Card game equipment

The card game tool addresses accessibility and variable difficulty by using cards and dice to form pairs and determine rankings, enhancing engagement across ages and skill levels.

JP2026059415AActive Publication Date: 2026-04-07永田 恵子
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

Existing card games lack a design that incorporates offensive and defensive elements, is accessible to a wide range of ages, and offers a variable difficulty level.

Method used

A card game tool featuring pairs of cards with various notations and dice with different faces, allowing players to form pairs of cards matching a two-digit number determined by dice rolls, with a base for card placement to determine rankings.

Benefits of technology

The game is accessible to multiple players across various ages with simple rules, offering adjustable difficulty levels through card visibility and memory challenges.

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Abstract

The objective of this invention is to provide a card game tool with simple rules that allow participation by a wide range of ages, featuring both offensive and defensive elements, and with adjustable difficulty levels. [Solution] The present invention provides a card game featuring two dice, each with a number from 1 to 6 displayed on its face, and cards displaying two-digit numbers formed by combining numbers from 1 to 6. Players can roll both dice, using the number on one die as the tens digit and the number on the other die as the units digit to determine a two-digit number. The goal is to collect a predetermined number of pairs of cards that match the determined two-digit number to win.
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Description

Technical Field

[0001] The present invention relates to a card game tool.

Background Art

[0002] Generally, card game tools are known for competitive card games such as playing cards and karuta that compete for victory or defeat using cards. On the other hand, a competitive card game in which dice are used to arrange cards in a determined position to determine rankings is also conceivable.

[0003] A card game tool using dice and cards can be used to play a game that is competitive, has a variable difficulty level, and is suitable for all ages, and can even be extended to prevent cognitive decline by playing the game.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] An object of the present invention is to provide a card game tool with offensive and defensive elements that can be participated in by a wide range of ages with simple rules and has a variable difficulty level.

Means for Solving the Problems

[0006] A card game tool is provided, which includes a plurality of types of pairs of two cards with the same notation (in this embodiment, "notation" includes characters such as Chinese characters, hiragana, katakana, and alphabet, as well as numbers, symbols, pictures, photos, etc.), and a die with different notations displayed on each face. The player can obtain the cards with the same notation as the notation displayed on the face of the rolled die, and by arranging a predetermined quantity of a pair of cards with the same notation, a winning card game tool is provided.

[0007] The game features a base with multiple card slots that form pairs of two, and players progress by placing cards obtained by rolling dice into the card slots on the base to form pairs, thereby determining the ranking of players.

[0008] This card game features two dice, each with a number from 1 to 6 displayed on its face, and cards displaying two-digit numbers formed by combining these numbers. Players can roll both dice, using the number on one die as the tens digit and the number on the other die as the units digit to determine a two-digit number. The goal is to collect a predetermined number of pairs of cards that match the determined two-digit number to win.

[0009] If the numbers 1 through 6 are used on the faces of the aforementioned dice, the cards will be numbered as follows: 11 through 16 for the teens, 21 through 26 for the 20s, 31 through 36 for the 30s, 41 through 46 for the 40s, 51 through 56 for the 50s, and 61 through 66 for the 60s, resulting in 72 cards in pairs of 36 different types. [Effects of the Invention]

[0010] We can provide card game equipment that uses simple tools and rules, making it accessible to anyone, anywhere, with multiple players, and across a wide range of ages. [Brief explanation of the drawing]

[0011] [Figure 1] This is a list of the 36 types of cards. [Figure 2] This is an example of selecting a card base and the result of a dice roll. [Figure 3] This is an example of how a card game should proceed. [Figure 4] The game flow illustrates the preparation process. [Figure 5] The game flow is represented as a flowchart. [Modes for carrying out the invention]

[0012] The card game equipment includes multiple types of cards, each consisting of two cards with the same notation (in this embodiment, "notation" includes characters such as kanji, hiragana, katakana, and the alphabet, as well as numbers, symbols, pictures, photographs, etc.), and a die with different notations on each side. Players can acquire cards with the same notation as the notation shown on the face of the die they rolled. The goal is to collect a predetermined number of pairs of cards with the same notation to win.

[0013] The card game equipment consists of a base (see Figure 2) with multiple card slots that form pairs of two, and players determine their ranking by placing the cards they acquire by rolling dice into the card slots on the base in pairs.

[0014] The card game equipment includes two dice (see Figure 4 or Figure 5), each with a number from 1 to 6 displayed on one side. The cards display two-digit numbers formed by combining numbers from 1 to 6. Players can roll both dice, using the number on one side as the tens digit and the number on the other side as the units digit to determine a two-digit number. The goal is to collect a predetermined number of pairs of cards that match the determined two-digit number (see Figure 3).

[0015] When the numbers 1 through 6 are used on the faces of the aforementioned dice, the cards consist of cards numbered 11 through 16 in the teens (11), cards numbered 21 through 26 in the twenties (12), cards numbered 31 through 36 in the thirties (13), cards numbered 41 through 46 in the forties (14), cards numbered 51 through 56 in the fifties (15), and cards numbered 61 through 66 in the sixties (16), for a total of 72 cards (10) in pairs of 36 different types. [Examples]

[0016] The composition of the 72 cards (10) in pairs of 36 types shown in Fig. 1 is such that there are 6 types of cards (11) numbered from 11 to 16, with 12 cards in a pair; 6 types of cards (12) numbered from 21 to 26, with 12 cards in a pair; 6 types of cards (13) numbered from 31 to 36, with 12 cards in a pair; 6 types of cards (14) numbered from 41 to 46, with 12 cards in a pair; 6 types of cards (15) numbered from 51 to 56, with 12 cards in a pair; and 6 types of cards (16) numbered from 61 to 66, with 12 cards in a pair.

[0017] The card base (20) shown in the left figure of Fig. 2 has card frames (21) in the tens place, card frames (22) in the twenties place, card frames (23) in the thirties place, card frames (24) in the forties place, card frames (25) in the fifties place, and card frames (26) in the sixties place. The card frames in the left column are called the A side (27), and the card frames in the right column are called the B side (28).

[0018] For the dice (73) on the prop stand, prepare 2 ordinary dice with numbers from 1 to 6. When playing the game with 1 die (73), treat the combination of the numbers rolled twice in the same way as 2 dice (73).

[0019] In the card base (20) shown in the right figure of Fig. 2, as an example of the way to select a card based on the number rolled on the dice (73), when one die (73) shows 3 and the other shows 5, there are two card selection candidates. One is card 35 (31), and the other is card 53 (32).

[0020] When rolling two dice (73), if the same number appears on both dice, there is only 1 type of card candidate. If the numbers are different, there are 2 types of card candidates, and which of the two different cards to choose becomes an element for winning the game.

[0021] Fig. 3 shows how to proceed with the game. In Game Progression Example 1 (40), when rolling two dice (73) and the numbers shown are 2 and 4, at the stage of placing the first card, card 24 (41) is placed in the card frame on the A side (27) of the left column of the card frame (22) in the twenties place.

[0022] In the game progression example 2 (50) in Figure 3, the player then rolls two dice (73), takes a card from the central area or from another player, places card 12 (51) and places card 24 (52) in the right column of card slot B (28) of the 20s card slot (22), thus securing two slots, A and B.

[0023] In the game progression example 2(50) in Figure 3, card 36(53) is placed in card frame A side(27) of the left column of card frame (23) in the 30s range, and card 36(54) is placed in card frame B side(28) of the right column of card frame (23) in the 30s range, thus securing two slots, A side and B side.

[0024] Furthermore, in the game progression example 2(50) in Figure 3, card 46(55) is placed in the left column of card frame A (27) of card frame 40s (24), and card 52(56) is placed in the left column of card frame A (27) of card frame 50s (25). As mentioned earlier, card 12(51), card 46(55), and card 52(56) are all one copy each in the left column, so they can be snatched away by other players.

[0025] In Game Progression Example 3 (60) in Figure 3, all card slots are filled in a winning position. Compared to Game Progression Example 2 (50), card 12 (61) is placed in the right column of card slot (21) on the B side (28), card 46 (62) is placed in the right column of card slot (24) on the B side (28), and card 52 (63) is placed in the right column of card slot (25) on the B side (28), thus securing two slots, one on the A side and one on the B side.

[0026] In the game progression example 3(60) in Figure 3, the cards are arranged as described above from the 10s card slot (21) to the 50s card slot (25), and cards 63(64) and 63(65) are placed in the 60s card slot (26), so the player has won.

[0027] In the game flow (70) of Figure 4, the cards are checked in step 1 of Preparation (71). 72 cards (10), each consisting of 36 pairs, are placed one by one in the central area for each player. The difficulty level of the game determines whether the cards are placed face up or face down.

[0028] In step 2 of preparation (71) in Figure 4, one card base (20) is placed in front of each player.

[0029] In step 3 of preparation (71) in Figure 4, prepare two dice (73). Any standard dice will do, regardless of size.

[0030] Item 4 of the preparation (71) in Figure 4 determines how to play. A key feature of this game is that it uses simple equipment and allows for significant changes in difficulty across five levels, from level 1 to level 5.

[0031] The easiest level, Level 1, involves placing all cards face up in the center and allowing players to directly see and check their own cards, making it accessible to a wide range of ages. Level 1 relies heavily on the element of chance through dice rolls (73).

[0032] At levels 2 and 3, half of the cards (36 cards of each type) are turned face down. Since half of the cards are still visible, you can look at them directly and proceed with the game until you place a card in the left column, card slot A (27 cards).

[0033] In Level 2, when a face-down card is flipped over, the player either takes it or, if not, leaves it face up in the center of the table. Level 2 adds the element of chance of flipping over a card to the element of chance of rolling dice.

[0034] In Level 3, when a player flips over one of the face-down cards mentioned earlier, they either take it or, if they don't, they show the card to the other players, turn it back over, and leave it in the center of the table. Turning the cards face down adds an element of memory and increases the difficulty.

[0035] Level 4 involves placing all cards face down. When a player flips over a face-down card, they either take it or, if they don't, leave it face up in the center of the table. The visible cards are those from other players' card bases (20), a limited number of face-up cards, and a number of other cards that players turn face up themselves, making the game more competitive as players try to steal other players' cards.

[0036] Level 5 is the most difficult level, with a high degree of competitiveness and memory required. All cards are placed face down, and when a face-down card is turned over, the player either takes it or, if they don't, shows the card to the other players, turns it back face down, and leaves it in the center. This card game requires patience.

[0037] Item 5 of Preparation (71) in Figure 4 is a confirmation of the rules. The key point is that you can steal one card from the central playing area and one card from side A (27) in another player's card base (20). You cannot steal two cards that are paired on side A (27) and side B (28) of the card base (20).

[0038] Item 6 of Preparation (71) in Figure 4 is to decide the order of turns. This can be done with rock-paper-scissors or by rolling dice (73).

[0039] The flowchart (72) in Figure 5 begins with the player rolling two dice (73) and choosing a card based on the result. If the dice show doubles, there is only one card choice, but if the dice show anything other than doubles, there are two card choices.

[0040] In the flowchart (72) in Figure 5, the top faces of the dice (73) are 1 and 2. If a card is face up, it can be selected directly (arrow 7 in the flowchart), but face down cards must be flipped over and checked each time (arrow 8 in the flowchart).

[0041] In the flowchart (72) in Figure 5, it is shown that cards 12 and 21 can be selected, and the player selects card 12 and places it on side A (27) of the 10-series card slot (21) on the card base (20).

[0042] As explained above for levels 2 through 5 (0033 through 0036), face-down cards are taken if they match the dice roll (73). If they don't match, you either turn them face up and leave them, or show them to other players and turn them back face down.

[0043] Each player takes their turn, then rolls the dice (73) for the second time. Depending on the result, there are three possible choices, as indicated by the arrows in the flowchart (72).

[0044] The first option (flow arrow 《9》) involves rolling a 1 and a 2 again, selecting card 12, and placing it on the B side (28) of the 10s card slot (21) on the card base (20) to secure card 12. Other players will no longer be able to steal the two matching cards 12.

[0045] The second option (flow arrow 《10》) involves rolling a 1 and a 2 again, choosing card 21, and placing it on the A side (27) of the 20s card slot (22) on the card base (20). Since there is only one card each of card 12 and card 21 on the A side (27), there is a possibility that another player may take them.

[0046] The third option (flow arrow 《11》) is 2 and 4 if any other number is rolled. The cards that can be chosen are card 24 and card 42, but card 42 is chosen and placed on the A side (27) of the 40s card slot (24) on the card base (20). Since there is only one card 12 and one card 42 on the A side (27), there is a possibility that another player may take them.

[0047] In the flowchart (72) in Figure 5, after the third round, the aforementioned dice (73) are rolled, but the player is given the option to pass. The arrow on the left, 《12》, indicates that, as the game progresses, both card slots for the number rolled on the dice are already filled, and there are no cards left to take.

[0048] Sometimes players intentionally pass, and that option is indicated by the central arrow 《13》, which occurs in team games, for example, when the dice roll (73) results in another player having a card that is being contested.

[0049] From the third round onward, the process of selecting a card and taking it from the central area, or taking another player's card and placing it on the card base (20), is indicated by the arrow on the right, 《14》.

[0050] Roll the dice (73) in order, and repeat the steps outlined in the flowchart (72) above, from the card slots in the teens (21) to the card slots in the 60s (26).

[0051] The bottom section of the flowchart (72) in Figure 5 explains that a player wins when they collect cards from the 10s card slot (21) to the 60s card slot (26) on the card base (20). There are two possible arrangements for what happens after one player wins.

[0052] Firstly, if the game is only judged by the rankings at each stage, the first player to finish would be ranked 1st, and players ranked 2nd and below would be ranked based on the number of cards they have in the two slots, A (27) and B (28).

[0053] The second option is a point system, which is suitable for consecutive games. The first player to finish gets 10 points, and players in second place and below get points based on the number of cards they have in both slots, A (27) and B (28). The maximum points for second place is 5 points, which is commensurate with the difference between first place and second place.

[0054] This game can be played solo, but it can also be played by two or more people together, and can be played as an individual or in team battles.

[0055] If the players are familiar with the game and understand how to place the cards, the card base (20) does not need to be used, and in that case, the equipment required will be at least one card and one die (73), making it easy to carry. [Explanation of Symbols]

[0056] 10. 72 cards, each consisting of 36 different types in pairs. 11 Cards from 11 to 16 Cards 12, 21 through 26 13 Cards from 31 to 36 14 cards from 41 to 46 15 Cards from 51 to 56 16 cards from 61 to 66 20 card base 21 Card slots in the 10s Card slots in the 20s range, number 22. Card slots in the 23-30 range Card slots in the 24-40 range Card slots in the 25-50 range Card slots in the 26-60 range 27 Side A 28 B side 31 Card 35 32 Card 53 40 Example of game progression 1 41 Card 24 Example of game progression 2 (50) 51 Card 12 52 Card 24 53 Card 36 54 Card 36 55 Card 46 56 Card 52 60 Game Progression Example 3 61 Card 12 62 Card 46 63 Card 52 64 Card 63 65 Card 63 70 Game Flow 71 Preparation 72 Flowchart 73 Dice

Claims

1. The card game includes multiple types of cards, each consisting of two cards bearing the same notation (in this embodiment, "notation" includes characters such as kanji, hiragana, katakana, and the alphabet, as well as numbers, symbols, pictures, photographs, etc.), and a die with different notations on each side. Players can acquire cards bearing the same notation as the notation shown on the face of the die they roll, and the game ends when a predetermined number of pairs of cards bearing the same notation are collected.

2. Claim 1 further comprises a base having multiple card slots that form pairs of two slots, and a card game device in which players determine the ranking of players by placing the cards they obtain by rolling dice into the card slots on the base in pairs.

3. The card game according to claim 1 or 2, comprising two dice, each die having a number from 1 to 6 displayed on its face, and cards displaying a two-digit number formed by combining numbers from 1 to 6, wherein the player can roll the two dice, determine a two-digit number by using the number displayed on one die as the tens digit and the number displayed on the other die as the units digit, and win by collecting a predetermined number of pairs of cards that display the same number as the determined two-digit number.

Citation Information

Patent Citations

  • Card game tool

    JP2023064591A