Card Game

Inactive Publication Date: 2009-07-23
COX KRISTOFFER KENTON
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0013]The present invention is a card game that requires multidimensional strategic thinking, is entertaining, and is mentally stimulating.

Problems solved by technology

Eliminating players from play limits the positive impact of the game, both in entertainment and mental stimulation.
Their limited dimensionality fails to maximize entertainment and to fully stimulate algebraic, logical, and decision tree thinking.
They overtly emphasize the performance of mathematical functions while inadequately incorporating creative strategies, also resulting in limited entertainment value.

Method used

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Examples

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Embodiment Construction

—PREFERRED EMBODIMENT

[0032]With further reference to the drawings, the present invention is a card game comprising the fifty-four card deck shown in FIGS. 1A through 1E combined. Fifty-two of the cards are divided into four groups of thirteen. These groups are each marked with one of four suits 11, distinguished by FIGS. 1A, 1B, 1C, and 1D respectively. The cards in each suit are numbered zero through six 10, with two cards of each number except the number zero, of which there is one card per suit. The remaining two cards in the card deck are wild cards shown in FIG. 1E, and are marked to indicate their ability to assume any suit 13 or number 12.

[0033]The drawings of the card markings of the present invention are merely representative renderings of necessary card markings. Alternative markings may be used if the markings convey the distinct suits and card values shown in the drawings. For example, the four suits of the cards shown in FIGS. 1A through 1D may be rendered as four disti...

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PUM

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Abstract

A card game method of play and apparatus, comprising a deck of cards containing numerical values and suits, and a plurality of wild cards (FIGS. 1A through 1E). In playing the game, players take turns drawing cards from the draw pile (20) and playing cards to the shared play pile (21). Players seek to accumulate “sets” of cards by playing cards that cause the cards in the play pile to meet or exceed a designated threshold. Thresholds include cumulative value, suit redundancy, and number redundancy. When a designated threshold is met or exceeded, the set of cards in the play pile is awarded to the appropriate player. Play continues until the draw pile is exhausted and all cards in the deck have been played. When play has ended, the player with the most sets is declared the winner.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]Not ApplicableFEDERALLLY SPONSORED RESEARCH[0002]Not ApplicableSEQUENCE LISTING OR PROGRAM[0003]Not ApplicableBACKGROUND OF THE INVENTION[0004]1. Field of Invention[0005]This invention relates to games and particularly card games, as well as alternative embodiments of the same, including but not limited to different game formats such as electronic games, interactive networks, computer software, board games, tile games, dice games, and wagering games.[0006]2. Prior Art[0007]Card games have historically provided entertainment and mental stimulation. There is and continues to be a need for card games that increase entertainment and mental stimulation through new game concepts, custom card decks, play methods, and strategies.[0008]Many card games use standard decks, custom strategies, and mathematical principals to simultaneously provide entertainment and mental stimulation. Examples of such card games are poker, blackjack, euchre, spades, an...

Claims

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Application Information

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IPC IPC(8): A63F1/00
CPCA63F1/00
Inventor COX, KRISTOFFER KENTON
Owner COX KRISTOFFER KENTON
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