U.S. patent number 3,649,023 [Application Number 04/732,722] was granted by the patent office on 1972-03-14 for method of playing a game wherein cards cover board sections.
Invention is credited to Wilhelmina Schohn.
United States Patent |
3,649,023 |
Schohn |
March 14, 1972 |
METHOD OF PLAYING A GAME WHEREIN CARDS COVER BOARD SECTIONS
Abstract
A novel parlor game, equipment upon which and with which such
game is played, and methods for playing same are described. The
equipment includes a playing board, the playing surface of which is
subdivided vertically and horizontally into a plurality of
sections, and a plurality of separately identifiable but
identically marked card packs, each containing one card
corresponding to each of said sections plus "wild" cards and
"special" cards. Cards are drawn from the card packs and placed on
corresponding sections of the board. The winner is the first player
to place five of his own cards in a contiguous horizontal,
vertical, or oblique row or to place one of his own cards in each
of the four corners. The "wild" cards may occupy any board section
and the "special" cards may replace an opponent's card on a given
board section.
Inventors: |
Schohn; Wilhelmina (Oak Park,
IL) |
Family
ID: |
24944708 |
Appl.
No.: |
04/732,722 |
Filed: |
May 28, 1968 |
Current U.S.
Class: |
273/271 |
Current CPC
Class: |
A63F
3/00 (20130101) |
Current International
Class: |
A63F
3/00 (20060101); A63f 009/14 () |
Field of
Search: |
;273/135,130 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
Primary Examiner: Pinkham; Richard C.
Assistant Examiner: Siskind; Marvin
Claims
What is claimed is:
1. In the method of playing a game having a board surface with a
plurality of sections defined thereupon in rank and file
relationship thereto, each section in each one of said ranks
bearing a rank identification which is different from the
identification borne by a section in any other rank, each section
in each of said files bearing a file identification which is
different from the identification borne by a section in any other
file, and a plurality of card packs, each of said packs being
colored to distinguish that pack from each of the other packs, each
of said packs containing a plurality of knocker cards, a plurality
of wild cards and a plurality of regular cards, said regular cards
being equal in number to said sections and each bearing indicia
identical to a different one of said sections, said wild cards
bearing indicia different from any appearing on any of said regular
cards, said knocker cards bearing indicia different from any
appearing on any of said wild cards or on any of said regular
cards: the steps of each player shuffling his pack of cards; each
player placing the shuffled pack facedown adjacent the playing
surface whereupon the indicia are hidden from the view of all
players; each player drawing two cards from his pack to comprise a
hand; thereafter each player in sequence selecting and executing a
first play from the group comprising playing a regular card from
his hand by placing it on an uncovered section of said playing
surface having indicia corresponding to said regular card, playing
a wild card from his hand by placing it on an uncovered section of
said playing surface, playing a knocker card from his hand by
placing it on a section of said surface covered by an opponent's
card, discarding one of said cards from his hand onto a discard
pile, replacing each played or discarded card with another drawn
from his pack; and thereafter repeating said procedure in player
sequence with such repeated procedure including the selection and
execution onto said playing surface of a further play from said
group different from the first selected play, and such repeated
procedure also including the discarding of a card from the hand
onto said discard pile; the repeated procedure being continued in
player sequence until one of said players succeeds in placing five
of his own cards in a contiguous horizontal or vertical or oblique
row on said surface or in placing one of his own cards on each of
the four corners of said playing surface.
Description
The invention relates generally to games, and more particularly to
a totally new concept for a parlor game which may be played quickly
and easily and which obtains a delightful balance between luck and
skill.
There are, of course, many diverse types of parlor games currently
available. Some involve "luck" and some involve skill.
For instance, there are those of the "battleplan" type, such as
chess, which require a high degree of skill and take a great deal
of time to complete if any degree of success is to be obtained.
Then there are those of the "chase" type, such as Game of India and
the like, which rely considerably more on elements of chance and
require but little skill. As a result, while being quickly
completed, such games do not offer the more rewarding victory which
results from a game where cleverness and wits are involved.
The so-called "business, stock market, and real estate" games,
while providing the thinking man a challenge, are for the most part
quite complex in play and quite tedious in completion.
It was while confronted with these various alternatives which I
deemed unsatisfactory, that I developed the present game and the
equipment and methods for playing it.
Accordingly, a prime object of the present invention is to provide
a parlor game and equipment upon which and with which to play it
which would provide a happy blend of luck and intellectual
skill.
A further object of the present invention is to provide a novel
game which can be readily played by people of wide age range so
that family groups as well as recreational centers would find it an
entertaining yet challenging endeavor for pleasantly passing
leisure time.
Still another object of the present invention is to provide a new
parlor game which uniquely combines the thrill of good luck and the
satisfaction of wise decision making with the charm of cunning
strategy in achieving victory.
A still further object of the present invention is to provide a
game utilizing a playing board whose playing surface is subdivided
vertically and horizontally into a plurality of rectangular playing
areas or sections, each identified differently, and a plurality of
separately identifiable but identically marked card packs whereby,
through sequential play, a player must align a certain number of
his own cards in designated patterns to win.
These and still further objects as shall hereinafter appear are
fulfilled by the present invention in a remarkably unexpected
fashion as will be readily discerned from the following detailed
description of an exemplary embodiment thereof, especially when
read in conjunction with the accompanying drawing in which:
FIG. 1 is a plan view of the playing surface of a game board
embodying the present invention;
FIG. 2 is an isometric showing of a game in progress in accordance
with the present invention;
FIGS. 3-5 are plan views of the playing surface of a game board
embodying the present invention showing three different winning
alignments created by playing cards thereupon;
FIG. 6 is a plan view of a marker of a type which may be employed
in the play of the present invention;
FIG. 7 is a plan view of a regular card embodying the present
invention;
FIG. 8 is a plan view of the face of a knocker card according to
the invention; and
FIG. 9 is a plan view of the face of a wild card according to the
invention .
By referring to the drawings, and FIG. 1 in particular, it will be
seen that a playing board 11 has been divided into a plurality of,
preferably 10, vertical sections or files 12, each of which bears
distinct identification, e.g., "1," "2," "3" . . . "8," "9," "10,"
and a plurality of, preferably five, horizontal sections or ranks
13, each of which bears its own distinct identification, e.g., "A,"
"B," "C," "D" and "E." With each rank and file thus independently
identified, each rectangular section, as defined by the overlapping
ranks and files, has its own distinct identification and can be
readily located. For example, a section 14, such as is defined by
the overlapping of rank "E" and file "10," is called section
"E-10."
To further describe the equipment and apparatus with which the game
is played, reference will now be made to FIGS. 2, 6 and 7. Each
player, for instance four, is provided with a pack of cards 16 and
a stack of markers 17.
A suitable marker 17, as shown in FIG. 6, may be a simple circular
disk or chip or it may be of any suitable configuration.
Each pack of cards 16 is color coordinated to the players stack of
markers 17 so that those cards and markers originally belonging to
a particular player are always identifiable. Thus, for instance,
the player seated in the north position will have markers and cards
whose background or basic color is red, while the player in the
east position will have markers and cards whose background color is
blue. In a similar fashion, the equipment for south may be yellow
and the equipment for west may be green. Of course, the particular
colors selected are not critical provided the ability to
distinguish between the played cards of the several players is
obtained.
Each pack of cards will contain a number of cards corresponding to
the number of sections 14 on the playing board plus additional
cards as will appear.
To play on the specific board shown in FIG. 1, each player will
have 50 cards, each numbered and lettered to correspond to a
different section 14. For example, in FIG. 7, the face of the card
corresponding to that section defined by the overlapping of rank
"B" and file "4" is shown. The indicia in the board sections and on
the face of each of the several cards is preferably repeated, one
inverse to the other, to enhance readability and hence
identification of the several cards and sections.
In addition to the cards bearing indicia of each of the several
sections, hereincalled "regular cards," each pack further contains
two "wild" cards and two "special" cards, the exact function of
which will be hereinafter described.
As constituted for play on the board of FIG. 1, each player shall
have a pack 16 containing 54 cards.
It has been found desirable, though not essential, to provide each
player with a card tray having two compartments, one for the
untouched cards and one for discards. A suitable tray for this
purpose is the so-called Canasta tray.
Prior to commencing play, each player hands his card pack to an
opponent for shuffling and thereafter places his returned shuffled
pack facedown before him.
To start the game, each player draws two cards from the top of his
own pack. Then, commencing with a player, selected either by lot or
by prior results, each will, in turn, play or discard one card.
Upon reaching his decision and carrying it through, the player then
draws a fresh card from the top of his pack of unplayed cards to
restore his hand to two cards.
Only one card can be used each turn and once a card is discarded,
it cannot be used again during that shuffle.
The play of a card bearing the identification of a playing board
section, such for example as "B-4" shown in FIG. 7, is faceup on
the corresponding section of the board provided that section is
empty. If another player has already covered section "B-4" with his
own card, the latecomer's card is "dead" for that particular
shuffle.
The play developes by each player in turn playing or discarding a
card. The regular cards, that is, those bearing section
identification, can be used only to cover spaces which are
previously uncovered. The card played must always conform, both as
to rank and as to file designation, with the identification of the
section to be covered.
The "wild" card, when it appears in a player's hand, cannot be
discarded. It can however, be used to cover any uncovered space,
either to win or block. In a more difficult form of my game, I find
it especially desirable to limit the position in which a "wild"
card may appear in a winning alignment, that is, it can be the
center card only of the five-in-a-row required to win. It, as will
appear, can be used in any of the four corners to win. As a
blocking card, as will appear, the "wild" card may be played on any
uncovered section.
The "Special Card," when it appears in a player's hand, cannot be
discarded and cannot be used to cover any open section. It can,
however, be used to cover over another player's regular card which
has been duly played on a section. The Special Card, or "knocker
card" (as I call it), is thus used to knock out, i.e., disrupt, the
opponent's playing plan by changing the ownership of a particular
section from the opponent, who originally claimed it by depositing
his card upon it, to that of the player who deposited his "knocker"
card on top of the opponent's card. The opponent's card, thus
covered, does not count in determining whether a winning
combination has been established by the opponent but the "knocker"
card is countable by its player in determining whether he has now
established or is about to establish a winning combination. The
Special Card can appear anywhere within the winning combination
since its specific location, relative to other cards in the
combination, is not restricted.
Utilizing the foregoing play pattern, each player has as his goal
to be the first player, using only his own cards, to cover five
spaces in a row, either vertically, as shown in FIG. 3, or
horizontally, as shown in FIG. 4, or obliquely, as shown in FIG. 5.
A fourth winning position, not deemed necessary to illustrate
because of its understandability, consists of covering all four
corners with cards from the player's own pack. These may be either
regular cards or Wild cards or knocker cards.
One convenient system of scoring which I find enjoyable when
continuous play is desired, involves the use of the markers 17 and
three containers or pots. By providing each player with a fixed
number of markers, for example, 50, a limit is placed on the game.
The transfer of markers, from one player to another is obtained by
establishing a first container or "pot" for the winner of each
shuffle, a second "pot" for the winner of every fifth shuffle, and
a third "pot" for the player who wins by playing the four
corners.
At each shuffle, each player will deposit or ante a marker in each
of the three pots. Because of the bonus provided the winner of
every fifth game, the ante for that game can be omitted if
desired.
Certain penalties are established which enhance play and encourage
alertness. Thus, if a regular card is played on a wrong section,
and play continues without the error being discovered, the
offending player, upon detection, must remove the erroneously
played card from the board, discard it, and place a marker in each
of the three pots.
Further penalties arise when one player completes play by obtaining
his cards in a winning alignment and other players have either Wild
cards or Special cards in their hand (not in their tray). Such an
event requires the player so caught to pay to the winner, a number
of markers for his holdings. A penalty of five markers for holding
a Special card and a penalty of three markers for holding a Wild
card appears to be properly proportionate to the other values
described.
On occasion, all spaces or sections will be covered. If this occurs
at a time when all Special cards have been played and no player has
established a winning alignment, the hand is declared "deadlocked"
and any player holding a Wild card in his hand must pay three
markers to the first pot.
If when all spaces are covered, some players still have Special
cards in their packs, they continue to play while those who have
already exhausted their Special cards drop out. Again, a player
dropping out with a Wild card in his hand must pay a penalty of
three markers to the winner's pot. The players remaining continue
play until either a winner or a deadlock is declared.
In either event, the players ante again, reclaim and shuffle their
respective cards and go on with a clean board, utilizing the
methods and equipment described in their play.
From the foregoing, it becomes apparent that I have developed a
highly entertaining and challenging game, yet one which meets all
of my aforestated objectives in a remarkably unexpected fashion. It
is, of course, understood that the embodiment herein described and
illustrated is presented to exemplify my invention rather than to
limit it and that such modifications, variations and alterations as
may readily occur to the artisan confronted with this disclosure,
are intended included within the spirit of this invention as
defined by the scope of the claims appended hereto.
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