Card toy for two player games

a two-player, card technology, applied in the field of card toy for two-player games, can solve the problems of limited content and position of picture symbols, combination indicators that can be shown on the playing face of cards, and cannot be determined in many cases quickly whether or not a predetermined combination is attained, so as to facilitate the game and facilitate the game. the effect of the gam

Inactive Publication Date: 2017-03-16
KADOKAWA CORPORATION
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0006]A card toy for two player games according to the present invention comprises two decks of a plurality of cards to be respectively used by two players. The cards in each deck include a plurality of standby cards to be used in the game, and each standby card has a combination indicator shown on a card surface or a playing face of the card. Each player has a hand of a plurality of cards, and each player places on the player's play field a group of standby cards picked up from one or both of the player's deck and hand such that all of the combination indicators of the respective standby cards can be recognized at a glance on the play field. Two players play a game according to rules of play whereby a predetermined effect can be exerted when a predetermined combination is attained by a combination of the combination indicators shown on the group of standby cards placed on the play field. The combination indicator of each standby card includes one or more sorts of one or more decision marks disposed along one side of the playing face. The combination indicators of the respective standby cards are configured such that some of the decision marks in the combination indicators of the respective standby cards may be arranged in a matrix when the standby cards in the group of standby cards are placed on the play field by overlapping the standby cards one on another with the one side of each standby card being shifted in one direction such that all of the combination indicators shown on the respective standby cards can be seen alongside of one another.
[0007]With such arrangement as providing the combination indicator on the playing face of each standby card, and overlapping the standby cards one on another with the one side of each standby card being shifted in one direction, the players can quickly determine whether the predetermined combination is attained simply by observing how the decision marks are arranged in the matrix without taking account of the picture symbols shown on the standby cards. Thus, the players can smoothly proceed with the games even with diversified combinations.
[0008]It is arbitrary what rules are employed in utilizing the combination indictors and decision marks. For example, when defining as a row an arrangement of the decision marks disposed along one side of the playing face of each standby card, and defining as a column an arrangement of the decision marks located in one direction in which one side of the standby card is shifted, the rules of play may include a rule whereby the predetermined effect can be exerted when the marks are arranged in a matrix according to the predetermined combination in a different direction from a direction in which the rows extend. Alternatively, for example, the rules of play may include a rule whereby the predetermined effect can be exerted when the decision marks arranged in a matrix are located in one or more columns according to the predetermined combination. According to such rules, the players can readily determine whether or not the predetermined combination is attained merely by visually checking an arrangement of some of the decision marks. This helps the game more smoothly proceed.
[0009]In the rules of play, it is arbitrary what predetermined effect is exerted when some of the decision marks are arranged. For example, assume that the cards include a plurality of attack cards each capable of delivering an attack and that each attack card has on a playing face a plurality of attack values indicative of a plurality of offensive power levels to be exerted by the attack card. In this case, the effect can be defined as follows: when defining as one combination point a point which the player can obtain when the decision marks are arranged in a matrix according to the predetermined combination, the rules of play may include a rule whereby the number of one or more combination points obtained by the player determines which of the attack values for the attack card can be applied in the attack. Here, the term “combination” refers to a predetermined combination of some decision marks that are obliquely arranged in the column or matrix wherein the decision marks are located. According to such rule, the player, who has disposed more decision marks than the opponent player according to the predetermined combination, can advantageously proceed with the game. As a result, the players can play the game full of chance and strategy with changing offensive power levels.

Problems solved by technology

In either case, however, since the card size is limited, the contents and positions of picture symbols and a combination indicator that can be shown on the playing face of the card are also limited.
Further, as the combination of combination indicators is diversified, it cannot quickly be determined in many cases whether or not a predetermined combination is attained.

Method used

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  • Card toy for two player games
  • Card toy for two player games
  • Card toy for two player games

Examples

Experimental program
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Effect test

Embodiment Construction

[0024]Now, an embodiment of the card toy for two player games according to the present invention will be described below in detail with reference to accompanying drawings.

[0025]FIG. 1 illustrates an example scene where one player places a set of cards on the player's play field when playing a game with a card toy for two player games of the present invention. The card toy for two player games of the present invention includes two sets of cards to be used respectively by two players. As illustrated in FIG. 1, each player makes preparations for the game by placing the cards on the player's play field. In the course of playing the game, the two players, a first player and a second player, face each other with two play fields interposed between the two players. A set of game components for the first player and another set of game components for the second player are common except what cards are included in each set. The set of game components for the first player will be described below...

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Abstract

Provided herein is a card toy for two player games that enables the players to quickly determine whether or not a combination is attained even with a variety of combinations. The card toy for two player games includes one play field for playing the game and a deck of cards for each player. Each deck of cards includes two sorts of cards, monster cards and skill cards. A combination indicator and a decision mark indicator are disposed along one side of each monster card and each skill card. In placing the cards in a standby area 9, the cards are overlapped one on another by shifting the cards such that some of the decision marks in the combination indicators of the respective cards may be arranged in a matrix.

Description

TECHNICAL FIELD[0001]The present invention relates to a card toy for two player games.BACKGROUND OF THE INVENTION[0002]In a typical existing card toy for two player games, wins and losses are determined between the cards played by a player and those played by the opponent player by offsetting points corresponding to the offensive power and defensive power of the cards placed by the player on the play field and points corresponding to the offensive power and defensive power of the cards placed by the opponent player on the play field. Such card toy for two player games includes a plurality of cards each having a combination indicator on a playing face. With such card toy, a game proceeds according to rules of play whereby a predetermined effect is exerted when a predetermined combination is attained by an arrangement of the combination indicators of some selected from the cards.[0003]Another existing card toy employs rules of play whereby a predetermined effect is exerted based on a ...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F1/00A63F1/02
CPCA63F1/02A63F1/00A63F3/00094
Inventor MORIKAWA, RYOJI
Owner KADOKAWA CORPORATION
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