID: |
42934826 |
Appl. No.: |
13/243900 |
Filed: |
September 23, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11379766 |
Apr 21, 2006 |
8062120 |
|
|
13243900 |
|
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Current U.S.
Class: |
463/11 |
Current CPC
Class: |
A63F 2001/008 20130101;
A63F 1/04 20130101; A63F 2300/206 20130101 |
Class at
Publication: |
463/11 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming-device-implemented game method, the method comprising,
obtaining, by the gaming device, first card data corresponding to
each of a plurality of electronic cards, each of said plurality of
electronic cards having the physical form of a selected one of a
playing card, a trading card, and a collectible card, and each of
said plurality of electronic cards being suitable for being held in
a player's hand as one of a plurality of like dynamic entertainment
cards during a card game; generating, by the gaming device, first
display information for at least some of said plurality of
electronic cards; associating, by the gaming device, said first
display information with at least some of said first card data;
communicating, by the gaming device, said first display information
to at least some of said plurality of electronic cards; and as
gameplay of said card game progresses: obtaining, by the gaming
device, second card data corresponding to each of said plurality of
electronic cards; generating, by the gaming device, second display
information for at least some of said plurality of electronic
cards; associating, by the gaming device, said second display
information with at least some of said second card data; and
communicating, by the gaming device, said second display
information to at least some of said plurality of electronic
cards.
2. The method of claim 1, further comprising checking card data for
validity.
3. The method of claim 1, further comprising checking for a
sufficient quantity of cards.
4. The method of claim 1, further comprising logging said
associated display information.
5. A game apparatus comprising a processor and a memory having
executable instructions for performing the method of claim 1.
6. A computer-readable medium comprising executable instructions
for performing the method of claim 1.
7. A gaming-device-implemented card method, the method comprising,
obtaining, by the gaming device, remote card data corresponding to
a remote electronic card having the physical form of a selected one
of a playing card, a trading card, and a collectible card, said
remote electronic card being suitable for being held in a player's
hand as one of a plurality of like electronic cards during a card
game; looking up, by the gaming device, a gaming interaction
corresponding to said remote card data; processing, by the gaming
device, said gaming interaction; updating, by the gaming device, a
current card state in response to said gaming interaction; and
updating, by the gaming device, a local card display in accordance
with said current card state, said local card display corresponding
to a local electronic card having the physical form of a selected
one of a playing card, a trading card, and a collectible card, said
remote electronic card being suitable for being held in a player's
hand as one of a plurality of like electronic cards during said
card game.
8. The method of claim 7, further comprising checking said remote
card data for validity.
9. The method of claim 7, further comprising requesting a
confirmation for said interaction.
10. A game apparatus comprising a processor and a memory having
executable instructions for performing the method of claim 7.
11. A computer-readable medium comprising executable instructions
for performing the method of claim 7.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] The present application is a continuation application of
U.S. patent application Ser. No. 11/379,766, "DYNAMIC CARD SYSTEM
AND METHOD," Attorney Docket No. SHAP-2005002, naming Charles
Zapata and Daniel J. Shapiro as the inventor(s), filed Apr. 21,
2006; the present application claims the benefit of priority date
of the above-listed application, the entirety of which is hereby
incorporated by reference, for all purposes.
BACKGROUND
[0002] Traditional card games, such as poker, contract bridge, and
the like, have been played using a predetermined number of deck
cards. For example, a conventional deck or pack of playing cards is
composed of fifty-three or fifty-four cards, namely, thirteen
spades, thirteen hearts, thirteen clubs, thirteen diamonds and one
or two jokers. In most card games, a conventional deck (or decks)
of playing cards is shared among players joining a game.
[0003] In the gaming industry there is a significant volume of
gambling which occurs at live table games that use playing cards.
Exemplary live table games include blackjack, poker, baccarat, and
others. These and many other games all involve play using playing
cards. The use of playing cards has a number of associated
limitations and disadvantages which have plagued the gaming
industry.
[0004] The use of playing cards at live table games typically
involves several operational requirements which are time-consuming.
These operations are conveniently described as collecting,
shuffling and dealing the cards. In many card games there is also a
step of cutting the deck after it has been shuffled.
[0005] In the collecting operation, a dealer typically collects the
cards just played at the end of a hand of play. This is done in
preparation for playing the next hand of cards. The cards are best
collected so all are in a face-down or face-up condition. The cards
also are typically straightened into a stack with the long sides
and short sides aligned. These manipulations take time and are not
typically appreciated by either the dealer or players as enhancing
the play and entertainment value of the game.
[0006] In many games the cards collected at the end of the hand are
deposited in a discard rack, which collects the played cards until
the time a new stack is obtained or the stack is shuffled. In some
games the cards are immediately shuffled into the stack either
manually or using a shuffling machine. More typically, the cards
are collected and then shuffling is performed later by the
dealer.
[0007] When conventional shuffling is needed, it involves a break
in the action of the table game and consumes a significant amount
of time. Shuffling is also the most time-consuming operation in
preparing for the next hand. Thus, shuffling is of substantial
financial significance to the gaming industry because it requires
significant time and reduces the number of hands which can be
played per hour or other period of time. In light of this, there
has been interest by casino owners to develop practices which allow
more games to be played in a given amount of time. Accomplishing
this without detracting from the players' enjoyment and desire to
play the game is a challenging and longstanding issue for casino
owners and consultants in the gaming industry.
[0008] An additional consideration in the casino industry is the
costs associated with shuffling machines. Shuffling machines
currently available have costs in the thousands of dollars. Such
machines save time in performing the shuffling process, but still
require time to load, operate and unload. These factors reduce the
savings associated with reduced shuffling time and effort.
[0009] Another form of cards used for entertainment are trading
cards. Some forms of trading card can be rare and difficult to
obtain. Playing cards, as distinguished from trading cards, are
often readily available. This is especially true of the well-known
decks of fifty-two (or fifty-three or fifty-four) playing cards.
Many different games can be played with a single deck of this type
of playing cards. The number of games possible is limited for the
most part only by the imagination of the players. Playing cards
themselves, individually and collectively, usually have no value
other than their amusement value. Similarly, some card games
require decks especially printed for the game. Cards of this nature
have little value other than their value for the playing of the
particular game for which they are printed.
[0010] Many games played with conventional playing cards are games
of chance. Games of chance can have rules that either require the
random selection of cards or depend in some other way upon the
occurrence of events outside the control of the players. Other
games played with conventional cards may require strategy. Strategy
games usually limit the level of strategy with restrictive rules of
play.
[0011] However, collectible card games have made a significant
impact on both the trading card industry and on the game industry.
Collectible cards suitable for use in playing games of this nature
are also known as fantasy trading cards. Exemplary fantasy trading
cards represent fictional characters and situations.
[0012] One such game is a fantasy game utilizing figures such as
sorcerers, wizards, monsters, and other combatants as subject
matter. Another such game utilizes a science fiction universe
previously created for television and movie entertainment. Fantasy
games may often include cards that are rarer than other cards.
However, determining which cards may be more rare is not integral
when using the cards, rather each card or combination of cards has
characteristics that may be used in strategic game play.
[0013] Conventionally, a wide variety of such fantasy trading card
games have been also proposed, each of which has its fans. In
contrast to the conventional card decks, such fantasy trading card
games are usually played with decks of cards which are different
from one another (and may not have an equal number of cards).
However, it is to be noted that many of the fantasy trading card
games are common to one another in the viewpoint of being played
through the following three stages.
[0014] At the first stage, players of each fantasy trading card
game gather their cards from various kinds of cards that have been
issued in order to build their collection. Each species of card has
a different effect in the game and in many cases, the more
effective a card is, the fewer numbers of that card are issued
(i.e., better cards are often rarer). A pack of cards is often sold
with opaque packaging so that players cannot identify the contents
or species of cards packaged before they purchase them. As a
result, decks purchased by players would have different card
constructions from each other, and if a player wants to build a
powerful deck, the player has to collect (and possibly trade)
cards.
[0015] At the second stage, each player selects a number of cards
from their collection to build a deck. Usually, a card has ability
points and properties, and an ability point may be modified
according to its property. Furthermore, there are cards that have
special effects in addition to or instead of ability points and
properties. Therefore, in order to build a desirable deck, each
player must not only collect cards with high ability points but
also select cards suitable for their game strategy, taking into
consideration various cards' properties and special effects. A good
player may build a suitable deck if the player knows their
opponent's card list.
[0016] At the third stage, two (or more) players individually
prepare their decks from their collections of cards and thereafter
start a trading card game among them. They draw one or more cards
for their hands from their decks and then each of them puts a card
from his hand on a game field by turns. Card-to-card matches are
made between cards on the field repeatedly and after a series of
matches a winner or a loser of the game is decided.
[0017] At the first stage mentioned above, players have fun
collecting cards to strengthen their collections. A card provider
(e.g., a company that creates and distributes the cards) who
provides the fantasy trading card game should increase the number
of types of cards to enhance each player's game experience.
However, to ensure that players enjoy the game, game balance should
be preserved. While some players may clamor for more powerful
cards, unchecked increases in the introduction of powerful cards is
likely to destroy the balance of game. Specifically, if a lot of
species of cards that have high ability points are introduced, then
players who have acquired these cards may become too powerful for
beginning players to enjoy playing the game with them.
[0018] Many fantasy trading card games have been computerized as
video games. Compared with the live fantasy trading card games,
such conventional computerized trading card games do not allow for
the collection and trading of individual cards between players,
thereby omitting some of the fun from the collecting phase of the
trading card games. Likewise, it is difficult to incrementally
increase the number of card species within a video game beyond what
was originally included in the video game. Accordingly, a great
number of card species and cards have to be prepared in advance in
each computerized trading card game before the beginning to
supplying the game to players. On the other hand, paper-printed
trading card games can easily increase card species simply by
issuing new card species in addition to the existing card species.
Players with the new card(s) and players without new cards can
still play the game together.
[0019] Other forms of trading cards include collectible cards for
disbursing and collecting information about public figures. For
example, trading cards representing figures in the entertainment
industry can depict music performers or television and movie
personalities. More familiar types of trading cards are the
well-known baseball and other sports player cards. Baseball cards
are often provided with a photographic depiction of an athlete
along with biographic and statistical information concerning
various athletes and teams. Other cards dealing with sports figures
are also available and are used by sports enthusiasts for
collecting information about athletes and sports teams.
[0020] Additionally, trading cards directed to niche markets
continue to develop. The sports and non-sports subject matter can
be as varied and obscure as women's bowling, bass fishing and
National Historical Parks. However, the most successful sets are
those with wide appeal that contain opportunities to have ongoing
content for the cards. This partly accounts for the success of
sports cards. However, any type of cards can be used by enthusiasts
of the subject matter as trading cards.
[0021] Enthusiasts may exchange trading cards with other
enthusiasts in order to obtain cards that are needed to complete
sets of related cards or to obtain cards that are not readily
available. Collectors can also buy and sell trading cards for their
economic and historic value. Since some trading cards are more
common than others, the monetary value of a card can depend on its
availability.
[0022] In addition to new card games and software games for playing
card games, communications between electronic devices have also
improved in recent years. Communication networks are well known in
the computer communications field. By definition, a network is a
group of computers and associated devices that are connected by
communications facilities or links. Network communications can be
of a permanent nature, such as via cables, or can be of a temporary
nature, such as connections made through telephone or wireless
links. Networks may vary in size, from a local area network
("LAN"), consisting of a few computers or workstations and related
devices, to a wide area network ("WAN"), which interconnects
computers and LANs that are geographically dispersed, to a remote
access service, which interconnects remote computers via temporary
communication links. An internetwork, in turn, is the joining of
multiple computer networks, both similar and dissimilar, by means
of gateways or routers that facilitate data transfer and conversion
from various networks. A well-known abbreviation for the term
internetwork is "internet." As currently understood, the
capitalized term "Internet" refers to the collection of networks
and routers that use the Internet Protocol ("IP"), along with
higher-level protocols, such as the Transmission Control Protocol
("TCP") or the Uniform Datagram Packet ("UDP") protocol, to
communicate with one another.
[0023] In addition to improvements in communications, recent
developments in display technologies and electronic components now
allow certain types of thin, flexible, and/or lightweight circuits
suitable for displaying images and text. For example, various forms
of electrophoretic displays (e.g., e-paper, e-ink, color e-ink and
the like) provide non-volatile display technologies that may be
used to form images on a display surface that does not change, even
when not connected to a power supply (or in some forms they only
require a relatively small amount of power to display an image).
Likewise, new forms of liquid crystal display ("LCD") panels may be
produced as flexible panels that can display color images (some
electrophoretic displays cannot display color).
[0024] In addition to display technologies, numerous improvements
in power technology now allow for thin and/or flexible batteries
and other power sources (e.g., photo voltaic, ambient, radio
frequency and the like). However, these display and power
technologies have yet to be applied to the gaming and trading card
arenas.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] FIG. 1 is a pictorial diagram of a number of interconnected
devices that provide a dynamic card functionality in accordance
with various embodiments.
[0026] FIG. 2 is a block diagram of a simple dynamic card that
provides an exemplary operating environment for one embodiment.
[0027] FIG. 3 is a block diagram of a card base that provides an
exemplary operating environment for one embodiment.
[0028] FIG. 4 is a diagram illustrating the actions taken by
devices in a simple dynamic card system for processing a card
display defining transaction in accordance with one embodiment.
[0029] FIG. 5 is a flow diagram illustrating a card display
defining routine in accordance with one embodiment.
[0030] FIG. 6 is a pictorial diagram of an example card game layout
in accordance with one embodiment.
[0031] FIG. 7 is a block diagram of a complex dynamic card that
provides an exemplary operating environment for one embodiment.
[0032] FIG. 8 is a pictorial diagram of an example dynamic card
layout in accordance with one embodiment.
[0033] FIG. 9 is a diagram illustrating actions taken between
dynamic cards in accordance with one embodiment.
[0034] FIG. 10 is a flow diagram illustrating a card interaction
routine in accordance with one embodiment.
[0035] FIGS. 11A-B are pictorial diagrams of sides of an exemplary
trading card in accordance with one embodiment.
[0036] FIG. 12 is a pictorial diagram of a dynamic card having a
touch interface in accordance with one embodiment.
[0037] FIG. 13 is a flow diagram illustrating a card update routine
in accordance with one embodiment.
[0038] FIG. 14 is a pictorial diagram of an exemplary card game
playing surface in accordance with one embodiment.
[0039] FIG. 15 is a pictorial diagram of an alternate card game
playing surface in accordance with one embodiment.
[0040] FIG. 16 is a pictorial diagram of an alternate card base in
accordance with one embodiment.
DETAILED DESCRIPTION
[0041] The detailed description that follows is represented largely
in terms of processes and symbolic representations of operations by
conventional computer components, including a processor, memory
storage devices for the processor, connected display devices and
input devices. Furthermore, these processes and operations may
utilize conventional computer components in a heterogeneous
distributed computing environment, including remote file Servers,
computer Servers and memory storage devices. Each of these
conventional distributed computing components is accessible by the
processor via a communication network.
[0042] Reference is now made in detail to the description of the
embodiments as illustrated in the drawings. While embodiments are
described in connection with the drawings and related descriptions,
there is no intent to limit the scope to the embodiments disclosed
herein. On the contrary, the intent is to cover all alternatives,
modifications and equivalents. In alternate embodiments, additional
devices, or combinations of illustrated devices, may be added to or
combined without limiting the scope to the embodiments disclosed
herein.
[0043] Dynamic entertainment cards address many of the issues
presented by conventional static entertainment cards (e.g.,
conventional playing cards, fantasy trading cards, collectable
cards and the like). To show the operations of dynamic cards, FIG.
1 illustrates an exemplary dynamic card system 100 having a number
of devices used in exemplary embodiments. FIG. 1 illustrates
dynamic cards 200 (illustrated in FIG. 2 and described below), and
a network 110, such as a wired or wireless communications network.
Also in communication with the network 110 is a user device 150
(such as a personal computer, mobile phone, personal data
assistant, laptop computer, or other user device), and a card base
300 (illustrated in FIG. 3 and described below). In alternate
embodiments, there may be more dynamic cards 200, card bases 300
and/or user devices 150. In further embodiments, the roles of one
or more of dynamic cards 200, card base 300 and/or user device 150
may be performed by an integrated device (not shown) or may be
distributed across multiple other devices (not shown). In still
further embodiments, still additional devices (not shown) may be
utilized in the dynamic card system 100.
[0044] FIG. 2 illustrates several components of a simple dynamic
card 200 ("SDC"). In some embodiments, the SDC 200 may include many
more components than those shown in FIG. 2. However, it is not
necessary that all of these generally conventional components be
shown in order to disclose an illustrative embodiment. As shown in
FIG. 2, an SDC 200 may include an input/output interface 230 for
connecting to the other devices (e.g., other SDCs 200, card base
300, or the like). Those of ordinary skill in the art will
appreciate that the input/output interface 230 includes the
necessary circuitry for such a connection and is constructed for
use with the appropriate protocol(s).
[0045] The SDC 200 may also include a processing unit (not shown),
a memory 250 and a flexible display 240 (such as a flexible
electrophoretic or LCD display), all interconnected along with the
input/output interface 230 via a bus 220. The memory 250 generally
comprises one or more of a random access memory ("RAM"), a read
only memory ("ROM"), flash memory, display memory (e.g., as part of
flexible display 240) and a permanent mass storage device, such as
a disk drive, flash memory, or the like. The memory 250 stores card
information 255 and optionally deck information 260. It will be
appreciated that these software components may be loaded from a
computer readable medium into memory 250 of the SDC 200 using a
memory mechanism (not shown) associated with a computer readable
medium, such as a floppy disc, tape, DVD/CD-ROM drive, memory card,
the input/output interface 230 or the like.
[0046] Although an exemplary SDC 200 has been described that
generally conforms to simple general purpose computing device,
those of ordinary skill in the art will appreciate that a SDC 200
may be any of a great number of devices capable of communicating
with the card base 300 and displaying card information.
[0047] FIG. 3 illustrates several components of the dynamic card
base 300. In some embodiments, the card base 300 may include many
more components than those shown in FIG. 3. However, it is not
necessary that all of these generally conventional components be
shown in order to disclose an illustrative embodiment. As shown in
FIG. 3, the card base 300 includes an input/output interface 330
(e.g., for connecting to the network 110 or to one or more cards
200). Those of ordinary skill in the art will appreciate that the
input/output interface 330 includes the necessary circuitry for
such a connection and is constructed for use with an appropriate
protocol.
[0048] The card base 300 also includes a processing unit 310, a
memory 350, and may include an optional display 340 (or
visual/audio indicators), all interconnected along with the
input/output interface 330 via a bus 320. The memory 350 generally
comprises a RAM, a ROM, flash memory, and a permanent mass storage
device, such as a disk drive. The memory 350 stores program code
for a game routine 360, in addition to a remote gameplay routine
365, game rules 370, card storage 375, and a security routine 380.
In addition, the memory 350 also stores an operating system 355. It
will be appreciated that these software components may be loaded
from a computer readable medium into memory 350 of the card base
300 using a memory mechanism (not shown) associated with a computer
readable medium, such as a floppy disc, tape, DVD/CD-ROM drive,
memory card, the input/output interface 330 or the like.
[0049] Although an exemplary card base 300 has been described that
generally conforms to conventional general purpose computing
devices, those of ordinary skill in the art will appreciate that a
card base 300 may be any of a great number of devices capable of
communicating with dynamic cards 200, the network 110 or with a
user device 150.
[0050] FIGS. 4-5 illustrate exemplary steps to set up a deck of SDC
200 in an exemplary dynamic card system 100. Some transactions in
the system 100 may be more or differently networked than others.
Accordingly, in some embodiments, the number and types of devices
may vary.
[0051] FIG. 4 represents an exemplary, simple dynamic card system
interacting with a base station 300. The base station 300 may
provide some of the processes and "intelligence" for setting the
appearance of the simple dynamic cards 200. In FIG. 4 the
interaction between the cards 200 and the base 300 are illustrated
as communication transactions. One exemplary illustrated
transaction begins with card (and card deck) information being sent
405 from the simple dynamic cards 200 to the base 350.
[0052] In one exemplary embodiment, sending 405 card information
may be accomplished simply by placing the cards 200 onto the base
300. In an alternate embodiment where the base has a box or card
carrier form factor, sending card and/or deck information may
comprise placing the cards within the base 300. In still further
embodiments, communication between the cards 200 and the base 300
may be accomplished by any type of data communication (such as
wireless and/or communication over/through conductive materials).
Once the base 300 has the card information, the base checks 410 for
valid cards. In some embodiments, checking for valid cards may
comprise determining if the cards 200 are of an appropriate type
for use with the base 300. In other embodiments checking for valid
cards may comprise checking the cards have not been damaged.
[0053] The base checks 415 for an appropriate number of cards. In
various types of card games, the actual number of cards used may be
both more or less than the number of cards in a single deck. If the
base 300 has been designated to supply cards for a particular type
of game, it will be able to determine if there are a sufficient
number of cards for use by the players. For example, in a
"Heads-Up" game of "Texas Hold'em" Poker, the number of cards that
are actually revealed during a game is nine cards. Each player
would receive two cards and there would be five shared cards on the
table. In some variations of Texas Hold'em, game cards may be
discarded during the deal, however, they would not be revealed at
any point during game play. Accordingly, in a Heads-Up game of
Texas Hold'em the total number of physical cards that are needed
for there to be proper game play is only nine cards. Therefore,
when the base 300 checks for an appropriate number of cards, only
nine cards would need to be present in communication with the base
300 for this type of game. Note, however, that while only nine
cards may be physically present, when generating values to be
assigned to the cards 200 or determining which values should be
assigned to the cards, a whole deck of cards may be determined in
the base's memory 350. For example, when the base 300 generates 420
card values for the number of cards, the card values are generated
in many embodiments by a "shuffled" deck of appropriate cards.
While a conventional deck of fifty-two playing cards with thirteen
each of clubs, hearts, spades and diamonds may be employed, in
other embodiments, other types of cards may be used, for example
Tarot cards, Mahjong sets, Japanese flower cards, Scrabble.RTM.
tiles and the like.
[0054] Once the base 300 has generated 420 card values for the
appropriate number of cards that will be used in the game, those
values are associated 425 with display data for the cards. The base
300 will then communicate 430 the card values with the display data
back to the cards 200. The cards 200 are changed 435 to display the
appropriate display data for the value assigned to each card
200.
[0055] While exemplary communication with cards 200 and the base
station 300 has been shown and described, further embodiments may
"deal" cards in an unconventional manner corresponding to the
dynamic nature of the cards 200. For example, in one embodiment,
the physical cards 200 of the game are dealt out ahead of time to
the players and are only revealed at appropriate points during the
game. For example, initially the base 300 might wirelessly
communicate the card values and display data to only those cards
200 that are in a player's hand. Later, as the game progresses, the
base 300 may communicate card values and associated display data to
cards 200 shared on a table as each round of a game progresses.
Such games may be implemented with the base 300 having knowledge as
to which physical cards 200 would be in a player's hand at a given
point, or in an alternate embodiment, the base 300 may communicate
with one or more other devices (e.g. a "smart felt" playing surface
1400 or a handheld device, not shown) that would communicate the
location of the cards in proximity to a player back to the base
station 300.
[0056] Additionally, some cards may be multifunction, so the same
deck may be used for Poker and Pinochle. Jokers can appear or
disappear based on the needs of the game. Extra cards can blink,
make noise, or go blank so they can be removed from the deck.
[0057] In some embodiments, cards in the player's hand may be able
to reorder themselves. For example, in a game where the player has
many cards in her hand, the cards would rearrange themselves in
descending order to facilitate game play. Likewise, in games where
players reorder cards to win such as Guillotine, the player can tap
the card they want to move, and the cards reorder themselves
instead of forcing the player to move them around manually.
[0058] To better illustrate the operation of the base 300, FIG. 5
illustrates an exemplary flow diagram for processing SDCs 200. Card
processing routine 500 begins at block 505 where the base 300
obtains card information for cards 200. Next, in block 510, the
validity of the cards is checked. In decision block 515, a
determination is made whether the cards are all valid. If so,
processing proceeds to block 520 where the quantity of cards is
checked to determine if there is a correct number of cards 200
(e.g., by checking a predefined value or a user input value for the
type of deck and/or game). If in block 525 it is determined that
the quantity of cards is sufficient, processing proceeds to block
530. In block 530, card values are generated from the total
possible card values and assigned to each of the physical cards
200. In block 535, the card values are associated with appropriate
display data. In various embodiments the cards 200 may not have
explicit values and may only have display data; accordingly, blocks
530 and 535 may be combined into a single action of associating
dynamic content with each of the cards 200. In block 540 the
display data is communicated to each of the cards 200 and the
assigned display data for this "deal" is logged to a storage system
(e.g., base memory 350 or a remote storage, not shown). Card
processing routine 500 then ends at block 599.
[0059] Returning to decision block 515, if it was determined that
one or more of the cards was not valid (e.g., wrong type, damaged,
conflicts of another card, or the like), processing proceeds to
block 590 where an indication that there are invalid cards is
presented. In some embodiments the indication of invalid cards may
be in explicit message to a user interface (e.g., indicating which
card is invalid), while in other embodiments, an indicator (e.g.,
visual, audible or the like) may be used to indicate that one or
more cards is invalid (e.g., a red LED, tone, or the like).
Processing proceeds to block 599.
[0060] Likewise, if in decision block 525 it is determined that
there is an incorrect quantity of cards, processing proceeds to
block 595, where an indication that there is an incorrect quantity
of cards is presented to a user of the base 300. In some
embodiments the indication of incorrect quantity and indication of
invalid card(s) may be combined into a single indication of an
error (e.g., visual or audible indicator), while in other
embodiments they may be separate indications. Processing proceeds
to block 599.
[0061] In one example implementation described below, a deck of
fifty-two dynamic cards 200 is capable of shuffling itself. This
type of deck can be used in games in a fashion similar to a
conventional deck of playing cards.
[0062] Each dynamic card 200 may be made of a flexible plastic. The
front face is a dynamic display surface (e.g., electrophoretic
display, LCD, or other thin display 240), while the rear surface is
printed with conventional ink with a static decorative image (not
shown). In some embodiments, the back may be a dynamic display as
well.
[0063] The card is equipped with two rows of twenty-six contacts
(not shown), one on the front and one on the back. The contacts are
aligned such that if the cards are stacked one atop the other, each
card will connect with the one below. The contacts may be
continuous through the card, so any electrical signal sent to the
leftmost contact of one card will be detectable on the leftmost
contact of any other card placed on top of or beneath it.
[0064] The contacts supply power and display data, and allow the
display surface on each card to be individually addressed, as
follows:
[0065] Conventional cards come in decks of fifty-two cards. Each
card has an address that is unique within its deck, from one to
fifty-two. When that address is placed on the "Card Address" lines,
the Address Decode logic (e.g., in memory 250) enables an
electrophoretic display driver (not shown) for that card.
Hereafter, a card will be referred to by its address. For example,
"C1" will refer to the card whose display is modified when the
address "1" is placed on its card address lines.
[0066] This example implementation may also use a "card shuffler"
(such as base 300). This is a device that comfortably holds all
fifty-two cards, and has contacts that mate with the bottommost
card.
[0067] The shuffler may supply power to a card 200 placed on top of
it through power contacts (not shown). Since each card's contacts
may pass through to the back side, the entire deck of cards may be
stacked on the shuffler and powered and addressed together.
[0068] By measuring the power draw of the cards using an A/D
converter (not shown); it is possible to determine how many cards
are attached and drawing power. In other implementations,
individual card information may be accessed to count the cards.
[0069] If some number of cards other than fifty-two is attached, an
LED indicator may remain unlit. However, in one implementation, if
fifty-two cards are placed on the base 300, the following sequence
is executed: [0070] (1) An LED indicator turns red. [0071] (2) A
processor (e.g., processor 310) creates an array (not shown) in
memory 350 containing a representation of a standard deck of
fifty-two cards, in arbitrary order. [0072] (3) The processor 310
uses a shuffling algorithm to randomize the arrangement of the deck
of cards in memory 350. [0073] (4) The processor 310 places the
address of C1 on the "Card Address" output lines. [0074] (5) The
processor 310 reads the card assignment for C1 from the randomized
deck now stored in memory, for example, the "king of hearts."
[0075] (6) The processor 310 looks up a digital stored image (e.g.,
from card storage 375) that corresponds to the chosen card, in this
case, an image of the king of hearts. [0076] (7) The processor 310
updates the display of C1 with the chosen image by sending the
appropriate commands over the display data lines. Note that cards
C2-C52 also receive the update information, but since their
addresses are not present on the address lines, they do not update
their displays. [0077] (8) Steps 4-7 are repeated, replacing C1
with C2-C52 in the address lines. [0078] (9) The LED indicator
turns green.
[0079] From the player's perspective, she will have a deck of
conventional playing cards with images on the front (and/or back).
These cards are static and can be used conventionally. When it is
time to shuffle, she will place the deck of cards down on the
shuffler and press down to ensure contact between all cards. The
light will turn red for a moment, and then turn green. When it
turns green she can remove the cards from the shuffler. Exemplary
electrophoretic display faces of the cards may still appear to be
cards of a conventional deck, but will have changed to be in random
order--effectively shuffled. With power removed, the
electrophoretic displays remain constant indefinitely, and the
cards can be used like conventional playing cards.
[0080] In further embodiments, the changing of card values may
happen wirelessly. Additionally, if a base 300 is made aware of
game rules and is aware of card placement, it may be possible to
automatically shuffle all cards once it is determined that all
cards are face down on a playing surface (e.g., through the use of
sensors or other switching circuits).
[0081] FIG. 6 illustrates an exemplary embodiment with multiple
decks of cards 610A, 610B and multiple bases 300A, 300B where
complex dynamic cards 605A, 605B and 605C ("CDC") are used in an
interactive manner. Generally, an interactive card game would
involve two or more players; each player having at least one deck
and one card case/base 300. In an embodiment using a card case, the
card cases 300A, 300B may act as intelligent storage mechanisms
that hold all of the CDCs owned by the player.
[0082] In the example illustrated layout shown in FIG. 6, two
players are playing a fantasy trading card game with a first player
having a base 300A and a deck of cards 610A. This first player has
played a first CDC 605A. The second player also has a deck 6108 and
a base 300B and has played CDC 605B along with a companion CDC
605C. Companion CDCs will be discussed in greater detail below. In
the illustrated embodiment shown in FIG. 6, the cards 605A-C have
rules for interacting with each other and have appropriate
capabilities.
[0083] In the example illustrated layout shown in FIG. 6, two
players are playing a fantasy trading card game with a first player
having a base 300A and a deck of cards 610A. This first player has
played a first CDC 600A. The second player also has a deck 6108 and
a base 300B and has played CDC 605B along with a companion CDC
605C. Companion CDCs will be discussed in greater detail below. In
the illustrated embodiment shown in FIG. 6, the cards 605A-C have
rules for interacting with each other and have appropriate
capabilities.
[0084] Good examples of static (i.e., conventional) fantasy trading
card games include Pokemon.RTM. cards from Nintendo Corporation of
Japan, Magic The Gathering.RTM. Cards of Wizards of the Coast,
Inc., of Renton, Wash., and the like. In such games, a player may
use cards to build scenarios in a competitive manner. For example,
if a card representing a creature is set up by one player against a
card representing another form of creature, the respective rules
and capabilities of each card would be compared and then a winner
of that turn may be determined. In some embodiments, the use of
dynamic cards may provide a more desirable environment in which to
make use of fantasy trading cards. For example, if two cards that
have creatures on them are placed so that they may interact, the
visual imagery on the cards may be modified to show a still or
animated representation of the creatures interacting. However,
cards may have simply decorative animations as well.
[0085] In some embodiments, cards may collaborate to display
information. An object can be shown moving from one card to
another, or cards that are lined up can work together to present a
large, unified display surface. Also, cards may support a "display"
or "browse" mode. For example, cards may render a flashy image with
less information presented when placed in an album.
[0086] Alternately, cards may contain fragmentary or redundant
information that is only utilized when other cards are present. For
example, each card in a group may have a segment of a video, and
when all cards in the set are collected, the entire video can be
played.
[0087] In still further embodiments, various dynamic cards can be
used in conjunction with conventional cards or game pieces in the
same game. For example, each player might have a "tally card" in a
poker game that tracks game play. A trivia game might have
conventional cards with "fixed trivia" and indistinguishable
electrophoretic display cards with "digital trivia" questions that
can change over the course of the game.
[0088] FIG. 7 illustrates several components of a CDC 700. In some
embodiments, the CDC 700 may include many more components than
those shown in FIG. 7. However, it is not necessary that all of
these generally conventional components be shown in order to
disclose an illustrative embodiment. As shown in FIG. 7, the CDC
700 includes an input/output interface 730 for connecting to the
other devices (e.g., other CDCs 700, card base 300, or the like).
Those of ordinary skill in the art will appreciate that the
input/output interface 730 includes the necessary circuitry for
such a connection and is constructed for use with the appropriate
protocol(s).
[0089] The CDC 700 may also include a processing unit 710, a memory
750, a flexible display 740, a clock 715, a sensor 725 and a power
source 745, all interconnected along with the input/output
interface 730 via a bus 720. The memory 750 generally comprises one
or more of a RAM, a ROM, flash memory, and a permanent mass storage
device, such as a disk drive. The memory 750 stores card
information 755, card state 760 optional deck information (not
shown), and game rules 765. It will be appreciated that these
software components may be loaded from a computer readable medium
into memory 750 of the CDC 700 using a memory mechanism (not shown)
associated with a computer readable medium, such as a floppy disc,
tape, DVD/CD-ROM drive, memory card, via the input/output interface
730 or the like.
[0090] Some non-limiting examples of sensors 725 include light
sensors, GPS units, compasses, microphones, switches,
accelerometer, motion sensors, magnets, radiation detectors,
airflow sensors, orientation sensors, contact sensors, thermometers
and the like.
[0091] In one exemplary embodiment, a sensor 725 may detect whether
a card is "face up"/"face down" and how it is oriented (e.g.,
"upside down"/"right-side up") relative to the player playing the
card 700. Detecting such an orientation, may cause a change in the
game play and/or rules that affect the playing of the card.
[0092] In another example, cards may sense their relative
positions. For example, a "fighter" card to the right of a `plant`
card may represent a fighter that controls plants, while a fighter
card to the left of a plant card may represent a plant with
fighting capabilities.
[0093] In some embodiments, the clock 715 may be selected from the
variety of absolute or relative time tracking and/or event tracking
devices. Such time/event tracking devices may include time and date
tracking for an absolute time and/or date, while in other
embodiments the clock 715 may simply provide a relative time since
a given point in time (e.g., from an arbitrary point, from a card
creation or the like). In various other embodiments, the clock 715
may track actions or events and their orders.
[0094] In various embodiments, cards may evolve over the course of
game play. In some embodiments they may then reset at a game end at
other times they may evolve over multiple games. For example, in a
real estate trading game, rents indicated on the card might
increase slowly over the course of the game, then be reset at the
conclusion of the game.
[0095] In some embodiments, an action may result in a player or
card gaining points of some kind and the card 700 may track these
points as well (in the clock 715 or elsewhere, such as in the
memory 750). Accordingly cards may become more powerful as they are
used more often (i.e., as they gain more points from their use). In
further embodiments, actions may be qualitatively ranked such that
some actions may generate greater point values and corresponding
may gain more points for a player. For example, a skillful use of a
card, or a relatively weak card (or card combination) used to
defeat a stronger card (or card combination) may generate "bonus"
or increase points.
[0096] In various embodiments, some cards may produce other sensory
responses other than a visual response. For example, a card 700 may
have a haptic response or may generate a sound in response to card
play. In one specific non-limiting example, each card in a deck can
produce a separate tone. Laying the cards out in order could
produce a song. As in other embodiments, additional cards could be
added to vary the sounds. In one specific example, a C# Card could
be combined with a companion Trumpet Card to produce a C# tone from
a simulated trumpet. Likewise, cards may produce sound effects
relevant to the game (e.g., according to game rules 765). For
example, they might play "background music" or make a "cha-ching"
sound when a player wins a hand.
[0097] In another embodiment, cards 700 may be used as writing or
drawing surfaces (e.g., by having many fine touch-sensitive pixels,
possibly coupled with display pixels). For example, in a
picture-guessing game, the players might draw their pictures on a
"card" or sheet each turn. A card would erase itself after the turn
was complete.
[0098] Additionally, cards may have "bonus" functionality unrelated
to their core functionality. For example, a standard card deck may
also function as a calculator.
[0099] It other variations, game rules 765 can be automatically
processed and reflected in cards. For example, in a war simulation
game, a soldier card might indicate which territories it could be
deployed on, according to a complex set of rules 765. In solitaire,
possible valid locations for placing a card 700 might blink.
[0100] Some exemplary embodiments may have cards with Game Rules
765. In further embodiments, the cards may enforce the Game Rules
765. For example, if "Dominos" cards are improperly placed, the
display 740 may blink or otherwise indicate that a placement was
against the rules. In other games, breaking a rule might even exact
a penalty against a player score.
[0101] Similarly, if a card was misdealt or a player accidentally
revealed their cards, it maybe possible to deal the cards again or
otherwise respond to the breaking of the rules.
[0102] Although an exemplary CDC 700 has been described that
generally conforms to conventional general-purpose computing
devices, those of ordinary skill in the art will appreciate that a
CDC 700 may be any of a great number of devices capable of
communicating with the card base 300.
[0103] In an exemplary game involving simulated combat, it may be
possible to illustrate damage caused from interactions with one
player's card to the other player's card(s) as part of the visual
imagery on the cards (as well as a corresponding change in the
abilities, points, characteristics and/or instructions related to
the card that has been damaged). In other embodiments, other forms
of state changes (reflected in a card state 760) may be implemented
based on the use of cards 700. The state changes will be discussed
in greater detail below.
[0104] In one specific form of combatant card usage, cards may be
"conquered" from another player. For example, in a game where one
card "beats" another card, the winner would capture the ownership
of the loser's card. FIG. 7 illustrates an exemplary, complex
dynamic card device and within the card there is a card state 760
portion of the card memory 750. The card state 760 may include
ownership information indicating which player owns the card.
Accordingly upon vanquishing a loser, the owner's card may transfer
in indication of its ownership state to the losing card, thereby
transferring the ownership from the losing player to the winning
player.
[0105] In further embodiments, a record of cards maybe maintained,
optionally with ownership information that may be used to verify
cards as well as chain of title information. Such a record could be
at a local device or via a remote database or the like.
[0106] In some games, ownership information may be transferred as
part of game play. The ownership information may be recorded by the
cards, a remote device or both.
[0107] In one exemplary embodiment, cards that belong to one player
were all turned a uniform color once game play has finished, while
cards belonging to another player would turn another color.
[0108] Some exemplary cards may have their use limited. As noted
above, some cards may be unusable unless played by their owner
(e.g., identified via a token, biometric information, location,
private information or the like). Other kinds of cards may have
only a limited number of "plays" available to them (e.g., a wand of
fireballs; a wand of fireballs card may only have five charges) or
must be used within a limited period of time.
[0109] Accordingly, it is appropriate for some (or all) cards to
keep a history of their actions. The cards may use such a history
to keep statistics on how each card has performed during game play.
Likewise, the cards may provide an audit trail if any game play is
suspicious. Periodically the history, statistics and/or audit trail
may be backed up, cleared, truncated or the like.
[0110] In a similar fashion, cards may be combined. For example, a
companion "skill" card can be added to an "actor" card to enhance a
skill of the actor. In a very specific example, a named actor card
"Ullrich" is placed on the playing surface. Next, a "broadsword
skill enhancement" card is laid next to, and in contact with, the
Ullrich card. The broadsword skill enhancement data is transferred
to the Ullrich card to create a combined card. The card state 760
of the Ullrich card is updated according to the instructions and
characteristics of the broadsword skill card.
[0111] Furthermore, in some embodiments the broadsword companion
skill card may include instructions indicating that it may be used
only a single time. Accordingly, after interacting with the Ullrich
card, the broadsword companion skill card may be expected to delete
its own data, or, at the least, delete the instructions and
characteristics that would allow it to modify other cards.
[0112] In some embodiments the combination of cards may be
reversible. For example, if an actor card (e.g., the Ullrich card)
is combined with a companion skill card to "equip" the actor with
some article, the reverse might be true as well. In other words, at
a later point the equipment might be selected on the actor card to
be transferred to another card, in effect de-combining the two
cards. Such combinations and de-combinations may take place during
card play, or outside the normal course of card game play.
[0113] In further embodiments, players may create card data from
scratch. For example, there may be a "wild" (or blank) card in a
fantasy game that can be loaded with data representing a monster of
the user's design. In further embodiments, interactions between two
or more cards may "spawn" new card data that could be contained in
such a wild card.
[0114] FIG. 8 illustrates another view of an exemplary complex
dynamic card in accordance with various embodiments. The card 700
includes those components shown in FIG. 7 laid out in an example
circuit layout. The processor 710 is connected to the memory 750
via the bus 720 and may also be connected either on the same bus
720 or via separate buses (not shown) to an input/output interface
730, a power source 745, a clock 715, a sensor 725, as well as a
communication medium 810. The communication medium 810 may be a
conductive surface suitable for communicating information between a
plurality of cards. Suitable communication mediums may include
metallic contact points, conductive layers, conductive substrates,
touch sensitive components, light sensitive components, radio
frequency sensitive circuitry and the like. All these components
are laid out on a substrate 840 of the card 700. In some
embodiments, either more or fewer components may be included in the
complex dynamic card 700.
[0115] In still further embodiments alternate shapes of cards may
be employed. For example, curved shapes as well as other regular
and irregular polygon shapes may be employed when creating complex
dynamic cards 700.
[0116] FIG. 9 illustrates an exemplary interaction between two
cards (Card A 700A and Card B 700B). While the interactions shown
and described with regard to FIG. 9 includes a number of actions
and communications at both Card A 700A and Card B 700B, in further
embodiments, additional (and possibly different) actions may be
performed to have complex dynamic cards 700A-B interact with each
other. In exemplary embodiments, the interactions between cards A
and B 700A-700B begin with Card A 700A communicating 905 Card A
information to Card B 700B. Card B 700B validates 910 the received
card information and looks up 915 an appropriate card interaction
for Card A 700A. Card B 700B sends 920 Card B information and a
proposed interaction to Card A 700A. Likewise, Card A 700A will
validate 925 the received card information and will look up and
validate 930 the proposed interaction to see if it conforms to its
rules 765 and/or instructions for the interaction with Card B 700B.
Once the interaction has been validated, Card A 700A confirms 935
the interaction to Card B 700B. Each card 700A-B processes the
interaction 940, 945. Updates the respective card state 950, 955.
Updates 960, 965 the card display 960, 965 and logs 970, 975 the
interaction 970, 975.
[0117] The above described actions between the cards are performed
in a generally synchronous manner. In alternate embodiments,
asynchronous communications may be used when using dynamic cards,
and the protocols for such asynchronous communications would be
changed accordingly.
[0118] To better illustrate an exemplary interaction, a simple
playing card game interaction of the card game "war" can be used to
show how cards might interact with each other. Two cards are laid
down across from each other such that their communication mediums
810 are in contact. Assume that one card 700A is a king of hearts
and the second card 700B is the jack of diamonds. Card A 700A (king
of hearts) sends 905 its information across to the other card 700B,
in this case it may be a numeric value (presumably the value of 13
as the value for a king card (and possibly suit information), in
this case, the suit of the hearts). While suit information may not
be necessary for this game, in other games suit information may be
useful. Card B 700B (the jack of diamonds) validates 910 the card
information (e.g., checks that the suit is of the types of suits
that are being used in this game, that the card has communicated
values within the bounds, and may additionally validate information
as to the deck from which the cards were drawn as well as the type
of card all of which may also be validated). Presumably, when
playing a game where all cards are supposed to come from the same
deck, (as in the game of "war") it would be desirable to validate
that the card being played is from the same deck (i.e., to prevent
cheating). Next, Card B 700B would look up the card interaction 915
based on the game rules 765 being applied. In this case, the game
rules are fairly simple: compare the values of the two cards 700A-B
and the card with the highest value wins the hand; after which, the
winner collects the two cards that were played. One additional rule
is that if the cards are of the same value that a play off is to be
played to determine who wins the hand. In this case, the comparison
between the jack with the value of eleven and the king with the
value of thirteen indicates that the player with Card A 700A has
won the hand. Next, Card B 700B would send 920 its information
(e.g. card value, suit, deck, card type, and the like) back to Card
A 700A. Card A 700A would then validate 925 the card information
and validate the interaction 930.
[0119] In this case, Card A 700A would also make the determination
that it has a higher value than Card B 700B and would agree that it
had won the hand. It would then confirm 935 the interaction with
Card B 700B; after which, each card would take appropriate
interactive measures 940-975.
[0120] In this instance, an exemplary set of actions may include
Card B 700B reassigning its possession to be that of the player who
laid down Card A 700A, as well as possibly providing an indication
that it had lost the hand, (e.g., indicating the word "loser"
superimposed on the display of the card) and logging the
transaction into the card and/or the player's history of
interactions. Similarly, the winning card may also have a display
and state change, such as a superimposed winner indication on the
winning card.
[0121] Although the above description is a simple example, more
complex embodiments employ similar interactions. For example, in a
poker game it may be possible to lay down the hands of each player
and automatically determine the winner of a hand based on all the
cards interacting with each other such that cards that are in
separate hands form groups that may then communicate with other
groups of cards played within the game to form grouped card
interactions. The appropriate game rules 765 would then rank the
values of the hand and indicate a winner. In fact, some cards may
disseminate real-world information. For example, the high scorer in
a card game may receive a link to a web site that the player can
use to enter their high score, or the card can communicate a coded
value for the high score to automatically update a remote
device.
[0122] Likewise, more specialized card games may be employed using
specific rule based interactions between cards. For example, in
fantasy trading card games, in some embodiments, it may be
unfeasible to have a complete record of all possible combinations
of cards and their interactions. However, cards may be given
certain points, abilities and/or characteristics that when
interpreted by other cards in the game allow them to interact in an
automatic/dynamic manner.
[0123] In one such fantasy trading card game scenario, a magic
spell Card A 700A is placed opposing a monster card, Card B 700B in
simulated combat. Assume that Card A 700A is a representation of a
spell for casting a cold-based ice storm spell that inflicts ten
points of damage in general against opponents. Assume then that
monster Card B 700B is a salamander monster that supposedly lives
in a high temperature environment and is particularly susceptible
to damage from cold-based weaponry and/or spells. Therefore, when
interacting between the cold spell card 700A and the salamander
monster card 700B, an example interaction might go as follows: the
cold spell card 700A communicates 905 its card information to the
salamander monster card 700B including that it is a ten point
cold-based magic spell of the particular type of card from a
particular type of deck associated with a particular player. The
salamander monster card 700B receives this information and
validates 910 the card information and looks up 915 to see if there
is a particular reference to this ice storm spell card 700A.
Finding no reference to this particular card 700A, the salamander
monster card 700B looks up 915 the characteristics in its
instructions and sees that it will receive ten points of damage out
of its total lifepoints (e.g., twenty) and also notes that it is
particularly susceptible to cold-based magic spells and therefore
will receive two times the amount of damage normally afflicted to
non-susceptible creatures. Therefore, the damage amount from the
ice storm spell is increased to twenty points of damage (matching
the total amount that could be received by the monster before it
dies) and communicates 920 its information and the proposed
interaction to Card A 700A. Note, in this case, the information may
include that it is a salamander monster, that it is from particular
deck owned by a particular player, it is of a particular type of
card and the like; but, also, that the proposed interaction is that
the salamander monster would die as a result of the ice storm card
700A being played. The ice storm spell card 700A validates 925 the
salamander card's 700B information and validates the interaction
930 noting that the proposed interaction is proper under the
circumstances. It may be that in some embodiments, the interaction
would not be specified as the death of the salamander; rather, that
the interaction would be an equation-like response, such as ten
points of damage are received, ten points of damage are doubled
because of cold-based susceptibility and the resulting total is
subtracted from the remaining points of the monster (in this case
twenty), therefore leaving zero points of damage left available to
the monster. The ice storm spell card 700A would confirm 935 the
interaction to the salamander monster card 700B, after which, each
card would then process the interaction 940, 945, update the card's
state 950, 955, update the card display 960, 965 and log the
interaction 970, 975.
[0124] In various embodiments of this example, the ice storm spell
card 700A might also communicate imagery to be used at the
salamander monster card 700B. For example, it may appear that an
ice storm spell would flow from one card display 740 to the other
card's display 740. Likewise, once the salamander monster has died,
the display of the card may be updated to indicate that the
salamander monster is dead.
[0125] In still further embodiments, where fantasy trading card
games are played for possession of cards, once certain criteria are
met (e.g., when a monster card dies or the like) the ownership of a
losing or dead character's card may be transferred from the loser
to the winner.
[0126] In other embodiments further interactions may be performed
between complex dynamic cards 700, those listed above are meant
purely for non-limiting illustrative purposes.
[0127] FIG. 10 illustrates one exemplary flow diagram of processes
performed within a card 700 when interacting with one or more other
cards. In block 1005 remote card information is obtained. In block
1010 the remote card information is validated. If, in decision
block 1015, it was determined that the remote card is valid for
this interaction, processing proceeds to block 1020 where the
interaction with the remote card is looked up.
[0128] In some embodiments, looking up an interaction with the
remote card may be as simple as finding an intersection in a
database between two cards. In other embodiments the look up of an
interaction may involve combining the values of multiple cards
and/or multiple dimensions within a database to determine a
specific interaction (e.g., looking up ability point values, rules,
characteristics and the like). In still further embodiments, such
as those described above, the interaction may be determined by the
characteristics of the cards and not by the specific cards
themselves.
[0129] In decision block 1025, a determination is made whether any
additional processing is needed for the interaction to proceed. If
so, then processing proceeds to block 1030 where additional
processing begins. In some embodiments, additional processing may
include the generation of random values, the gathering of
additional card information, or communicating with remote devices,
such as a base 300.
[0130] Once the additional processing has been completed,
processing proceeds to decision block 1035. If, in decision block
1025, it was determined that no additional processing is required,
processing would also proceed to decision block 1035 where a
determination is made whether to confirm the interaction with the
remote card from which the information was received. If so,
processing proceeds to block 1040 where the interaction and current
card information are sent to the remote card. Next, in block 1045 a
determination is made whether the interaction was confirmed. Once
the interaction has been confirmed, processing proceeds to block
1050.
[0131] If in decision block 1035 it was determined that no
confirmation was necessary; processing would also proceed to block
1050 where the current card state 760 is updated per the
interaction. Next, in block 1055 the card display is updated and in
block 1060, the interaction is logged. Card interactions routine
1000 ends at block 1099.
[0132] Returning to block 1015, if it was determined that the
remote card is not valid for this interaction, processing proceeds
to block 1095 where an indication of an invalid card and/or invalid
transaction is indicated, after which processing proceeds to block
1099.
[0133] In further embodiments, cards may direct other computing
devices. For example, a player can tap on a card with a monster's
picture, which would cause the card to instruct the PC to load a
particular web page with information on that monster.
[0134] The simple and complex dynamic cards that have been
discussed above relate in particular to games and interactions
between cards for competitive purposes. Dynamic cards may also be
used in a variety of other pastimes; one such pastime involves
collectible cards. It is noted that by no means are the two types
of card activities mutually exclusive: collectible cards may also
be used for competitive purposes (e.g., as fantasy trading cards)
and vice versa.
[0135] FIGS. 11A-B illustrate two sides of an exemplary dynamic
collectible card 1100. The exemplary dynamic collectible card 1100
includes a picture 1110 of a sports player and information about
the player 1120 along with a user interface 1125 (in this case a
scroll bar). On the other side of the card there is another picture
1130 along with associated text having its own user interface 1135
as well as additional information 1140, 1150 with respective user
interfaces 1145, 1155.
[0136] While not all of the illustrated information is necessary in
a dynamic collectible card 1100, FIGS. 11A-B are meant to
illustrate one example of a dynamic collectible card 1100 which
could integrate multiple collectible cards within a single
collectible card. For example, the dynamic collectible card 1100
may involve a single player, and the player can have their
information updated periodically either through the interactions
with other cards (similar to companion cards described above) or
through some other communication mechanism (e.g., computer network,
radio broadcast, television broadcast, or the like).
[0137] In one exemplary embodiment, the dynamic collectible card
1100 is updated via combinations with other collectible cards. For
example, if a "John Smith" rookie card (not shown) was placed in
contact with a separate John Smith card from a later year (not
shown), one or the other of the cards may absorb the information
from the other card such that a combined card contains the
information for both cards (possibly leaving a blank card behind,
or alternately leaving two updated cards).
[0138] In some embodiments, cards may update their information
permanently by a communications link. For example, sports cards
might update their information automatically based on a radio
broadcast.
[0139] In other embodiments, different types of groupings may be
employed, for example, combining all the players of a single team
onto a single card. Or, all the players of a particular position
within a league on a particular card, or the like.
[0140] FIG. 12 illustrates an exemplary touch-sensitive card 1200
that has touch-sensitive cells 1210 across the surface of the card,
thereby allowing a user to interact with the display of the card
1200. Such touch sensitive cells 1210 maybe combined with "static
or dynamic" user interface components, such as those shown in
figure of 11A-B. For example, a printed (or dynamically displayed)
image of a button (not shown) may have an associated touch
sensitive component that would alter the display, behavior and or
data of a card.
[0141] Alternately, such cards may allow for more sensitive
interactions, such as sensing a fingerprint or capturing a player's
signature.
[0142] In another example, in games such as Blackjack, where the
strength of a player's hand is not clear, the cards may show "20"
or "Soft 16" for the player's benefit. In trivia games, the
question cards might also display a team's scores or other
statistics.
[0143] FIG. 13 illustrates one exemplary dynamic collectible card
update routine 1300. In block 1305 remote card information is
obtained. In block 1310 the remote card information is validated.
If in decision block 1315 it was determined that the remote card is
valid for this interaction, processing proceeds to block 1320 where
the interaction with the remote card is looked up.
[0144] In some embodiments, looking up an interaction with the
remote card may be as simple as finding an intersection in a
database between two cards. In other embodiments the look up of an
interaction may involve combining the values of multiple cards
and/or multiple dimensions within a database to determine a
specific interaction (e.g., looking up ability point values, rules,
characteristics and the like). In still further embodiments, such
as those listed above, the interaction may be determined by the
characteristics of the cards and not by the specific cards
themselves.
[0145] In decision block 1320, a determination is made whether any
additional processing is needed for the interaction to proceed. If
so, then processing proceeds to block 1325 where additional
processing begins. In some embodiments, additional processing may
include the generation of random values, the gathering of
additional card information, or communicating with remote devices,
such as a base 300.
[0146] Once the additional processing has been completed,
processing proceeds to decision block 1330. Likewise, if in
decision block 1320 it was determined that no additional processing
is required, processing would also proceed to decision block 1335
where a determination is made whether to confirm the interaction
with the remote card from which the information was received. If
so, processing proceeds to block 1345 where the interaction and
current card information are sent to the remote card. Next, in
block 1340 a determination is made whether the interaction was
confirmed. Once the interaction has been confirmed, processing
proceeds to block 1345.
[0147] Likewise, if in decision block 1330 it was determined that
no confirmation was necessary; processing would also proceed to
block 1345, where the current card state is updated per the
interaction. Next, in block 1350 the card display is updated and in
block 1355, the interaction is logged. Next, card interactions
routine 1300 ends at block 1399.
[0148] Returning to block 1315, if it was determined that the
remote card is not valid for this interaction, processing proceeds
to block 1395 where an indication of an invalid card and/or invalid
transaction is indicated, after which processing proceeds to block
1399.
[0149] As often as cards may communicate with one another, in some
circumstances it may not feasible or efficient to always have all
cards in a game in physical contact with one another. Accordingly,
FIG. 14 illustrates a simple game surface 1400 suitable for having
up to eight different players play their cards with each other. The
playing surface 1400 may be separated into slices 1415, each of
which contains active cells 1405 that can detect and communicate
with dynamic cards on their surface. In some embodiments, these
cells 1405 may communicate with a complex dynamic cards
communication medium 810 to send communication information between
cards on the playing surface.
[0150] An additional benefit of such a playing surface 1400 is that
it may also communicate or convey power to cards 700 which have a
power reception capability or a rechargeable power supply 745.
Additional embodiments may include interactions with/between the
cells 1405 with the sensors 725 of the cards 700.
[0151] Similarly, FIG. 15 illustrates a simple remote card playing
card game surface 1500 where two players can play a game remotely
with complex dynamic cards 700. A local player can use a local card
surface 1510 and a local card receptacle 1515 (e.g., a card base
300 or the like) to play against the remote opponent who has their
cards displayed on a remote playing display 1520. With each player
having such a surface, it is possible for two (or more) players to
use the surface 1500 as a way of playing cards with each other. The
remote playing surface 1500 would operate in a similar fashion to
the segmented playing surface 1400 illustrated in FIG. 14 except
that it would increase the distance over which card information
would be communicated. Additionally, the remote playing surface
1500 would communicate card display information on to the remote
display 1520 of respective players.
[0152] In an alternate embodiment, other devices may facilitate
remote card play. For example, electronic game devices (either
handheld devices or console game devices, not shown) may provide a
suitable platform to input card information (e.g., with a modified
controller that is capable of reading/recognizing a card, not
shown) and communicate the card information to one or more other
remote game devices, thereby allowing remote card play. Of course,
general-purpose computing devices may also be suitable for such
facilitated remote card play.
[0153] In the described embodiments above, some embodiments have
used card bases 300 while still others have not. In various
embodiments, particularly those which have intelligent interactions
and rules encoded in instructions within the cards, e.g., complex
dynamic cards 700 and the like, card bases 300 may not be
necessary. However, in some embodiments it may be desirable to have
a card base 300, even for complex dynamic cards 700.
[0154] Accordingly, FIG. 16 illustrates one exemplary enhanced card
base 300 having numeric pad of 1610 as a locking mechanism. The
numeric pad comprising numeric keys 1615, a lock key 1620 and a set
key 1625 for setting numeric combinations as well as a display 340
which may be used in selecting one or more cards within the card
case 300. Such a card case 300 may be desirable when the number of
cards that a player owns exceeds the number of physical cards they
wish to carry with them. The enhanced card case 300 illustrated in
FIG. 16 is an exemplary embodiment of a card case 300 suited for
storing a large number of cards 700, and then selecting, through
the user interface display 340, only those cards desired to be
retrieved from the base. Likewise, such a card case 300 may be
employed to carry different types of cards for use with different
types of games and/or interactions (or even collections) but may be
encoded from a base's memory 350 into programmable cards that may
then be dispensed from the base 300.
[0155] While a number of exemplary implementations and embodiments
have been described and illustrated, other embodiments are also
possible. For example, cards may communicate with each other and
other devices (e.g., game boards, game pieces, dice, computers,
displays, phones, network devices and the like). Such
communications may take place via physical (e.g., wired, touch,
contact or the like) connections or via wireless connections (e.g.,
WiFi, WiMax, RFID, blue tooth, infrared or the like). These
communications may simply report games status, or in some
embodiments may be integrated into the game playing experience. For
example, a card may indicate that a games piece should move to a
new location, and the game piece may blink an indicator until it is
in a correct position.
[0156] Some cards, in various embodiments, may have different
capabilities, including, but not limited to, different
communications capabilities. For example, a simple card might only
have a physical contact communications connection, while a more
complex card could have one or more wireless connections.
Additionally, some cards may even allow other cards to communicate
by acting as interfaces to the cards without the same
communications capabilities. Furthermore, such cards may allow
communications with other devices or game components (e.g., dice,
markers, game boards and the like). Likewise, other game pieces may
communicate in similar fashions to cards.
[0157] Other abilities may include, cards used as random number
generators. For example, the card could just be tapped to produce a
"die roll." In addition, cards may display random data. For
example, in one game, a player might be forced to make a word out
of randomly chosen letters displayed by the card.
[0158] In one exemplary embodiment, cards can load data from other
cards. For example, a player may clone a desired card by copying
data to a blank "wild" card.
[0159] In addition to interacting with each other, cards may
interact with other devices. For example, a website promotion that
"gives experience" to a specific card would be possible so long as
the device is capable with communicating to both the card and the
website. Therefore, in one specific embodiment, a personal computer
with a card reading peripheral, and a network connection, could
share information from the website to a card that would provide
experience point data to the card and possibly modify its game play
behavior.
[0160] In still another example, a device could be used to add
and/or modify questions and/or answers to cards in a trivia game.
Alternately, cards may interact with a game board. For example, a
question card in a trivia game displays a question from the correct
category based on the player's location on the game board. In still
another example, cards can reflect information from a central data
source. For example, in a trivia game, there may be one card per
team, and the card receives appropriate questions from a central
data source (such as a base 300 or remote device).
[0161] Likewise, in a trivia game, cards may reveal information
sequentially. For example, a trivia card might only reveal its
answer after the players had guessed. Additionally, cards may
evaluate player actions. A trivia card might have game rules 765
that would indicate if the player's guess was right or wrong.
[0162] As already noted, cards may have both static and dynamic
elements. In some embodiments, the display 740 may modify a static
image that is part of a card. A static figure might have eyes that
move or blink, or text maybe personally modifiable. For example in
a printed portion of a card with the word "strength" and the
dynamic display, the dynamic display may be adjusted to display the
number "17". Over time, and/or game play, the dynamic number
displayed next to the word strength may change accordingly.
[0163] In further embodiments, elements of the display 740 may
cover otherwise visible, transmissible static elements of a card.
In one specific embodiment, cards may be deceptive. For example, an
apparently normal deck of cards where all cards can be turned into
aces may be used for magic tricks.
[0164] Some embodiments may have types of cards that are
identifiable by each individual cards (e.g., by owner specified
information, serial numbers, deck numbers, card type, activation
information or the like). In addition, some cards maybe associated
with one or more individuals, possibly including a current owner of
the card. In such an embodiment, it may be possible to specify a
rule that makes it permissible for only the owner of a card to use
the card and game play.
[0165] Various cards may also store additional information not
readily viewable on the display 740. For example, sports cards may
have additional statistics for a competitive card game not visible
to a player, that would only become useful (and visible) when the
player acquires a second or other enabling device (such as another
card from the same game). Some cards may have different physical
appearances based on their state. A "spell book" card may appear to
"open" when placed in the playing position. Likewise, a fighter
card may show the fighter wearing armor when an Armor Card is
placed underneath it.
[0166] In alternate embodiments, CDC 700 may provide access to
real-world events independent of any game. For example, a card can
be a ticket to a concert. It has a video clip of the concert, can
display directions to the venue, and contains security code to make
it difficult to forge.
[0167] Although specific embodiments have been illustrated and
described herein, it will be appreciated by those of ordinary skill
in the art that a wide variety of alternate and/or equivalent
implementations may be substituted for the specific embodiments
shown and described without departing from the scope of the present
invention. This application is intended to cover any adaptations or
variations of the embodiments discussed herein. Therefore, it is
manifestly intended that this invention be limited only by the
claims and the equivalents thereof.
* * * * *