Competitive card game

A railway-themed card game for 2 to 4 players, using route and ability cards, addresses the limitations of existing games by enabling broader participation and strategy diversity.

JP3256722UActive Publication Date: 2026-07-24小田 遼
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Utility models
Current Assignee / Owner
小田 遼
Filing Date
2026-05-27
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing competitive card games are designed for two players and require specialized knowledge of subjects like arithmetic, baseball, or American football, limiting their appeal to a broader audience.

Method used

A set of cards for a competitive card game featuring route and ability cards, including terminal, straight, curved, and branch rail cards, along with obstruction and obstruction removal cards, designed for 2 to 4 players, with railway-themed elements and color-coded for player differentiation.

Benefits of technology

The game can be enjoyed by 2 to 4 players, allowing for diverse strategies and easy understanding without specialized knowledge of railways, appealing to both enthusiasts and non-specialists.

✦ Generated by Eureka AI based on patent content.

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Abstract

This competitive card game can be played by 2 to 4 players and, while themed around trains, is easy to understand and enjoy even without prior knowledge of railways. [Solution] The game includes route cards and ability cards. Route cards indicate the permitted direction of route movement and include straight rail cards 3, curved rail cards 4, branch rail cards, and station cards that have the function of ending the game. Ability cards include signal cards, obstacle cards, and buffer stop cards that have the function of preventing the opponent from extending their route or interfering with the opponent's play, and pass cards and empty cards that have the function of removing the obstruction function. Each player extends their route by placing other route cards in the direction indicated by the route card.
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Description

Technical Field

[0001] The present invention relates to a battle-type card game, and more specifically, to a battle-type card game in which various cards are arranged according to predetermined rules to compete for the extension of a route modeled after a railway line.

Background Art

[0002] As battle-type card games, various types of games have been proposed. For example, Japanese Patent Application Laid-Open No. 2010-17429 discloses a battle-type arithmetic card game in which players from elementary school students to adults can play a number guessing game with an opponent using arithmetic logical thinking while enjoying the game according to their abilities.

[0003] In addition, Japanese Patent Application Laid-Open No. 2007-195587 discloses a battle-type card game based on baseball that allows players to experience the psychological tug-of-war between a pitcher and a batter by considering the type of ball thrown by the pitcher. Further, Utility Model Registration No. 4176093 discloses a battle-type card game based on American football that allows players to easily confirm that they have seen through the attack method or defense method selected by an opponent player and reflect the result in the game.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

[0005] The competitive card games proposed above are all basically designed for two players, and are not intended for three or four players. Furthermore, they are specialized in subjects such as arithmetic, baseball, or American football, and there is a problem that players cannot enjoy them unless they know the rules of each respective subject.

[0006] Therefore, the objective of this invention is to provide a competitive card game that can be played by 2 to 4 people, is themed around railways, but can be easily understood and enjoyed even without special knowledge of railways. [Means for solving the problem]

[0007] The invention described in claim 1 for solving the above problem is, This is a set of cards for a competitive card game based on railway lines, consisting of route cards for extending lines and ability cards to control those extensions. The aforementioned route cards indicate the permitted directions of travel on the route and include at least terminal cards that are placed at different starting positions for each predetermined player and allow travel in three directions with 90-degree extensions; straight rail cards with forward or backward direction arrows; curved rail cards with direction arrows for two directions with 90-degree extensions; branch rail cards with direction arrows for three directions with 90-degree extensions; and station cards that display the same direction arrows as the straight rail cards and end the game when a total of three of them have been placed by any player, regardless of their position. The aforementioned ability cards include multiple types of obstruction cards to prevent the opponent from extending their routes or to disrupt the opponent's gameplay, and multiple types of obstruction removal cards to eliminate the obstruction function of the aforementioned obstruction cards. The aforementioned obstruction cards include signal cards representing signals, obstacle cards representing obstacles, and wheel stop cards representing wheel stops, and the aforementioned obstruction removal cards include pass cards indicating that passage is permitted and detour cards indicating that detours are permitted. This is a card set for a competitive card game, characterized in that the aforementioned route cards and ability cards feature characters and / or images related to railways.

[0008] In one embodiment, the signal card is a card for skipping one turn of play for another player, the obstacle card is a card for preventing another player from extending their track, the buffer card is a card for preventing another player from extending their track, the pass card is a card for removing the obstruction function of all the obstruction cards, and the empty card is a card for removing the buffer card.

[0009] In one embodiment, the route cards are color-coded according to the number of players.

[0010] In one embodiment, it is used in a competitive card game played on an 11x11 grid playmat. [Effects of the Invention]

[0011] As described above, the competitive card game according to this invention can be played by increasing or decreasing the number of cards used according to the number of players from 2 to 4. Therefore, any number of players from 2 to 4 can enjoy devising their own strategies. As it is a card game in which players compete to extend a railway line modeled after a railway track, it is particularly suitable for members who like railways, but it also has the effect that even those who do not have special knowledge about railways can easily understand the rules and enjoy the game. [Brief explanation of the drawing]

[0012] [Figure 1] This diagram shows the types of route cards used in the competitive card game according to the present invention. [Figure 2] This diagram shows other types of route cards used in the competitive card game according to the present invention. [Figure 3]It is a diagram showing yet another type of route card used in the battle-type card game according to the present invention. [Figure 4] It is a diagram showing the types of ability cards used in the battle-type card game according to the present invention. [Figure 5] It is a diagram for explaining the relationship between the linear rail card and the construction plan approval card in the battle-type card game according to the present invention. [Figure 6] It is a diagram for explaining the functions of the old rail card and the overpass card in the battle-type card game according to the present invention. [Figure 7] It is a diagram for explaining the relationship between the obstacle card and the maintenance vehicle card in the battle-type card game according to the present invention. [Figure 8] It is a diagram for explaining the relationship between the parking card and the transfer card in the battle-type card game according to the present invention. [Figure 9] It is a diagram showing an example of card arrangement at the end of 7 turns after the start of the game when the battle-type card game according to the present invention is played by 4 players. [Figure 10] It is a diagram showing an example of card arrangement at the end of the game development example shown in FIG. 9.

Mode for Carrying Out the Invention

[0013] The mode for carrying out the present invention will be described in detail with reference to the accompanying drawings. The battle-type card game according to the present invention is a card game in which various cards are arranged on a grid-like play mat 1 according to predetermined rules to construct a route, while obstructing and avoiding the routes of other players and protecting one's own route and extending it. It is played by 2 to 4 players. Although this battle-type card game seems simple at first glance, whether or not one can find one's own route ahead depends on at what timing the cards in one's hand are used, and this is the key to victory, and it can be said to be a thinking-type head-to-head puzzle game.

[0014] This game is usually played on a playmat 1 with 11×11 grids (see FIGS. 9 and 10). The size of the grids is usually made to correspond to the size of each card, which is usually square. For example, each card is sized 6×6 cm, and the grid size is 6.3×6.3 cm. Note that the playmat 1 may be virtual (a flat plate without the grids shown).

[0015] In the card game of the present invention, the cards used are roughly classified into route cards used for route extension and ability cards for obstructing the route extension or removing the obstructing function. In one embodiment, 12 types of the following cards are prepared as route cards, and 13 types of the following cards are prepared as ability cards. The types and specific roles (functions) of these cards are as follows.

[0016] In addition, each card shown in the drawings is indicated by an arrow, characters, etc., except for FIGS. 2 and 3. The actual cards are depicted with patterns representing rails, tunnels, level crossings, signal lights, vehicles, etc., as shown in the examples of FIGS. 2 and 3, and are distinguishable at a glance. In FIGS. 9 and 10, since there is no color representation, the cards of each player are not clear, but in reality, they are color-coded, so they can be clearly distinguished.

[0017] <Types and Roles (Functions) of Route Cards> (see FIGS. 1 to 3) A card that serves as the start of the basic route used at the start of the game and is placed at the start position of each player (see FIGS. 9 and 10). Each player connects other cards to his or her own terminal card 2 and extends it. The terminal card 2 can connect other cards in the front, left, and right directions, except in the rear. · Straight Rail Card 3 Among several types, it is a basic rail card and can only connect other cards in the forward or backward direction, which is the direction of the rail (in the example shown in FIG. 1, it is the left - right direction).

[0018] ·​​​ Curved Rail Card 4 This card is a basic rail card used to change the direction of extension by 90 degrees. With curved rail card 4, you can only connect cards in the direction the rail is pointing. · Branching Rail Card 5 This rail card increases the number of directions in which a line can be connected, allowing extension in two different directions at 90 degrees apart. With the basic line cards, Straight Rail Card 3 and Curved Rail Card 4, other cards that try to connect to them can only connect in one direction and extend in one direction, but with this Branching Rail Card 5, other cards can connect in two directions and extend in two directions.

[0019] · Station Card 6 As will be explained later, the player who places three of these cards on their route wins. For each Station Card 6 placed, you draw two Ability Cards from the deck, as will be explained later. Note that when placing a Station Card 6, there must be three other cards placed between it and the Station Card 6. · Tunnel Card 7, 7a As shown in Figure 2, the tunnel cards consist of an entrance tunnel card 7 and an exit tunnel card 7a. These two cards can be used as a set, and neither the entrance tunnel card 7 nor the exit tunnel card 7a can be used individually. The exit tunnel card 7a can be placed anywhere on the playmat 1. In the example shown in Figure 2(B), the entrance tunnel card 7 and the exit tunnel card 7a are placed across another player's straight rail card 3.

[0020] · Overpass Card 8 This is a track card where rails intersect at different levels, and you can extend your track in the direction of the upper rail (left and right in the example shown in Figure 1). This intersecting track card 8 can be placed on an opponent's rail, in which case the opponent can use it as a straight rail in the direction of the lower rail (up and down in the example shown in Figure 1). · Long rail card 9, 9a Two cards with the functionality of a straight rail card 3 are used as a set, aligned in the direction of a straight line, and can occupy the area of ​​three straight rail cards at once (see Figure 3).

[0021] · Level Crossing Card 10 This card, when placed on a side touching another player's card, causes that player to skip a turn, and this effect lasts until your next phase. This level crossing card 10 is treated as a straight rail card. · Linear Rail Card 11 This card has the effect of three Straight Rail Cards 3, and in order to use it, it must be used simultaneously with the Ability Card Construction Plan Approval Card 32, which will be described later.

[0022] · Old Railcard 12 This card is treated as a straight rail card, but it can prevent the application of the overpass card 8 and the rail removal card 33 (described later) to it. · Second Rail Card 13 This card can be placed on any empty square 2, allowing you to extend a railway line from that location. However, it cannot prevent the application of the rail removal card 33, which will be described later. · PlatZero Card 14 Similar to Terminal Card 2, this card marks the beginning of the basic route used to start the game and is placed in the center square of Playmat 1 beforehand. The four sides of Plat Zero Card 14 are color-coded, and each player can connect to the side of their own color. It is also possible to start the game using only Terminal Card 2 without using Plat Zero Card 14.

[0023] <Types and Roles (Functions) of Ability Cards> (See Figure 4) · Signal card 22 This card has the function of skipping the next opponent's turn by one turn. · Obstacle Card 23 On the square where this card is placed, no player, including yourself, can place a card. To remove this obstacle card 23, you must use the maintenance vehicle card 26, which will be described later. · Car Stopper Card 24 On the square where this card is placed, no player, including yourself, can place a card. To remove this barrier card 24, you must use the pass card 25, which will be described later.

[0024] · Passage card 25 This card can disable any obstacle card 23, bollard card 24, and signal card 22. · Maintenance Vehicle Card 26 This card allows you to remove any obstacle card 23. · Delivery card 27 This card allows you to remove any bollard card 24.

[0025] · Garage Card 28 Return the hand of any player, including yourself, to the deck and shuffle it. Then, add the same number of cards of each suit to your hand as the number of cards you returned to the deck. · Crowded Train Card 29 Choose one card at random from any player's hand, return each card of its kind to that player's deck of 51, and shuffle that deck of 51. · 30 cards depicting encounters with rare vehicles When you play this card, you can draw two ability cards and play one ability card from your hand. This card can be used consecutively.

[0026] · Freight train card 31 When you place this card, you can draw two route cards from your route card deck of 51. · Construction plan approval card 32 This is required when placing one linear rail card 11 (see Figure 5). · Rail removal card 33 You can remove any one rail from any opponent's rail. Tunnel cards 7 and 7a, and long rail cards 9 and 9a will be removed in pairs. Terminal card 2 and old rail card 12 cannot be removed. · Terminal / Starting Point Card 34 Placing this card reverses the turn order. The turn resumes from the player who used it.

[0027] The competitive card game according to this invention is played by 2 to 4 players, and in one embodiment, the total number of cards is 253. The breakdown is as follows. Of these cards, the route cards are unique to each player and are therefore color-coded in four colors.

[0028] <Route Cards> Total of 201 cards (color-coded) Terminal Card 2: 1 card per player x 4 players (4 colors) = 4 cards • Straight rail cards 3: 12 cards per player x 4 players (4 colors) = 48 cards • Curved rail cards 4: 12 cards per player x 4 players (4 colors) = 48 cards • Branching rail cards 5: 6 cards per player x 4 players (4 colors) = 24 cards • Station cards 6: 5 cards per player x 4 players (4 colors) = 20 cards • Tunnel Cards 7: 2 cards per player x 4 players (4 colors) = 8 cards • Overpass cards 8: 3 cards per player x 4 players (4 colors) = 12 cards Long Rail Cards 9: 4 cards per player x 4 players (4 colors) = 16 cards • Railroad crossing cards 10: 2 cards per player x 4 players (4 colors) = 8 cards • Linear Rail Card 11: 1 card per player x 4 players (4 colors) = 4 cards • Old Railcard 12: 1 card per player x 4 players (4 colors) = 4 cards • Second Rail Card 13: 1 card per player x 4 players (4 colors) = 4 cards • Platzero Card 14: One card shared by each player = 1 card

[0029] <Ability Cards> Total of 52 cards Four copies each of the following cards: Signal Card 22, Obstacle Card 23, Buffer Stop Card 24, Passing Card 25, Maintenance Vehicle Card 26, Out of Service Card 27, Depot Card 28, Crowded Train Card 29, Rare Vehicle Encounter Card 30, Freight Train Card 31, Construction Plan Approval Card 32, Rail Removal Card 33, and Starting / Ending Point Card 34.

[0030] <Preparation before the game starts> To begin the competitive card game using the above cards, please make the following preparations. (1) First, each player takes all the route cards of one of the colored colors, removes one Terminal Card 2 from among them, and places it in the designated position on Playmat 1 (usually in the center of the row of squares on the player's side) (Figures 9, 10). (2) Next, each player shuffles the remaining route cards face down, takes four of them as their hand, and places the remaining cards face down in a pile, which is each player's deck of 51, in front of them. (3) One player stacks all the ability cards, shuffles them face down, and each player takes two cards as their hand. The remaining cards are placed face down in a deck of 52, which is a common deck for all players, and is placed outside of playmat 1. (4) Determine the starting player by rock-paper-scissors or similar method.

[0031] <Game progression steps> (1) Phase 1 Players declare that they will choose either a route card or an ability card, and then draw one of the chosen cards from decks 51 and 52. (2) Phase 2 Connect to Terminal Card 2 or Plat Zero Card 14 and place any card that can be placed. If Plat Zero Card 14 is included, extensions are possible from both Terminal Card 2 and Plat Zero Card 14. Before using a route card, you can use one ability card. Using an ability card here is optional, but you cannot use an ability card after placing a route card. (3) Phase 3 Next, place any route card. If you do not place one, draw one route card from the deck of 51. (4) Phase 4 After completing the above phases, the game moves on to the next player, who then repeats the process. The game progresses by repeating these actions.

[0032] <Game End> The game ends in any of the following cases. a) The game ends when any player places three Station Card 5s. (i) The game ends when all 52 ability cards in the deck are used up, and the player with the most cards on the board at that time is declared the winner.

[0033] As described above, this competitive card game is played by 2 to 4 players. For a 4-player game, all 253 cards listed above are used. For a 3-player game, three-quarters of each card (plus one Plat Zero card 14) are used, totaling 189 cards. For a 2-player game, half of each card (plus one Plat Zero card 14) are used, totaling 125 cards.

[0034] Figures 9 and 10 show examples of game progression. In Figure 9, which shows the 7th move, Player A places a straight track card 3 above Terminal Card 2 to extend the track upwards, Player B also places a straight track card 3 above Terminal Card 2 to extend the track upwards, Player C places a branching rail card 5 to the right of Terminal Card 2 to extend the track to the right, and Player D places a curved track card 4 to the right (or left) of Terminal Card 2 and attempts to extend the track upwards from there.

[0035] From the second round onward, players use route cards to extend their routes in desired directions, or use cards with obstructive functions such as obstacle cards from ability cards, or block their opponents' route extensions with their own routes to hinder other players' route extensions. On the other hand, players whose route extensions are hindered can either pass or use ability cards with obstruction removal functions to deal with the situation. When an obstruction card is placed on top of an obstruction removal card, both the obstruction removal card and the obstruction removal card are removed and discarded (see Figures 7 and 8). [Industrial applicability]

[0036] As described above, the competitive card game according to this invention can be played by increasing or decreasing the number of cards used according to the number of players, from two to four. Therefore, any number of players from two to four can enjoy devising their own strategies. Since it is a card game in which players compete to extend a railway line modeled after a railway track, it is effective in that the game can be easily understood and enjoyed not only by members who are railway enthusiasts, but also by those who do not have any particular knowledge of railways, and thus has great industrial potential. [Explanation of Symbols]

[0037] 1 Playmat 2 Terminal Card 3 Straight Rail Cards 4 Curved Rail Cards 5 Branching Rail Card 6 Station Cards 7, 7a Tunnel Card 8 Overpass Card 9, 9a Long Rail Card 10 Railroad Crossing Card 11 Linear Rail Card 12 Old Rail Cards 13 Second Rail Card 14 Plat Zero Card 22 Signal Cards 23 Obstacle Cards 24. Car Stopper Card 25 Passing Cards 26 Maintenance Vehicle Card 27 Delivery Cards 28 Garage Card 29. Crowded Train Card 30 Rare Vehicle Encounter Cards 31 Freight Train Card 32 Construction plan approval card 33 Rail Removal Card 34 First / Last Stop Card

Claims

1. This is a set of cards for a competitive card game based on railway lines, consisting of route cards for extending lines and ability cards to control those extensions. The aforementioned route cards indicate the permitted directions of travel on the route and include at least terminal cards that are placed at different starting positions for each predetermined player and allow travel in three directions with 90-degree extensions; straight rail cards with forward or backward direction arrows; curved rail cards with direction arrows for two directions with 90-degree extensions; branch rail cards with direction arrows for three directions with 90-degree extensions; and station cards that display the same direction arrows as the straight rail cards and end the game when a total of three of them have been placed by any player, regardless of their position. The aforementioned ability cards include multiple types of obstruction cards to prevent the opponent from extending their routes or to disrupt the opponent's gameplay, and multiple types of obstruction removal cards to eliminate the obstruction function of the aforementioned obstruction cards. The aforementioned obstruction cards include signal cards representing signals, obstacle cards representing obstacles, and wheel stop cards representing wheel stops, and the aforementioned obstruction removal cards include pass cards indicating that passage is permitted and detour cards indicating that detours are permitted. A card set for a competitive card game, characterized in that the aforementioned route cards and ability cards feature characters and / or images related to railways.

2. The card set for a competitive card game according to claim 1, wherein the signal card is a card for skipping one turn of play for another player, the obstacle card is a card for preventing another player from extending their line, the buffer card is a card for preventing another player from extending their line, the pass card is a card for removing the obstruction function of all the obstruction cards, and the detour card is a card for removing the buffer card.

3. The aforementioned route cards are color-coded according to the number of players, in the card set for a competitive card game according to claim 1.

4. A card set for a competitive card game, as described in claim 1, used in a competitive card game played on an 11x11 grid playmat.