U.S. patent number RE37,957 [Application Number 09/343,052] was granted by the patent office on 2003-01-07 for trading card game method of play.
This patent grant is currently assigned to Wizards of the Coast, Inc.. Invention is credited to Richard Channing Garfield.
United States Patent |
RE37,957 |
Garfield |
January 7, 2003 |
**Please see images for:
( Certificate of Correction ) ** |
Trading card game method of play
Abstract
Provided herein is a novel method of game play and game
components that in one embodiment are in the form of trading cards
(10, 12, 40, 42, 44, 48, 54, 60, 64). However, the game components
may take other forms, such as a board game, or the game may be
played in different media, such as electronic games, video games,
computer games, and inter-active network. In one version, the game
components comprise energy or mana cards 40 and command or spell
cards (10, 12, 42, 44, 48, 54, 60, 64) having command or spells
associated therewith that utilize the energy to enable a player to
attack, defend and modify the effect of other mana cards, spell
cards, and the fundamental rules of play. The goal of the game is
to reduce the life points of other players to a level below one. In
this game of strategy and chance, players construct their own
library of cards, preferably from trading cards, and play their
library or deck of cards against the deck of cards of an opposing
player. Cards may be obtained from retail outlets, trading with
other players or collectors, and winning cards at games and
tournaments.
Inventors: |
Garfield; Richard Channing
(Portland, OR) |
Assignee: |
Wizards of the Coast, Inc.
(Renton, WA)
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Family
ID: |
23001812 |
Appl.
No.: |
09/343,052 |
Filed: |
June 29, 1999 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
|
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263447 |
Jun 22, 1994 |
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Reissue of: |
544306 |
Oct 17, 1995 |
05662332 |
Sep 2, 1997 |
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Current U.S.
Class: |
273/308; 273/259;
273/277 |
Current CPC
Class: |
A63F
1/00 (20130101); A63F 2003/00996 (20130101) |
Current International
Class: |
A63F
1/00 (20060101); A63F 3/00 (20060101); A63F
001/00 () |
Field of
Search: |
;273/244,245,246,247,259,277,292,298,308 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
Other References
Scott Kelnhofer (ed.), Sports Cards, Issue 96, vol. 13, No. 8, pp.
43, 45, 64-65, Aug. 1993. .
"Rules of play and strategy hints for: COSMIC ENCOUNTER.RTM. The
Science Fiction game for everyone," EON Products, Inc., Barre,
Massachusetts, 1983, 8 pages. .
"Instructions for Strat-O-Matic Pro Basketball, Basic Version",
Strat-O-Matic Game Co., Inc., Glen Head New York 1981, 16 pages.
.
"How to Play Strat-O-Matic Baseball," Strat-O-Matic Game Company,
Inc., 1998, (believed to be similar to other versions dated prior
to 1993), 16 pages. .
Priestly, Rick et al., "Warhammer Battle Magic," Game Workshop
Ltd., England 1992, 66 pages. .
Carver, Derek, "The Rules, Warrior Knights," Games Workshop Ltd.,
England 1985, 12 pages..
|
Primary Examiner: Layno; Benjamin H.
Assistant Examiner: Mendiratta; V K
Attorney, Agent or Firm: Perkins Coie LLP
Parent Case Text
This application is a division of pending application Ser. No.
08/263,447 filed Jun. 22, 1994.
Claims
The embodiments of the invention in which an exclusive property or
privilege is claimed are defined as follows: .[.
1. A method of playing games involving two or more players, the
method being suitable for games having rules for game play that
includes instructions on drawing, playing, and discarding game
components, and a reservoir of multiple copies of a plurality of
game components, the method comprising the steps of: each player
constructing their own library of a predetermined number of game
components by examining and selecting game components from the
reservoir of game components; each player obtaining an initial hand
of a predetermined number of game components by shuffling the
library of game components and drawing at random game components
from the player's library of game components; and each player
executing turns in sequence with other players by drawing, playing,
and discarding game components in accordance with the rules until
the game ends, said step of executing a turn comprises: (a) making
one or more game components from the player's hand of game
components available for play by taking the one or more game
components from the player's hand and placing the one or more game
components on a playing surface; and (b) bringing into play one or
more of the available game components by: (i) selecting one or more
game components; and (ii) designating the one or more game
components being brought into play by rotating the one or more game
components from an original orientation to a second orientation..].
.[.
2. A method of playing a trading card game, the game components
including rules of play, which include instructions on execution of
a turn, and the predetermined number of cards in a library of
trading cards and the hand of trading cards, and a reservoir of
trading cards, the method of playing the card game for each player
comprising the steps of: collecting an individual pool of trading
cards from the reservoir of trading cards by purchasing and trading
with others; constructing a library of a predetermined number of
trading cards from the player's pool of trading cards by selecting
individual cards the player elects to play with; obtaining a hand
of a predetermined number of trading cards from the player's
library of trading cards; and executing a turn at the player's
option, in accordance with other players to, at the player's
option, enter and remove one or more cards into and out of play in
accordance with the rules, said step of executing a turn for each
player comprises: (a) drawing one or more trading cards from the
library of trading card; (b) entering one or more trading cards
into play by placing the one or more trading cards face up in a
first orientation on a playing surface, and at the player's option,
using one or more trading cards that have been entered into play in
accordance with the rules and tapping each trading card used in
play so all players are aware the trading card is in use by turning
the trading cards from the first orientation to a second
orientation on the playing surface; and (c) discarding one or more
trading cards into a discard area on the playing surface as
necessary to maintain the predetermined number of cards in the
player's hand of trading cards..]. .[.
3. A method of playing card games, the method being suitable for
card games having rules of play and multiple copies of a plurality
of cards, the rules of play including instructions on executing
turns, the predetermined number of cards in the players library and
hand of cards, and the objective of the game, the method comprising
the steps of: each player obtaining a pool of cards from the
multiple copies of the plurality of cards by purchasing or trading
with others or playing a card game with others for ante; each
player constructing a library of a predetermined number of cards by
examining and selecting cards from the player's pool of cards; each
player obtaining a hand of a predetermined number of cards from the
player's library of cards by first shuffling the player's library
of cards and randomly drawing the hand of cards therefrom; and each
player executing a turn until the game concludes in accordance with
the rules of play, said step of executing a turn includes placing
one or more cards on a playing surface for other players to see the
playing face on the one or more cards and designating one or more
of the cards on the playing surface for entry into play..]. .[.
4. The method of claim 3, wherein said step of designating one or
more of the cards comprises rotating the one or more cards on the
playing surface from an original orientation to a second
orientation..]..[.
5. The method of claim 3, wherein said second orientation is 90
degrees from the first orientation..]..[.
6. The method of claim 3, wherein said step of executing a turn
comprises the initial step of rotating the player's cards
previously designated in a prior turn from the second orientation
to the original orientation..]..Iadd.
7. A method of playing games involving two or more players, the
method being suitable for games having rules for game play that
include instructions on drawing, playing, and discarding game
components, and a reservoir of multiple copies of a plurality of
game components, the method comprising the steps of: each player
constructing their own library of a predetermined number of game
components by examining and selecting game components from the
reservoir of game components; each player obtaining an initial hand
of a predetermined number of game components by shuffling the
library of game components and drawing at random game components
from the player's library of game components; and each player
executing turns in sequence with other players by drawing, playing,
and discarding game components in accordance with the rules until
the game ends, said step of executing a turn comprises: (a) making
one or more game components from the player's hand of game
components available for play by taking the one or more game
components from the player's hand and placing the one or more game
components on a playing surface; and (b) bringing into play one or
more of the available game components by: (i) selecting one or more
game components; and (ii) designating the one or more game
components being brought into play by rotating the one or more game
components from an original orientation to a second
orientation..Iaddend..Iadd.
8. A method of playing a trading card game, the game components
including rules of play, which include instructions on execution of
a turn, and a predetermined number of cards in a library of trading
cards and a hand of trading cards, and a reservoir of trading
cards, the method of playing the card game for each player
comprising the steps of: collecting an individual pool of trading
cards from the reservoir of trading cards by purchasing and trading
with others; constructing a library of a predetermined number of
trading cards from the player's pool of trading cards by selecting
individual cards the player elects to play with; obtaining a hand
of a predetermined number of trading cards from the player's
library of trading cards; and executing a turn at the player's
option, in sequence with other players to, at the player's option,
enter and remove one or more cards into and out of play in
accordance with the rules, said step of executing a turn for each
player comprises: (a) drawing one or more trading cards from the
library of trading card; (b) entering one or more trading cards
into play by placing the one or more trading cards face up in a
first orientation on a playing surface, and at the player's option,
using one or more trading cards that have been entered into play in
accordance with the rules and tapping each trading card used in
play so all players are aware the trading card is in use by turning
the trading cards from the first orientation to a second
orientation on the playing surface; and (c) discarding one or more
trading cards into a discard area on the playing surface as
necessary to maintain the predetermined number of cards in the
player's hand of trading cards..Iaddend..Iadd.
9. A method of playing card games, the method being suitable for
card games having rules of play and multiple copies of a plurality
of cards, the rules of play including instructions on execution
turns, a predetermined number of cards in the players library and
hand of cards, and an objective of the game, the method comprising
the steps of: each player obtaining a pool of cards from the
multiple copies of the plurality of cards by purchasing or trading
with others or playing a card game with others for ante; each
player constructing a library of a predetermined number of cards by
examining and selecting cards from the player's pool of cards; each
player obtaining a hand of a predetermined number of cards from the
player's library of cards by first shuffling the player's library
of cards and randomly drawing the hand of cards therefrom; and each
player executing a turn until the game concludes in accordance with
the rules of play, said step of executing a turn includes placing
one or more cards on a playing surface for other players to see a
playing face on the one or more cards and designating one or more
of the cards on the playing surface for entry into
play..Iaddend..Iadd.
10. The method of claim 9, wherein said step of designating one or
more of the cards comprises rotating the one or more cards on the
playing surface from an original orientation to a second
orientation..Iaddend..Iadd.
11. The method of claim 10, wherein said second orientation is 90
degrees from the original orientation..Iaddend..Iadd.
12. The method of claim 10, wherein said step of executing a turn
comprises the initial step of rotating the player's cards
previously designated in a prior turn from the second orientation
to the original orientation..Iaddend..Iadd.
13. A method of playing a card game, comprising: obtaining a hand
of cards from a supply of cards; and executing a turn by placing
one or more cards from the hand of cards on a playing surface and
designating one or more of the cards on the playing surface by
rotating the one or more cards from an original orientation to a
second orientation..Iaddend..Iadd.
14. The method of claim 13 wherein the one or more cards from the
hand of cards are placed on the playing surface with a playing face
exposed to view..Iaddend..Iadd.
15. The method of claim 13 wherein the second orientation is 90
degrees from the first orientation..Iaddend..Iadd.
16. The method of claim 13, further comprising undesignating one or
more previously designated cards by rotating the one or more
previously designated cards from the second orientation to the
original orientation..Iaddend..Iadd.
17. A method of playing an electronic card game, comprising:
designating a hand of cards from available cards on an electronic
display device; executing a turn by causing one or more cards from
the hand of cards to be displayed in a playing area displayed on
the display device and designating the one or more cards in the
playing area by positioning the one or more cards in a
predetermined orientation..Iaddend..Iadd.
18. The method of claim 17 wherein the predetermined orientation is
a 90.degree. rotation from an initial
orientation..Iaddend..Iadd.
19. A method of playing a game for two or more players, the game
including rules of play and game components, the method comprising:
constructing a library of game components from a plurality of game
components that comprise a first set of game components and a
second set of game components, a portion of the plurality of game
components having limited availability with respect to a remainder
of the plurality of game components, each game component in the
first set of game components having a point value associated
therewith, and each game component in the second set of game
components having a point value cost associated with using the game
component; obtaining a hand of game components from the library of
game components; and executing a turn at the player's option that
comprises using one or more of the first set of game components in
conjunction with one or more of the second set of game components
in accordance with the rules of play..Iaddend..Iadd.
20. The method of claim 19 wherein constructing a library comprises
examining and selecting game components..Iaddend..Iadd.
21. The method of claim 19, further comprising designating a status
of one or more game components used in the game..Iaddend..Iadd.
22. The method of claim 21 wherein designating comprises rotating
the game component from one orientation to another
orientation..Iaddend..Iadd.
23. A method of playing a card game for two or more players, the
game including rules of play and a plurality of cards, the method
comprising: obtaining a hand of cards, the cards comprising energy
cards and effect cards, a portion of the cards having limited
availability, at least one effect card having indicia corresponding
to an energy value cost of using the at least one effect card, and
each energy card having indicia corresponding to an energy value
for use in conjunction with the at least one effect card; and
executing a turn that comprises using one or more energy cards in
conjunction with the at least one effect card from the player's
hand of cards in accordance with the indicia on the cards and the
rules of play..Iaddend..Iadd.
24. The method of claim 23 wherein the method further comprises
before obtaining a hand of cards, each player constructing a
personal library of cards by examining and selecting cards from a
plurality of cards, and wherein obtaining a hand of cards comprises
each player obtaining a hand of cards from the player's library of
cards..Iaddend..Iadd.
25. The method of claim 23 wherein executing a turn comprises
designating one or more cards used in the turn..Iaddend..Iadd.
26. The method of claim 25 wherein the designating comprises
rotating one or more cards from a first orientation to a second
orientation..Iaddend..Iadd.
27. A method of playing a game for two or more players, comprising:
each player constructing a library game components by examining and
selecting from a plurality of energy components and effect
components, at least one of the energy components having associated
therewith an energy value, and at least one of the effect
components having associated therewith an energy value cost of
playing the effect component; each player obtaining an opening hand
of energy and effect components from the player's library of
components; and each player executing a turn, at the player's
option, by playing one or more energy components and playing one or
more effect components in accordance with the associated energy and
with the rules of play..Iaddend..Iadd.
28. A method of playing a card game, the game including rules of
play and game cards, the method of playing the card game for each
player comprising: obtaining an individual pool of cards from a
reservoir of mana cards and spell cards, the mana cards having
indicia of the number of mana each mana card is worth, the spell
cards having indicia thereon that indicates the effect of the spell
card on one or more of the mana cards, spell cards, and the rules
of play and that indicates the number of mana from mana cards to be
played in conjunction with each spell card; constructing a library
of cards from the individual pool of cards; obtaining a hand of
cards from the library of cards; and executing a turn in sequence
with other players to, at the player's option, play one or more
cards in accordance with the indicia on the cards and with the
rules of play..Iaddend..Iadd.
29. A method of playing a card game, the game including rules of
play and a plurality of cards, the method of playing the card game
for each player comprising: collecting an individual pool of cards
by one or more of trading, purchasing, bartering, and winning
cards, the cards including mana cards and spell cards, each mana
card having indicia of an amount of mana the mana card is worth,
each spell card having indicia of the amount of mana from mana
cards that must be played in conjunction with playing the spell
card and of an effect that playing the spell card has on mana
cards, spell cards, and the rules of play, a portion of the
plurality of cards having limited availability; constructing a
library of cards by examining and selecting cards from the player's
pool of cards; obtaining a hand of cards from the player's library
of cards; and executing a turn in sequence with other players to,
at the player's option, play one or more mana cards and spell cards
in accordance with the indicia on the cards and the rules of
play..Iaddend..Iadd.
30. A method of playing a game for two or more players comprising:
each player constructing a library game components comprising
energy components and command components from a plurality of energy
components and command components, each energy component having an
energy value associated therewith and each command component having
an energy value cost associated with playing the command component,
wherein one or more energy components having a total energy value
equal to or greater than the energy value cost must be played in
order to play a command component having the associated energy
value cost; each player selecting an initial number of game
components from the player's library of game components; and each
player executing a turn by, at the player's option, playing one or
more energy components and playing one or more command components
as permitted by the available energy value from the energy
components in play..Iaddend..Iadd.
31. The method of claim 30 wherein players communicate with other
players via a network of computers, each player having a monitor on
which to display the game components..Iaddend..Iadd.
32. A method of playing a card game on one or more computers, the
card game having rules of play, the method comprising: designating
an individual pool of cards from a reservoir of cards, and
privately displaying one or more of the individual pool of cards on
a monitor; selecting an individual library of cards from the
individual pool of cards and privately displaying the library of
cards on the monitor; obtaining a hand of cards from the individual
library of cards and privately displaying the hand of cards on the
monitor; and executing a turn in accordance with the rules of play
and displaying on all player's monitors the cards played on each
player..Iaddend..Iadd.
33. A method of playing a card game having a plurality of cards,
the method comprising: obtaining a hand of cards from a plurality
of cards that includes one or more cards from a first set of cards
and one or more cards from a second set of cards, the first set of
cards having indicia corresponding to a condition of using the
first set of cards in play, and a second set of cards having
indicia corresponding to meeting the condition of using the first
set of cards in play; identifying a condition of using a selected
card from the first set of cards; and using one or more cards from
the second set of cards that meet the identified condition for
using the selected card from the first set of
cards..Iaddend..Iadd.
34. The method of claim 33 wherein using one or more cards from the
second set of cards further comprises using the selected card in
conjunction with using the one or more cards from the second set of
cards..Iaddend..Iadd.
35. The method of claim 33 wherein the indicia of condition
comprises indicia of a point value cost, and the indicia of meeting
the condition comprises indicia of a point
value..Iaddend..Iadd.
36. A method of playing a card game by at least first and second
players, the method comprising: the first player acquiring at
separate times a first personal subset of cards from a set of
available cards, wherein each card of a certain type has effects
that differ from other cards of a different type in the set of
cards, wherein the set of available cards includes point cards and
effect cards, and wherein one or more cards from the set of
available cards have more limited availability than the other
cards, and wherein the first player, from the first personal subset
of cards, forms a first playable subset of cards; the second player
acquiring a second personal subset of cards from the set of
available cards and forming a second playable subset of cards; and
the first and second players exchanging turns playing a game with
their respective first and second subsets of playable cards,
wherein exchanging turns comprises each player taking an individual
turn wherein one or more point cards must be used by the player in
conjunction with the player using one of the effect
cards..Iaddend..Iadd.
37. A card game article of manufacture, comprising: a set of cards
comprising point cards and effect cards, each point card and each
effect card having a point value associated therewith wherein
before playing an effect card of an indicated point value, one or
more point cards totaling the indicated point value must be played
by the player, and wherein at least some of the effect cards in the
set of cards are more powerful and have a greater effect on game
play than effect cards having lesser effect on game
play..Iaddend..Iadd.
38. The article of manufacture of claim 37 wherein a plurality of
the effect cards further comprise indicia of the effect of the
plurality of cards on game play, and further wherein cards having a
greater effect on game play have limited availability in the set of
cards and have a higher point value than cards having a lesser
effect on game play..Iaddend..Iadd.
39. A method of playing a game for two or more players, the game
including rules of play and game elements, the method of play and
for each player comprising: (a) obtaining a hand of game elements
that comprise energy and effect elements from a plurality of game
elements, each energy element having indicia thereon indicating an
energy value of the energy element, and each effect element having
indicia of an energy value from the energy elements that must be
played by the player in conjunction with playing the effect
element; (b) executing a turn in sequence with other players in
accordance with the rules of play, each play leaving the game when
a life level of the player reaches a final value from an initial
value, each turn comprising one or more of: playing one or more
energy elements; playing one or more effect elements as permitted
by an energy value available from the energy elements in play; and
discarding one or more of the game elements as necessary to
maintain a predetermined number of game elements in the
hand..Iaddend..Iadd.
40. The method of claim 39 wherein each turn further comprises
obtaining one or more game elements from the plurality of game
elements..Iaddend..Iadd.
41. The method of claim 39 wherein executing a turn further
comprises flagging each energy element used to contribute to the
energy value that must be played by each effect element so that all
players are aware that each flagged energy element is in
use..Iaddend..Iadd.
42. The method of claim 41 wherein executing a turn initially
includes unflagging one or more of the player's energy elements
that were flagged in a previous turn..Iaddend..Iadd.
43. A method of playing a card game on one or more computers,
comprising: selecting a hand of cards, and displaying the hand of
cards on the player's monitor, wherein a first subset of the cards
have indicia indicating a point value cost for using in play the
one or more cards from the first subset of cards, and a second
subset of the cards have indicia thereon of a point value
associated with paying the point value cost; identifying from the
hand of cards displayed on the player's monitor a point value cost
for playing a selected card from the hand of cards; and obtaining
cards with a sufficient point value to pay the point value cost for
playing the selected card..Iaddend..Iadd.
44. The method of claim 43, further comprising playing the obtained
cards and displaying on each player's monitor each card played by
other players..Iaddend..Iadd.
45. The method of claim 44, further comprising flagging each card
that is used to pay the point value cost associated with the
selected card..Iaddend..Iadd.
46. The method of claim 45 wherein flagging comprises rotating the
card from a first orientation to a second orientation on the
monitor..Iaddend..Iadd.
47. An article of manufacture for use by a player in a game,
comprising: rules of game play; a set of cards comprising a
plurality of casting cards, wherein the casting cards are a subset
of the set of cards, wherein at least some of the casting cards in
the subset have a total point value indicia representing a total
number of points a player must expend under the rules of game play
in order to play the casting card, each casting card further
including indicia indicating the effect that playing the casting
card will have on game play..Iaddend..Iadd.
48. The article of claim 47 wherein the rules of game play comprise
at least one rule requiring the playing of point cards having a
cumulative point value at least equal to the point value of each
casting card to be played..Iaddend..Iadd.
49. The article of claim 47 wherein the set of cards comprises at
least common and rare cards, and wherein the common cards are more
numerous in the set of card than the rare cards..Iaddend..Iadd.
50. A card game, comprising: rules of play defining the game and
game play; a reservoir of multiple copies of game cards for use by
a player to construct a personal deck of cards for game play, a
portion of the game cards having fewer available copies than the
other game cards, the game cards comprising: a first subset of game
cards, each card having indicia corresponding to one or more
conditions for a player to use the card in game play and of the
effect on game play of a player using the card; and a second subset
of game cards, each card having corresponding indicia corresponding
to meeting the one or more conditions..Iaddend..Iadd.
51. The game of claim 50, further comprising a third subset of game
cards for use by a player without meeting the conditions and having
indicia of the effect on game play of a player using the card, and
wherein the rules of play comprise at least one rule permitting any
player to use a card from the third subset of game cards during any
player's turn and at least one rule requiring the flagging of each
card from the second subset of cards that is used in game play to
meet the one or more conditions of the first subset of cards, and
wherein the second subset of cards represents a form of energy and
the one or more conditions associated with using the first subset
of cards comprises an energy cost to be met by the second subset of
cards..Iaddend..Iadd.
52. The game of claim 50, wherein the rules of play further
comprise at least one rule requiring the unflagging of each flagged
card that is no longer used to meet the one or more conditions of
the first subset of cards..Iaddend..Iadd.
53. A method of card game play, the card game having rules of play
and a plurality of game cards, the method comprising: each player
constructing a deck of game cards from a reservoir of multiple
copies of game cards, a portion of the game cards having fewer
available copies in the reservoir of game cards than the other game
cards, the game cards comprising a first subset of game cards
having indicia of one or more conditions for a player to use the
card in game play and of the effect on game play of a player using
the card; a second subset of game cards having corresponding
indicia of meeting the one or more conditions; each player drawing
a hand of cards from the player's deck of cards; each player
executing a turn, comprising using one or more of the second subset
of cards, using one or more of the first subset of cards as
permitted by the second subset of cards, and drawing one or more
cards from the deck of cards..Iaddend..Iadd.
54. The method of claim 53, further comprising a third subset of
games cards for use by a player without meeting the one or more
conditions, the cards in the third subset of game cards having
indicia of the effect on game play of a player using the card, and
wherein executing a turn further comprises any player playing a
card from the third subset of cards during the player's turn or
during any other player's turn..Iaddend..Iadd.
55. A method of playing games involving two or more players, the
method being suitable for games having rules for game play that
include instructions on drawing, playing, and discarding game
components, and a reservoir of multiple copies of a plurality of
game components, the method comprising: each player constructing
their own library of game components by examining and selecting
game components from the reservoir of game components; each player
obtaining a hand of game components by shuffling the library of
game components and drawing at random game components from the
player's library of game components; and each player executing
turns in sequence with other players in accordance with the rules
until the game ends, wherein at least one turn comprises: (a)
making one or more game components from the player's hand of game
components available for use by selecting the one or more game
components from the player's hand and moving the one or more game
components to a playing area; or (b) using one or more of the
available game components by: (i) selecting one or more game
components; and (ii) designating the one or more selected game
components by rotating the one or more game components from an
original orientation to a second orientation..Iaddend..Iadd.
56. A method of playing a card game, the game components including
rules of play, the method of playing the card game for each player
comprising: collecting an individual pool of cards from a reservoir
of trading cards by purchasing and trading with others;
constructing a library of cards from the player's pool of cards by
selecting individual cards the player elects to play with;
obtaining a hand of cards from the player's library of cards; and
executing a turn at the player's option, in sequence with other
players, wherein executing a turn for each player comprises the
following in any order: (a) drawing one or more cards from the
library of cards; (b) placing one or more cards from the player's
hand of cards face up in a first orientation on a playing surface,
and at the player's option, using one or more cards that have been
placed on the playing surface, comprising tapping at least one card
on the playing surface so all players are aware the card is in use
by turning the card from the first orientation to a second
orientation on the playing surface..Iaddend..Iadd.
57. A method of playing card games, the method being suitable for
card games having rules of play and multiple copies of a plurality
of cards, the rules of play including instructions on executing
turns, and an objective of the game, the method comprising: each
player obtaining a pool of cards from the multiple copies of the
plurality of cards by purchasing or trading with others or playing
a card game with others for ante; each player constructing a
library of cards by examining and selecting cards from the player's
pool of cards; each player obtaining a hand of cards from the
player's library of cards by first shuffling the player's library
of cards and randomly drawing the hand of cards therefrom; and each
player executing a turn until the game concludes in accordance with
the rules of play, wherein executing a turn comprises one or more
of placing one or more cards on a playing surface for other players
to see a playing face on the one or more cards and designating one
or more of the cards on the playing surface..Iaddend..Iadd.
58. The method of claim 57, wherein designating one or more of the
cards comprises rotating the one or more cards on the playing
surface from an original orientation to a second
orientation..Iaddend..Iadd.
59. The method of claim 58, wherein the second orientation is 90
degrees from the original orientation..Iaddend..Iadd.
60. The method of claim 58, wherein executing a turn comprises
initially rotating one or more of the player's cards previously
designated in a prior turn from the second orientation to the
original orientation..Iaddend.
Description
TECHNICAL FIELD
The present invention pertains generally to games that combine
chance and strategy, and, more particularly, to a card game that
utilize trading cards and to a method of playing the game, as well
as alternative embodiments of the same, including different game
formats such as electronic games, interactive networks, computer
software, board games, and role playing games.
BACKGROUND OF THE INVENTION
Trading cards are a well-known method of disbursing and collecting
information about public figures. A familiar type of trading card
is the baseball card that has a photographic depiction of an
athlete along with biological and statistical information about the
athlete. These baseball cards and other cards dealing with various
sports figures are used by sports enthusiasts for gathering
information about players and teams. Trading cards have also been
developed in other areas, such as the entertainment industry, which
depict music performers and television and movie personalities.
Trading cards are typically exchanged among enthusiasts to obtain
cards that are needed to complete a set of related cards to collect
cards that are not readily available. Collectors buy and sell these
cards for their economic and historic value. The cards themselves
have varying monetary values, depending on the popularity of the
individual depicted thereon and the availability of each card, some
being more common than others. Such cards are typically sold
through retail game stores and other specialty outlets.
Playing cards, on the other hand, especially the well-known
fifty-two deck face cards, are easily and readily available. The
cards themselves, individually and collectively, generally have no
value other than for amusement. Many different games can be played
with a single deck of playing cards, limited generally by the
imagination of the players. Some card games require cards
especially printed for that game, and these cards have little value
outside the playing of that particular game.
Many games played with the more common face cards are games of
chance. In other words, these games have rules that require either
the random selection of cards or depend on the occurrence of events
outside the control of the players. Other games that require some
strategy usually limit the level of strategy with restrictive rules
of play.
At the present, there are no known games that use freely tradable
game elements or components, such as trading cards, and further,
games that enable a player to form a unique combination of
components that competes against the combinations of other
players.
SUMMARY OF THE INVENTION
In one form, the present invention is directed to a game for two or
more players. The game components include rules of play and a
plurality of game elements, one or more of the game elements having
limited availability to the players, the game elements being freely
tradable among the players such that each player obtains and
constructs their own set of game elements to thereby compete
against the set of game elements of other players. The game can
also include articles or a method for tracking a life value
assigned to each player so players know when life value has been
reduced to zero, thereby eliminating the player from the game.
In accordance with another form of the present invention the game
is directed to a plurality of game elements, the plurality of game
elements further comprising multiple copies of unique individual
game elements, with one or more of the unique individual game
elements having fewer copies than the other unique individual game
elements. Ideally the game elements are freely tradable among
players such that each player obtains and constructs their own set
of game elements to thereby complete against the set of game
elements of other players. This form of the game can also include
articles or a method of tracking the life value, such as counters,
to enable a player to determine when the player's life value has
reached zero and the player is eliminated from the game.
In accordance with another aspect of the present invention, the
game elements comprise one or more state-altering elements that
enable a player to alter the state of the game elements, the rules
of play, and any player. The game elements can also include one or
more defense elements that defend against a state-altering element.
State-altering effects include modifying the effect of other game
elements and rules, and also reducing a players life value,
requiring elimination of other game elements, and suspension of one
or more rules of play.
In accordance with another aspect of the present invention, the
game elements comprise hand-holdable cards.
In another form, the present invention is further directed to a
game for two or more players comprising energy elements and command
elements, with the command elements having commands associated
therewith that utilize the energy elements to effectuate the
commands, thereby enabling a player to change the state of and
defeat other players. The command elements further include one or
more attack elements that enable a player to change the state of
the energy elements; the command elements, and any other player,
such as reducing a player's life value, eliminating command or
energy elements, or modifying the effect of game elements and
rules. Preferably, the command elements also include one or more
defense elements that enable a player to defend against an attack
on the player, the energy elements, and the command elements. The
defense elements can be a component of the attack elements.
In accordance with another embodiment of the present invention, the
game includes rules of play, and the command elements also include
one or more commands that enable a player to alter one or more
rules of play. In addition, the command elements include one or
more effect commands that enable a player to alter the effect of
the energy elements, the command elements, and the rules of play.
The effect commands can alter the effect of the energy elements,
the command elements, and the rules of play for the entire game or
for only a potion of the time the game is being played.
In accordance with another aspect of the present invention, the
energy elements and the command elements are in the form of
hand-holdable cards that comprise command cards having one or more
commands associated therewith and energy cards. The command cards
include one or more cards having commands that enable a player to
attack energy cards, command cards, and any player to thereby
inflict damage and defeat opposing players. The attack command
cards may enable a player to defend against attack.
In accordance with another aspect of the present invention, the
command cards include one or more cards having commands that enable
a player to alter the effect of energy cards and command cards, to
alter or modify one or more rules of play and the state of a
player, or to provide energy.
In accordance with a further aspect of the present invention, the
energy cards have a playing face with indicia thereon indicating
the level of energy provided by the energy card. In addition, one
or more of the command cards includes indicia of the level of
energy required to effectuate a command associated therewith. In
addition, the energy cards may be comprised of a plurality of
different types of energy cards, with the type of energy provided
by each card being indicated by indicia thereon. The indicia may
include symbols, words, numbers, or a color scheme. The one or more
command cards may themselves require energy to be put into play,
and the amount and type of energy required is indicated on the
command card with symbols, words, numbers, a design or a color
scheme that matches the indicia on the corresponding energy
card.
In accordance with still yet another aspect of the present
invention, the command cards include a plurality of attack cards
that enable a player to alter the state of other attack cards or
other players, each attack card having on the face thereof indicia
indicating the level of energy required as well as the type of
energy required to bring each of the attack cards into play.
Indicia are also included that indicate the manner in which the
card changes the state of other cards and players and the level of
damage inflicted by the attack card. The attack cards may also
include the ability to enable a player to defined against attack,
which is shown by indicia on the playing face of the attack card
indicating the level of defense that is provided.
In accordance with yet a further aspect of the present invention,
the command cards also include a plurality of effect cards that
enable a player to modify the effect of energy cards and command
cards, and to modify the rules of play, as well as to alter the
state of or inflict damage and destruction on other energy cards,
command cards, and players, each of the effect cards having indicia
on the playing face thereof indicating the effect brought into
play, the level of damage inflicted and defense provided, as well
as the level and type of energy required, if any.
In accordance with another aspect of the present invention, the
game includes electronic devices for visually displaying the energy
elements and the command elements and for enabling players to
manipulate the energy elements and the command elements during
play. Ideally, the electronic devices include communication devices
to enable each player to communicate with other players.
In accordance with a further aspect of the present invention, a
game is provided for two or more players that comprises an energy
means; means for enabling a player to resist state-altering
effects, damage and destruction, the resistance means having a
level of resistance associated therewith that, when depleted, no
longer enables a player to resist damage and destruction and is
therefore out of the game; means for enabling a player to prevent
depletion of the level of resistance of the players' resistance
means; means for enabling a player to deplete the level of
resistance of other players' resistance means, the resistance
depleting means requiring consumption of a predetermined amount of
the energy means; rule means for conducting the course of play; and
means for enabling a player to alter the rule means. The game can
further include means for enabling a player to damage and disable
the resistance depleting means of other players. Furthermore, the
game can include rule altering means that requires consumption of a
predetermined amount of energy to enable a player to alter or
modify the rules of play. Finally, the game can also include a life
means of a predetermined amount assigned to each player to enable
each player to survive a predetermined amount of state-altering
effects and damage.
In accordance with another aspect of the present invention, a game
is provided for one or more players that comprises rules of play; a
plurality of hand-holdable cards, each of the cards having a
playing face, the cards further comprising mana cards that provide
energy and spell cards that enable a player to attack, defend, and
to alter the state of or effect of one or more of the mana cards,
the spell cards, and the rules of play.
In accordance with another aspect of the before-mentioned
invention, the game further includes means for indicating a life
level for each player, the life level enabling a player to survive
a predetermined amount of state-altering effects and damage.
In accordance with another aspect of the before-mentioned
invention, one or more of the spell cards include creature cards
that enable a player to attack and inflict damage and destruction
on other creature cards and any player, and that further enable a
player to defend against attack. The mana cards further include
indicia indicating the type of energy provided and the level or
amount of energy provided. The spell cards can further include
enchantment cards that permanently modify the effect of mana cards,
spell cards, and the rules of play. These enchant cards require a
single type of mana in order to be brought into play.
In accordance with another aspect of the before-mentioned game, the
spell cards include artifact cards that enable a player to
permanently modify the effect of mana cards, spell cards, and the
rules of play. Artifact cards can use any type of mana to be
brought into play.
In accordance with another aspect of the before-mentioned
invention, the spell cards include sorcery cards that enable a
player only during the player's turn to modify the effect of mana
cards, spell cards, and the rules of play with the effect of the
sorcery card lasting on a temporary basis only, ideally during the
player's turn, after which the effect of the sorcery card
ceases.
In accordance with still yet another aspect of the before-mentioned
invention, the spell cards include instant cards that enable a
player at any time to temporarily modify the effect of the mana
cards, spell cards, and the rules of play. Furthermore the spell
cards can also include interrupt cards that enable a player at any
time to permanently modify the effect of mana cards, spell cards,
and the rules of play.
In accordance with a further aspect to the present invention, the
spell cards include creature cards that enable a player to
permanently introduce into play a creature that then enables a
player to attack any player, as well as to enable a player to
defend against attack.
The present invention is also directed to a method a playing a
game, wherein the game components comprise energy elements and
command elements having commands associated therewith that utilize
the energy elements to effectuate the commands, thereby enabling
the player to inflict damage and destruction on the opposing
players, the method of play for each player comprising the steps of
constructing a library of command elements and energy elements;
obtaining an opening hand of a predetermined number of energy
elements and command elements from the library; executing a turn to
enter one or more energy elements into play and effectuating one or
more commands associated with the command elements as the level of
energy components permits to thereby attack and defend against one
or more opposing players.
In accordance with another aspect of the before-mentioned
invention, the steps of executing a turn include the sub-steps of
tapping the energy elements when used by a command element, the
sub-step of tapping comprises flagging the energy elements so all
players can see the energy element is being used. In addition, the
step of executing a turn further includes the step of untapping an
energy element by unflagging the energy element so that all players
can see the energy element is available for use.
In accordance with another aspect of the present invention, the
steps of executing a turn further include the steps of untapping
all tapped energy elements as permitted by the command elements
presently in effect and effectuating any command elements permitted
during this phase of play; unkeeping an account of all damage and
effects inflicted during the untap phase and the upkeep phase, and
effectuating any command elements permitted during this phase;
obtaining an additional element randomly selected from the library
of command elements and energy elements; entering one or more
energy elements into play and entering one or more command elements
into play as the level of energy elements permits to enable a
player to attack other energy elements, command elements, and other
players, to defend against such attack, and to modify the effect of
energy elements, command elements, and the rules of play and alter
the state of a player; discarding one or more elements until the
predetermined level of elements is reached, and effectuating any
command elements permitted during this phase; announcing to
opposing players that the turn is finished, and effectuating any
command elements permitted during this phase.
In accordance with another aspect of the present invention, one or
more of the command elements may also require tapping to effectuate
the commands thereon.
In accordance with further embodiments of the present invention, a
method of playing a game for two or more players is provided, the
game components comprising rules or play and freely tradable
elements having state-altering effects associated therewith, the
method of playing the game for each player comprising the steps of
constructing a library of freely-tradable elements; obtaining an
opening hand of a predetermined number of randomly selected
elements from the library of elements; executing a turn to bring
into play one or more state-altering elements to thereby enable a
player to attack and defend against attack, and to modify the
effect of one or more elements, and rules of play, and alter the
state of the one or more elements and any player.
In accordance with another aspect of the before-mentioned
invention, the steps of executing a turn comprise the steps of
tapping an element in play by flagging it so all players can see
the element is presently in use and untapping the element by
unflagging the element so that all players can see the element is
available for use.
In accordance with another aspect of the present invention, the
steps of executing a turn including the steps of first untapping
all previously-tapped elements and using any elements permitted
during this phase; drawing an element from the library of elements;
entering one or more elements into play to effectuate a
state-altering effect associated with the element that enables a
player to attack other elements and any player, to defend against
such attack, and to modify the effect of any element and rules of
play, and alter the state of any element and any player; tapping
all elements used to bring the effect into play; discarding
elements as necessary until the level of predetermined number of
elements is reached; and announcing to all players that a turn is
over.
In accordance with another aspect of the present invention, the
method further includes each player utilizing electronic means to
visually display elements, manipulate the elements, and execute
turns and to communicate with other players.
The present invention further contemplates a method of playing a
trading card game, the game components comprising a reservoir of
trading cards that includes mana cards for providing energy and
spell cards having spells associated therewith that utilize a
predetermined level of energy or mana to enable a player to attack
other mana cards, spell cards, and any player, to defend against
such attack, and to enable a player to modify the effect of a mana
card, spell card, and the rules of play, and to alter the state of
any card and any player, with a portion of the spell cards and mana
cards having a limited availability such that there are rare and
uncommon cards in the reservoir of mana card and spell cards made
available to players, the game components further including rules
of play and a level of life for each player to enable a player to
survive a predetermined level of damage; the method of playing the
game for each player comprising the steps of compiling a pool of
mana cards and spell cards from the reservoir of mana cards and
spell cards; constructing a library from the player's pool of mana
cards and spell cards; obtaining an opening hand of a predetermined
number of trading cards randomly selected from the library of
trading cards; executing a turn in sequence with other players to,
at the player's option, enter one or more mana cards into play,
enter one or more spell cards into play and effectuate the spell
associated with the card as the level of energy provided by the
mana cards presently in play permits to enable a player to attack
other mana cards, spell cards, and any player, to defend against
such attack, to modify the effect of any mana card, spell card, and
the rules of play, and to alter the state of any card and
player.
In accordance with another aspect of the present invention, the
step of executing a turn includes the step of tapping a mana card
when it is used by turning the mana card approximately 90 degrees
from an original position or orientation on a playing surface to
thereby flag the card to all other players that the card is in use;
and further including a step of untapping mana cards at the end of
a turn by turning the mana card back to its original position to
thereby unflag the card to all other players that the card is now
available for use. Turning the card at other angles such as 30
degrees, 45 degrees, 60 degrees or other angle may also be done to
flag a card. Flagging may also be accomplished by marking the card
with nondestructive, removable markers or other similar method.
In accordance with another aspect of the before-mentioned
invention, the steps of executing a turn further include the steps
of first untapping all untappable mana cards as permitted by spell
cards presently in effect and entering any spell cards into play as
permitted during this phase; drawing a card randomly from the
library of trading cards, and entering any spell cards into play as
permitted during this phase; entering only one mana card into play
and one or more spell cards into play as the level of energy
permits, and tapping all mana cards used by the spell cards;
discarding cards as necessary to reach the level of predetermined
number of cards; and announcing to all players the end of the
execution of the turn.
As will be appropriated by the foregoing, the present invention
provides a game that can be played in many game formats, including
hand-holdable cards, electronic games, computer software,
interactive networks, board games, and the like. The game is
typically fast paced and requires a higher level of strategy, yet
being adaptable to permit players of all levels of skill and
ability to participate. The game gives a player the unique ability
to modify the effect of other cards as well as the fundamental
rules of play, and it further gives the player the ability to
resist such ability on the part of opposing players, thus pitting
players against each other in a battle of strategic skill. The game
further includes the unique feature of components that have a
tradable and a collectable status. In other words, a certain amount
of the game components have a limited availability to the players,
thus, increasing the value of the components and encouraging
players to trade and collect game components. Furthermore, the game
permits players to construct theft own library of components in an
effort to obtain competitive advantage as permitted by the
provisions and availability of each component, as well as the
player's skill in combining the game component prior to play.
BRIEF DESCRIPTION OF THE DRAWINGS
The foregoing and other features and advantages of the present
invention will become more readily more appreciated as the same
becomes better understood by reference to the following detailed
description when taken into conjunction with the accompanying
drawings wherein:
FIGS. 1A-1I are plan views of the playing face of collectible
trading cards formed in accordance with the present invention with
FIG. 1A representing an instant cards, FIG. 1B representing an
interrupt card, FIG. 1C representing an enchant enchantment card,
FIG. 1D representing an enchant creature card, FIG. 1E representing
a sorcery card, FIG. 1F representing a summon card, FIG. 1G
representing a land card, FIG. 1H representing an artifact creature
card, and FIG. 1I representing an artifact card;
FIG. 2 illustrates the layout of a playing surface for two
opponents; and
FIG. 3 illustrates placement of cards on the layout of FIG. 2.
DETAILED DESCRIPTION
The present invention pertains to a game for two or more players
wherein the players, sometimes designated as "wizards," engage in a
baffle against each other in an attempt to default or destroy one
another. Each player utilites a variety of commands or "spells"
that enable a player to alter the state of opposing players and
commands, and to modify the rules of play, including the effect of
other player's spells, which involves careful strategy and pregame
preparation. Thus, the present invention is directed to not only
the game components, but also the method of playing the game.
In one embodiment of the invention, each player has access to a
reservoir of tradable game components. The reservoir is comprised
of multiple copies of unique individual game components. However,
some unique game components have fewer copies than other unique
game components. Players obtain game components to form a pool of
game components. Prior to engaging other players in a duel, each
player forms a library of game components by preselecting game
components from their individual pool of components. Each player
pits his library of game components against the library of game
components of every other player. Hence, strategy is required in
carefully selecting the library of game components to achieve
maximum advantage based on the availability of game components and
the skill level of each player in utilizing the game
components.
In a typical duel, players take turns casting game components from
their opening hand against one or more other players. Ideally, each
player has a life value assigned to them that provides an
indication of when a player has suffered destruction and is
eliminated from the game, which occurs when a player's life value
has reached zero. One option is to have players play for an ante,
such as a game component drawn from each player's library prior to
the execution of turns. At the completion of a duel, the single
remaining player collects the ante. Prior to executing turns,
players may trade game components as another method of obtaining
game components. All of the foregoing is considered part of playing
the game.
It is to be understood that the game components can take different
forms. For instance, in one version of the game, the components are
hand-holdable cards. In another version of the game, the players
interact with each other via a computer network, with the game
components visually displayed on the monitor. Hence, the foregoing
game, including the tradable aspects thereof, are not to be limited
to the embodiments described herein.
In another version of the game, each player is provided with energy
elements and command elements having commands associated therewith
that utilize one or more energy elements to effectuate the
commands, thereby enabling players to attack energy elements,
command elements, and any player, to defend against such attack, to
alter the state of any element and any player, and to modify the
effect of energy elements, command elements, and the fundamental
rules of play as set forth herein. The energy elements can be
represented by physical objects, such as cards, tokens, blocks, or
other game pieces known in the gaming industry, or can be visually
displayed electronically or represented by symbols or words, such
as on an interactive network or in computer software. The same is
true with respect to the command elements. As such, the game
components are not to be limited by the embodiments described
herein.
This also applies to the method of playing the game. In one form,
the game involves each player acquiring energy and command
elements, utilizing the command elements as the level of energy
elements permits to attack, defend, and alter the state of or the
effect of the other components, the rules of play, and any player.
The method can be expanded to include different types of energy
elements that provide varying levels of energy, and different types
of command elements that require particular types of energy
elements and levels of energy in order to bring the command element
into play and to effectuate the command associated with the command
element. Furthermore, play can be accomplished between a single
player and an artificial intelligence, such as a computer, or
expanded up to multiple players battling against one or more
opposing players in a single turn. While the fundamentals rules of
play apply in multi-player and tournament games, modifications can
be made as necessary to accommodate the needs of the game and the
desires of the players.
Another feature of the present invention is the limited
availability of game components, such as cards, which gives them a
collectible nature. This encourages players to trade for more
powerful cards and to complete a set of cards for game playing as
well as collecting purposes. The method of play can be expanded to
include a winner taking one or more of the loser's cards at the end
of the game or game set or tournament. For instance, in the trading
card version of the invention, the complete collection of cards may
number in the hundreds, with perhaps 100 of the cards having
limited publication and distribution, thus making them uncommon.
Other cards will have even more restricted publication and
distribution, making those cards rare. Other cards will have
virtually unlimited distribution, rendering them common. Players
obtain cards by purchasing them at retail outlets, trading them
with other players, or winning them as ante or prizes at games and
tournaments.
However, some players are reluctant to play with collectible cards
for fear of damage or loss. Hence, an unlimited version of the game
can be made available strictly for playing purposes. Thus, it will
be readily appreciated that the present invention, while embodying
novel and nonobvious game playing concepts and components, can be
modified in many ways within the spirit and scope of the
invention.
In accordance with one embodiment of the invention, the game is
played by two players in which cards in each player's deck
represent lands, creatures, spells, and artifacts at a player's
disposal. In playing the game, each player pits the player's own
deck against an opponent's deck in a duel, with the winner taking
one random card to keep from the loser's deck. Over time, each
player's deck will grow and shrink. The deck will have weaknesses
that a player can attempt to fix by winning cards through games and
bartering for cards between games.
When a large number of cards makes up a complete set for the game,
it enhances the enjoyment of playing the game, because new
opponents may have spell and mana cards that have not been seen
before, and the unique deck mixes and styles of play will maintain
interest in the game.
The game components consist of cards having a playing face on one
side. Ideally, each player will have a deck of at least 40 cards to
ensure an appropriate mix of cards for enjoyable play. In addition,
each player is assigned a pre-determined number of life points that
can be represented by counters. The counters can be pennies, poker
chips, stones, or whatever is convenient. Life points can even be
accounted for on paper, computer or other available accounting
means.
Referring initially to FIGS. 1A--1I, depicted therein are nine
types of cards available to players. Other types of cards are or
may be made available to players to further enhance the game. Each
of the cards 10 are preferably constructed of sturdy card stock and
having a playing face 12 on which is set forth illustrations 14 and
associated indicia about the effect of the card in the game. The
opposite side of the card (not shown) contains the name of the game
and trade dress design that enables a player to keep the playing
face concealed from opposing players until the card is entered into
play.
Referring to the card 10 in FIG. 1A, the playing face 12 has an
outside border 18 circumscribed by the outside edge 20 of the card
10 and an inside border line 22. The color of the border 18 may be
used to indicate if the card is an unlimited card to be used in
play or is a limited card that was part of a limited-edition set.
In one embodiment of the present invention, a white border 18
indicates an unlimited card that is part of a unlimited-series
edition used for regular play. A black border would indicate a card
belonging to a limited-series edition that, while it can be used in
normal play, once destroyed would be difficult to replace.
Collectors' edition sets may be denoted with a gold border on the
back side of the card, and they typically have a black border 18 on
the playing face. However, collectors' edition sets are not usually
used in play.
Inside the border line 22 on the playing face 12, in the upper
left-hand corner, there appears the name 24 of the card. In the
upper right-hand corner of the card is a mana symbol 26 indicating
the type and level of energy or mana required to bring the card 10
into play. This is also known as the "casting cost." The
illustration 14 provides a pictorial or graphic representation of
the effect of the card. The illustration is not necessary to the
playing of the game, and is provided more for the interest and
enjoyment of the players. For instance, the illustrations can be
used to provide a theme for the game, such as vampires, outer space
mystical creatures and settings, etc. They can also be part of a
story associated with the theme or around which the theme is built.
In the embodiment illustrated herein, a mystical type theme is
used.
In the middle of the card on the left side is indicia 28 indicating
the type of card, such as a land card, which provides mana or
energy, (as depicted in FIG. 1G) or a spell card, in this case an
"instant." The box below the indicia 28 is the test box 30
containing the indicia 16, which explains the use and effect of the
card in play. In the bottom left-hand corner of the card is the
identification 32 of the illustrator.
Referring next to FIG. 1B, this card 12 has an "interrupt" indicia
28. The effect of an interrupt will be explained more fully below.
The casting cost 26 in the upper right-hand corner consists of a
mana symbol 34 that is preceded by an "X" 36. The symbol 34
indicates that an energy card or mana of the type represented by
the same symbol (a drop of water) is required to bring the
interrupt card 12 into play. The "X" 36 indicates a player may use
additional energy or mana of a level and type chosen by the player
to increase the effect of the interrupt card 12. The symbol 34 of
the drop of water indicates a blue mana, and the card inside the
border line 22 may have a blue color to further indicate the type
of mana required and the type of magic or spell being used.
Referring back to FIG. 1A, the mana symbol 26 represents white
mana, which draws energy from white mana cards, typically
identified in the upper left-hand corner with the name 24 of
"plains." Similarly, the mana symbol 34 of the drop of water
represents blue magic which requires mana or energy from cards
denoted in the upper left-hand corner with the name 24 of "island."
Such a card 40 is illustrated in FIG. 1G.
As shown in FIG. 1G, the island card 40 has the name 24 "island,"
and the text 16 in the text box 30 indicates the card provides one
blue mana or energy for the player to utilize with spell cards. The
symbol of the "T" tipping on its side in the text 16 is the tap
symbol 38 indicating the card must be "tapped" when the manna from
the card is used in play. "Tapping" is an act of flagging the card
to indicate to all players that the energy provided by the card is
being used and is no longer available. This can be accomplished in
various ways, including placing an object on the card, turning the
card over or, more preferably, rotating the card counterclockwise
approximately 90 degrees on the playing surface from an original
orientation or position. Similarly, "untapping" means rotating the
card 90 degrees in a clockwise direction to the original
orientation or removing the flag symbol.
Referring next to FIG. 1C, depicted therein is a "enchant
enchantment" card 42. As can be seen in the upper right-hand
corner, the mana symbol for water 34 is used, and an additional
numeral"1" appears before the mana symbol 34 indicating mana one
blue and an additional mana of any color are required to bring the
enchant enchantment card 42 into play.
In FIG. 1D is depicted an "enchant creature" card 44 having in the
upper right-hand corner the skull mana symbol 46. This symbol
typically is black and refers to black magic that requires the use
of black mana. In the preferred form of this embodiment of this
invention, a black mana card has a designation in the upper
left-hand corner of "swamp."
Depicted in FIG. 1E is a "sorcery" card 48 having in the upper
right-hand corner a mana symbol of a green tree 50 preceded by the
additional mana designator 52 consisting of the numeral "2". This
indicates one mana of the green color and two additional mana of
any color are required. This particular card utilizes green mana
drawn from the mana card having in the upper left-hand corner the
designation "forest".
FIG. 1F represents a "summon" card 54 having in the upper
right-hand corner a red mana symbol 56 and a mana designator 58
having the numeral "3," which indicated a total of four mana are
required to bring this card into play, at least one red mana and
three other mana of any color. The red mana indicates red magic
that receives its energy from mana cards having a name in the upper
left-hand corner of "mountain."
FIG. 1H represents an "artifact creature" card 60 having in the
upper right-hand corner a mana designator 62 with a numeral "4."
This indicates four mana of any type are required to bring this
artifact creature 60 into play. Similarly, FIG. 1I indicates an
"artifact" card 64 having a mana designator 66 of one. Again, one
mana of any color is required to bring this artifact card into
play.
In the lower right-hand corner of the "summon giant" card 54,
depicted in FIG. 1F, are two numbers separate by a slash, which are
the power/toughness indicator 68. The first number 70, in the case
a "3," indicates the Hill Giant will do three points of damage when
it attacks. The second number 72, in this case also a "3,"
indicates that the Hill Giant will provide three points of defense
against attack.
This power/toughness indicator 68 also appears on the artifact
creature card 60 in FIG. 1H. The first number 74 is a zero,
indicating the artifact creature, once brought into play, will
inflict no damage and thus is not used to attack. However, the
second number 76, in this case the numeral "6," indicates it will
provide six points of defense against attack. Some creatures with
zero power can attack, however, they do zero damage when blocked or
blocking or hitting. This would be desirable where other effects
could boost power above the zero level.
The effect of the cards depicted in FIGS. 1A-1I and how they are
brought into play will be described more fully below. It is noted,
however, there is no indication on the cards of whether the card is
a rare card, an uncommon card, or a common card. This enables
players to enjoy discovering new cards and determining for
themselves which cards are rare or uncommon.
To summarize the embodiment presently being described, the trading
card game can be seen to utilize energy cards in the form of the
mana card 40. There are five types of mana provided, each with its
own particular color. Blue mana, which is utilized by blue magic,
is represented by the drop of water symbol 34 shown in FIG. 1B.
Cards providing this type of mana have the name 24 "island." A
second type of mana is white mana depicted by the symbol 26 in FIG.
1A of a sun or asterisks. White mana cards have the name "plains."
Red mana cards utilize the symbol 56 shown in FIG. 1F in
association with the color red. The red mana cards have the name
"mountains" in the upper left-hand corner. Green mana cards utilize
the green tree symbol 50 shown in FIG. 1E in association with the
color green, and provide mana for green magic. Mana cards providing
green mana have the name "forest" in the upper left-hand corner.
Finally, black mana is represented by the mana symbol 46 of a skull
shown in FIG. 1D in association with the color black. The name of
black mana cards is "swamp".
Thus, there are five types of mana cards that provide five types of
energy to a player for bringing spell cards into play.
The spell cards available to players are summon cards 54, socery
cards 48, artifact cards 60, 64, enchant cards 42, 44, interrupt
cards 12 and instant cards 10. In addition, there are "enchantment"
cards that, as previously described, can enchant a card, i.e.,
enchantments, creatures, artifacts, and lands or the environment,
and there are "enchant artifact" cards that cast spells on an
artifact. The effect of each of these cards and the manner of
playing them is described more fully below.
Turning first to the summon card 54 depicted in FIG. 1F, this
particular spell card enables a player to summon a creature into
play, in this case the Hill Giant. These creatures further enable a
player to attack opposing players and to defend players from such
attack. In order to first summon the creature, the card must be
placed face up on the table and the appropriate number of the
required type of mana cards tapped. These creatures may be summoned
into play during the main phase of a player's turn, which is
described more fully below. Once a creature card is summoned into
play, it remains permanently in play until destroyed, after which
it is discarded into a "graveyard" area.
The next type of spell card is the enchant cards 42, 44 depicted in
FIGS. 1C and 1D. Enchant cards enable a player to modify the game,
including mana cards, spell cards, and the rules of play, and
remain permanently in play unless destroyed or removed from play by
another spell card. Enchant cards typically require the energy from
at least one type of mana to be brought into play. Enchant cards
can either enchant a target creature, as the enchant creature card
44 does in FIG. 1D, or it can provide a spell known as an
enchantment that has a permanent modifying effect on the
environment of the game. Enchantments can enchant a card, i.e., a
creature enchantment, artifact, land, or just the game environment.
When a enchant create card is used in play, it is typically placed
on top of the target creature to indicate the effect of its spell
on that creature.
The next type of spell card is the artifact card 60, 64 depicted in
FIGS. 1H and 1I. Artifact cards enable a player to modify the game,
including mana cards, spell cards, and the rules of play. Their
effect is permanent unless destroyed or otherwise removed from the
game by other spell cards. No particular color of mana is required
to bring an artifact card into play. FIG. 1H illustrates an
artifact creature card that is another method of bringing a
creature into play. FIG. 1I illustrates an artifact card.
It should be noted that both the enchant cards 42, 44 and the
artifact cards 60, 64 can only be played during the main phase of a
player's turn. Thus, they have limited availability of use, i.e.,
limited availability to being brought into play, though once in
play they usually remain in effect, typically after a player's turn
ceases.
Referring next to FIG. 1A, illustrated therein is an instant card
14 that enables a player at any time to temporarily modify the
effect of mana cards, spell cards, and the rules of play. The
instant card has a temporary effect, lasting only through the
player's turn that brings it into play.
The interrupt card 12 depicted in FIG. 1B is similar to an instant
card in that it enables a player to at any time interrupt the game
to bring this spell card into play. The interrupt card 12 differs
from the instant card 14 in that it has a permanent effect and
preempts the instant card's effect. The interrupt card thus enables
a player to have a permanent modifying effect on mana cards, spell
cards, and rules of play.
Finally, the sorcery card 48 illustrated in FIG. 1E enables a
player to temporarily modify the effect of mana cards, spell cards
and the rules of play. The sorcery card is limited in that it can
only be brought into play during a player's turn and not during the
turn of another player.
In one form of the invention, a complete card set consists of 302
cards, comprising a plurality of mana cards and a plurality of
spell cards. Each card is unique, but the set can be expanded
either by the player or at the time of sale by adding duplicates of
either mana cards or spell cards. As will be appreciated from the
foregoing, there are six types of spell cards that have varying
effects on the game. However, additional spell cards can be added
or existing spell cards modified within the spirit and scope of the
invention. The spell cards enable a player to modify not only other
mana cards and spell cards, but also the fundamental rules of play
as described herein and as will be described more fully below.
FIG. 2 illustrates a representative playing surface 78 divided into
two territories, the player's territory 80 and the opponent's
territory 82. Each territory has a graveyard area 84 into which
cards removed from play are discarded. Each territory also has a
library area 86 from which cards are drawn by players to be
initially held in a player's hand.
FIG. 3 illustrates the playing area of one territory showing the
placement of cards as they are brought into play. Untapped mana
cards 88 are depicted on either side of a tapped mana card 98.
Spell cards are placed in the empty area 92 below the mana
cards.
The game is generally played by each player obtaining an opening
hand of a predetermined number of randomly selected cards from
library 86. The library 86 may be a common library shared by all
players or an individual library prepared by each player prior to
the game. Each player's library preferably consists of at least 40
cards to ensure an adequate mix of cards is present on which to
draw on. The cards are placed face down in the library 86 after
first being shuffled. If the game is played for an ante, each
player turns over the top of another player's library and sets that
card aside as the ante. The winner of the game then takes the
loser's card and keeps it as his own.
In constructing libraries 86, players typically obtain a pool of
trading cards from a larger reservoir of publicly available trading
cards. As previously indicated, some of these trading cards have a
limited availability and rare or uncommon, with the remaining cards
being common. Players typically obtain these cards by purchase from
retailers, trading with other players, or winning them at games and
tournaments. From the reservoir, a player then constructs a library
of a predetermined number of cards as set by the players prior to
the game.
Part of the strategy of the game is constructing a library that
combines appropriate mana cards for the type of spell cards the
player desires to use for that game. In an alternative embodiment
of the method of play, players may randomly select their library
without prior reference, thus enhancing the level of chance in the
game.
Once the library is selected and placed in the library area 86 of
each player, and the ante, if used, is removed, players then draw a
predetermined number of cards randomly from the library to form
their opening hand. In a preferred embodiment, players draw seven
cards. These cards remain in a player's hand and are kept from view
of other players until placed in play.
As previously indicated, energy is provided by mana cards. During a
player's turn, an untapped mana card is placed as shown in the area
88 on FIG. 3. Typically, only one mana card can be played during a
turn. Players may then play spell cards as the level and type of
energy provided by the mana card permits in an attempt to attack
opposing players, modify the effect of other mana cards, spell
cards or the rules of play, or alter the state of any card or any
player.
When a player summons a creature into play, the mana card used to
enter that creature into play is tapped as shown by the tapped card
90 in FIG. 3. The summon creature 54 card is then placed in the
open area 92 on the playing surface, but cannot be used to attack
during that turn. On the player's next turn, the creature can then
attack, and it inflicts the amount of damage indicated in the
power/toughness section 68. If an opposing player cannot defend
against the attack, damage is dealt to the opposing player.
In order to enable a player to survive damage, each player is
assigned life points of a predetermined number. In one embodiment
of the invention, each player is assigned 20 life points. Tokens or
counters as previously described may be used to track the points,
or paper or other suitable calculation means may also be used.
Undefended damage is subtracted from a player's life points.
Various spell cards provide additional life points. Thus, a
player's life points will fluctuate during a game, and may, at
certain phases, go below zero. However, if a player at the end of a
turn or phase of a turn has zero life points, the player is removed
from the game.
In summary, one method of playing the game for each player
comprises the steps of obtaining an opening hand of a predetermined
number of cards from the library 86 of cards; executing a turn to
enter into play mana cards and spell cards to thereby attack,
defend, and modify the effect of other mana cards, spell cards, and
the rules of play to thereby deal damage to opposing players to
achieve the goal of destroying or defeating opposing players.
The steps of executing a turn by each player will now be described.
Each step is known as a phase and consists of the following phases.
1. Untap. 2. Upkeep. 3. Draw a card. 4. Main phase (in any order):
a. May put a land into play. b. May make an attack. c. May cast
spells (may occur in several phase in main phase). 5. Discard down
to predetermine number of cards in hand, if necessary. 6. Inform
opponent the player is finished. 7. Heal creatures.
In one embodiment of the invention, a player needs to give an
opponent a chance to cast spells or otherwise act after every phase
of the turn and even after every action a player takes. Each of
these phases will now be described in more detail below.
Tapping and Untapping
Many cards have the symbol of the slanted "T" on them, as noted by
reference number 38 in FIG. 1G. If a card has this symbol, the card
must be tapped whenever its power or ability is used. Tapping
indicates the card cannot be used again until untapped. In one
embodiment of the invention, tapping a card means turning it
approximately horizontally or 90 degrees from vertical. At the
beginning of a player's turn, all cards are untapped, unless
prevented from doing so by existing spell cards. Untapping of cards
occurs instantaneously, which means that neither the player not the
opponents can place spells before or during the untapped phase.
Unkeep
Some cards require a player to take action during unkeep. This
requirement will be stated specifically in the text block 30 of the
card. If no such cards are in play, the player moves directly to
the next phase. Certain spell cards may be played by the player or
the opponent during this phase of the turn.
Draw
In this phase, a player draws a card randomly from the top of
library and puts it in the player's hand. If there are no cards in
the library to draw from, the game ends and the opponent winds.
Again, certain spell cards may be used during this phase, which
will be described more fully below.
Main Phase
Here, a player may play one land or mana card from their hand at
their option, but they may not play more than one. Creature cards
may also be summoned into play if there is enough energy or mana
available from the untapped land cards presently in play. Creatures
summoned in a previous turn by the player may also not attack an
opponent. Attacks may occur only during the main phase. This is the
only phase during which a player may enter into play (or "cast")
summons, enchantments, sorceries, or artifacts.
The other cards, instants and interrupts, are known as fast effects
and may be played during the various phases as indicated. Each of
the above-referenced spells may be cast at any time during the main
phase, except during an attack. During an attack, only fast effects
may be played.
Discard
If the player has more than seven cards in their hand, cards must
be discarded to bring the hand down to seven. The discarded cards
may be those of the player's choice. If the player has seven cards
or fewer, the player may not discard. As with the draw phase, only
fast effects may be used during this phase. The number of cards
permitted in a player's hand may be changed at the beginning of a
game.
Inform Opponent
Because a player may not need to discard and because there is no
set order to the main phase, an adversary has no way of knowing
whether a player has finished his turn unless it is announced.
Thus, during this phase, the player announces to opposing players
that the player's turn is complete or finished.
Heal Creatures
Once a player announces the turn is complete or finished, an
opponent can respond with fast effects, to which the player may
then also respond when fast effects. When all of this is completed,
any damage to creatures in play is erased. The play then moves to
the next player. During the healing phase, spells and special
abilities that indicate in the text box 30 that they apply "until
end of turn" are now erased or are no longer in effect.
In another embodiment of the invention, if an opponent's life point
total drops below one at the end of a phase or at the start or end
of an attack, he loses and leaves play. If two players reach or go
below zero at one of these times, the game is a draw if it is a two
player game.
When a player announces an attack, the player selects the attacking
creature and the opponent selects which creatures, if any are
available, to defend. Damage is then assessed and destroyed
creatures are removed from play. Once the attack is declared, only
fast effects may be played. No sorceries may be cast and no new
enhancements, creatures, artifacts or land may be put into
play.
When a player announces an attack, the opponent may initially
respond with fast effects before declaring which creatures will
defend. The attacking player may also respond with fast effect.
Once the assessment of fast effects has been completed, the
opponent then chooses a defending creature or creatures, if any. If
an opponent's creatures have been previously tapped, they may not
defend. While a player may use as many creatures as available to
the player and as the level of mana or energy provided by the mana
permits, an opponent may not use one creature to block two or more
attacking creatures. However, an opponent may use more than one
defending creature to block a single attacking creature. Once
defenders are assigned, there is another opportunity for fast
effects to be used by both players. Once the assessment of fast
defects is completed, damage is then assigned.
An unblocked attacker does an amount of damage equal to its power
rating in the power/toughness section 68 of the card. This damage
is assessed directly to the player, whose life points are then
reduced the indicated amount. However, a blocked attacker does its
damage to the card or creature blocking it. A defending creature
deals damage to an attacker according to its power rating as it is
blocking, unless it becomes tapped during the attack. While most
defending creatures will remain untapped, some may become tapped
during the fast effects stage. However, all damage takes effect
simultaneously. In assessing damage, players compare the amount of
damage a creature has taken to its toughness value. If the damage
is equal to or greater than its toughness, then the creature has
taken a lethal amount of damage. For example, if a creature with a
toughness of six took two points of damage from a spell earlier in
the turn and then was blocked by a creature with a power of four
during the attack, this creature sustained a total of six points of
damage, enough to match its toughness and destroy it, thus removing
it from play. If a creature takes more damage than its toughness
rating, the extra damage does not transfer to the defending
player.
If two or more defending creatures block an attacking creature, the
attacking player may assign damage from the attacker to the
defenders as desired, even if this means one of the creatures takes
more than enough damage to kill it. Once damage dealing starts, no
other actions may occur until all damage has been assigned.
After damage has been assigned, there is an opportunity to prevent
the damage or redirect it. During this period, only damage
prevention effects, damage redirection effects, regeneration
effects, and interrupts may be used.
While the foregoing provides a description of one embodiment of the
game components and methods of play, various changes and
enhancements may be made without departing from the spirit and
scope of the invention. For instance, various artifacts cards 60,
64 may be added to the game that have additional features. In
another embodiment of the invention, artifacts cards never require
any particular color of mana to be put into play, and they may be
used during the turn in which they are played unless it becomes
tapped, which prevents it from being used again that turn. If
tapped, the continuous effects of the artifact cease until the
artifact is untapped.
Four types of artifacts may be provided. The "mono" artifact
typically has one effect during play, and is tapped when used,
making it unusable until untapped. "Poly" artifact cards may be
used many times each turn and are not tapped after use.
"Continuous" artifact cards are artifacts that have a continuous
effect on the play environment. They never have a cost to use and
the effect cannot be stopped unless the artifact is removed from
play or tapped by a spell card. Finally, "creature" artifacts are
both artifacts and creatures and, when used as creatures, follow
the same rules of play as summon creature cards.
"Enhancements," as previously described, either enchant something
or provide a permanent enchantment. The "something" is another card
type such as a creature. Enchantments have a lasting effect on the
game after they are cast. An enchantment can only be cast during
the main phase of a player's turn. Some enchantments have a cost
listed before the effect. This is the cost to use the enchantment.
An enchantment with a cost may be used and paid for by the player
or the one controlling the enchantment (usually the caster). If the
enchantment has no cost, it is constantly in effect.
An enchantment may be used more than once each turn, and it is
never tapped. For example, if an enchantment costs one red mana to
add one to a creature's power, a player can spend three red mana
and give an extra three power to the enchanted creature. If an
enchant card just says "enchantment," the card face is placed up in
front of the player on the playing surface. Such an enchantment
will either effect the environment of the game or give a player a
special power. All players are subject to the effects of an
enchantment unless the card provides otherwise.
For the purpose of certain spells, a card is considered the color
of the mana required to cast it. Land has no color, and neither do
artifacts. If a card has an effect, that effect is considered to
have the same color as the card. If a creature has its toughness or
strength changed by a card of a different color than the creature,
the color of the creature does not change. However, a card may
change color as a result of a spell. It is important to note,
though, that a card can only have one color at any one time.
When a card is destroyed or discarded, it is placed into the
graveyard 84. If a spell is countered as it is being cast, it also
gets into the graveyard 84 without having its effect. Occasionally
the card will be removed from the game entirely. In this case, it
is set aside until the next game.
Some creatures naturally have specialty abilities and any creature
with the appropriate creature enchantments may acquire special
abilities. Some special abilities are described below.
Regeneration: Regeneration prevents a creature from going to the
graveyard. This ability must be used the moment the creature would
normally be removed from play. Creatures that have already been
discarded into the graveyard cannot be regenerated. Enchantments of
a regenerated creature remain in play. When a creature is
regenerated, it is always tapped. A creature that is sacrificed may
not be regenerated.
Evasion abilities: Some creatures have the ability flies, which
means they can only be blocked by other flying creatures. Other
creatures have the ability landwalk such as swampwalk, or
forestwalk. If the defender has a land of the relevant type in
play, such as swamp or forest, the attacking creatures cannot be
blocked, even by creatures having the same landwalk ability.
Bands: A creature with the ability bands has two special powers. A
banding creature may join forces with another attacking creature.
The resulting band must be blocked or let through as a unit. If any
creature in the band is blocked, the entire band is blocked. There
can be more than two creatures in an attacking band, although all
but one must have the banding ability.
Any time a group of creature blocks or is blocked and one or more
have the ability, than the damage they receive from rival creatures
is not distributed among them as usual, but are distributed by the
player who has the blocking creature. That player may choose to
assign more damage to a creature than it can survive.
Trample: A creature with trample can do damage to the defender when
attacking, even if blocked. Such creature does a special kind of
damage called trample damage. If a blocking creature is destroyed
by the trampler, then any trample damage done in excess of that
amount is applied to the defender instead.
Protection: A creature with protection from one or more colors of
magic cannot be affected by any magic of those colors. For example,
a creature with protection from blue cannot be blocked by blue
creatures, dealt damage by blue creatures or enchanted, damaged or
otherwise effected by blue cards. Damage done by such a creature
cannot be prevented using blue cards. Note that creature does not
have this ability until it is successfully summoned. If, for
example, a player is summoning a creature with protection from blue
magic, the rival can still cast a blue interrupt that affects the
summoning spell.
First strike: Creatures with first strike have the ability to hit
their blockers or the creatures they are attacking before being
damaged themselves. During the dealing damage phase in an attack,
first strikers deal their damage first, simultaneously. Afterwards,
surviving creatures without first strike deal their damage.
Mana enhanced power/toughness: A player may be able to increase
power or toughness of some creatures by spending means. This
enhancement lasts until the end of the turn. A player may spend as
much mana of the appropriate type as they like to increase a
creature's characteristic. If a creature's characteristic is listed
as +1/+0 and is preceded by a black mana symbol of a skull 46, the
player can increase the creature's power by 1 for each added black
mana, but the player could not increase its toughness.
Timing: Players whose turn it is announce their spell and effect
first. The other player can respond to each one with one or more
fast effects (instants, artifacts in play, enchantments in play, or
creature special abilities). These reactions can be reached to, and
so forth, and nothing happens until both players have finished
taking actions. At this point, all spells take effect
simultaneously. Usually, the outcome will be clear, but if the
timing of any two effects makes any difference, the player casting
the later spell gets to choose whether it occurs before or after
the conflicting spell. Once it is announced, nothing can stop a
fast effect unless it is countered immediately by an interrupt.
Once a spell is announced, the mana has been spent whether or not
the spell has taken effect as planned.
An exception to this are interrupts, which are resolved as soon as
they are announced, unless the interrupt itself is interrupted. A
player should not literally interrupt a rival with interrupts. A
player should first let the rival finish saying how their spell
will be used and how much mana is being spent on it. The player
then announces their interrupt before their spell is cast. The
rival must give the player the opportunity to do this. The rival
may also interrupt the spell or the player's interrupt with another
interrupt and so forth. If the same spell has one or more
interrupts done during its casting, the caster of that spell does
his or her interrupts first, regardless of whether it was announced
first. Interrupts take effect immediately, unless they themselves
are interrupted, in which case the player resolves his intentions
first. Interrupts commonly counter the spell being cast, but they
sometimes change it in some way or have some peculiar side effect.
Effects which take mana into a player's mana pool are usually
interrupts, so a player can get mana for spells quickly enough to
respond to a rival's actions.
Though a spell or effect that needs a target cannot be used unless
a target exists, it is possible for a target to disappear before
the spell effects it. In this case, the effect is ignored, though
mana is used and the spell is still considered cast.
Other changes and modifications may be made that still fall within
the scope and spirit of the present invention. A number of these
are described in the publication entitled Pocket Player's Guide,
published by the assignee herein, Wizards of the Coast, Inc. of
Redmond, Wash., copyright 1994. This publication is specifically
incorporated herein by reference. Also specifically incorporated
herein by reference are all 302 original cards associated with the
game marketed under the trademark MAGIC: THE GATHERING and
registered in the U.S. Library of Congress, Copyright Office, under
Certificate of Registration VA 596-507; as well as enhancements to
the game MAGIC: THE GATHERING--ANTIQUITIES registered in the U.S.
Library of Congress, Copyright Office, under Copyright Registration
VA 596-263, and MAGIC: THE GATHERING--ARABIAN KNIGHTS, registration
pending in the U.S. Library of Congress, Copyright Office. The
ANTIQUITIES and ARABIAN KNIGHTS enhancements to the original MAGIC:
THE GATHERING game contain additional cards with new effects
although utilizing the same types of spells described herein. It is
contemplated that other enhancements can be provided within the
spirit and scope of the present invention.
It is also contemplated that the present invention can be used on
existing and readily available electronic devices, such as
computers, video games, electronic games, and on interactive
networks utilizing computer software and text. Such electronic
devices can visually display the cards and enable the players to
manipulate the cards and execute turns as described hereinabove.
Commercially available electronic communication devices can also be
provided to enable players to communicate with each other over long
distances.
Another version of the game can be played using a playing board.
This board has pathways on it divided into squares on which the
players move. The pathways are surrounded colored areas called
lands. When two players meet on the same square in a land area,
they duel by playing their own deck of cards against each other, as
set forth above. The rules may require the players to use the color
of magic or color of cards corresponding to the color of land
surrounding the pathway square on which their pieces are
resting.
Hence, the spirit and scope of the invention is to be limited only
by the scope of the claims that follow.
* * * * *