Card game equipment

The card game device with marked cards and dice provides a simple and engaging experience across ages, enhancing competitive play and cognitive benefits through varied gameplay mechanics.

JP7833577B1Active Publication Date: 2026-03-19永田 恵子
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-01-23
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

Existing card games lack simplicity and inclusivity across various age groups, failing to provide a competitive and engaging experience for a wide range of players.

Method used

A card game device comprising multiple types of cards with specific markings and a base with directional squares, combined with dice displaying different markings, allowing players to place cards based on dice rolls, offering simple rules and varying difficulty levels.

Benefits of technology

The solution enables a card game that can be enjoyed by a wide range of ages with simple rules, incorporating elements of offense and defense, and can be adapted to prevent cognitive decline.

✦ Generated by Eureka AI based on patent content.

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Abstract

The objective of this invention is to provide a card game device that can be played by a wide range of ages with simple rules. [Solution] The present invention provides a card game device comprising multiple types of cards with multiple markings, a base with multiple squares arranged in a first and second direction, and a die with different markings on each face, wherein each of the multiple squares arranged in the first direction on the base is associated with a different marking, and each of the multiple squares arranged in the second direction is also associated with a different marking, and it is possible to obtain a card with the same marking as the marking displayed on the face of the rolled die, and the obtained card can be placed in the square where the multiple markings on the card match the markings associated in the first direction and the markings associated in the second direction.
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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 that use cards such as playing cards and karuta to compete for victory or defeat. On the other hand, a competitive card game in which the order is determined by arranging cards in a determined place using dice is also conceivable.

[0003] A card game tool using dice and cards can create a game with offense and defense that can be played regardless of age and the difficulty level can be changed, and it can 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 that can be participated in by a wide range of ages with simple rules.

Means for Solving the Problems

[0006] The present invention provides a card game device comprising multiple types of cards with multiple markings, a base with multiple squares arranged in a first and second direction, and a die with different markings on each face, wherein each of the multiple squares arranged in the first direction on the base is associated with a different marking, and each of the multiple squares arranged in the second direction is also associated with a different marking, and it is possible to obtain a card with the same marking as the marking displayed on the face of the rolled die, and the obtained card can be placed in the square where the multiple markings on the card match the markings associated in the first direction and the markings associated in the second direction.

[0007] The card displays two sets of symbols, each consisting of one or two different symbols, arranged in different directions to provide a card game tool. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a card game tool that can be played by a wide range of ages with simple rules. [Brief explanation of the drawing]

[0009] [Figure 1] These are 21 possible configurations for number cards. [Figure 2] This is the card base for number cards. [Figure 3] This is an example of selecting a number card based on the result of rolling a die. [Figure 4] This is an example of a winning hand in a card game using number cards. [Figure 5] These are 21 examples of how to configure letter and picture cards. [Figure 6] This is an example of a winning hand in a card game using letters and pictures. [Figure 7] This is a card base with the first and second directions oriented diagonally. [Figure 8] The flow of the number card game represents the preparation. [Figure 9]The flowchart shows the flow of a number card game. [Modes for carrying out the invention]

[0010] The card game equipment comprises multiple types of cards each displaying multiple notations (in this embodiment, "notations" include characters such as kanji, hiragana, katakana, and the alphabet, as well as numbers, symbols, pictures, photographs, etc.), a base (20) (see Figure 2) with multiple squares arranged in a first and second direction, and dice (see Figure 8 (73) or Figure 9 (74)) each displaying a different notation. On the base (20), each of the multiple squares arranged in the first direction is associated with a different notation, and each of the multiple squares arranged in the second direction is also associated with a different notation. It is possible to obtain a card with the same notation as the notation displayed on the face of the rolled die. The obtained card can then be placed in a square where the multiple notations on the card match the notations associated in the first direction and the notations associated in the second direction (see Figures 3, 4, 6, and 7).

[0011] The cards in the card game set display two sets of symbols, each consisting of one or two different symbols arranged in opposite directions (see Figures 1 and 5).

[0012] Specifically, the card game equipment includes two dice (see Figure 8 (73) or Figure 9 (74)), with numbers from 1 to 6 displayed on each face of the die, and two-digit numbers formed by combining numbers from 1 to 6 displayed on the cards. 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. This determined two-digit number is used as a pair, and cards displaying the same number are placed on the base (20) (see Figure 3). A player wins (see Figure 4) by arranging a predetermined number of cards.

[0013] When using the numbers from 1 to 6 on the face of the dice, 21 types of cards (10) from the 10s to the 60s are used. For cards whose combination notation is not a matching number combination, they are rotated 90 degrees and used as 36 types corresponding to the 6×6 grid.

[0014] Specifically, the card game tool with characters or pictures displayed as notations has two dice. On the face of each die, characters or pictures are displayed. On the card, four notations (see Figure 5) combining characters or pictures are displayed. The player can roll the two dice, take the notation displayed on the face of one die as the left arrangement, and the notation displayed on the face of the other die as the right arrangement, and determine the combination notation as the left - right arrangement. Based on the card with the determined combination notation arrangement (see Figure 6 or Figure 7), by arranging a predetermined number of cards, it becomes a winning combination (see Figure 6 or Figure 7).

[0015] It shows bases (see Figures 2 - 4 or Figure 6) where multiple grids are arranged vertically and horizontally in the first direction and the second direction, and a base (see Figure 7) where the grids are formed in a diagonal direction with the first direction and the second direction.

Example

[0016] This card game is possible with six different notations that can be displayed on the face of the dice, such as Chinese characters, hiragana, katakana, alphabetic characters, etc., and also possible with numbers, symbols, pictures, photos, etc. For the cards used, it is possible to have cards with two notations as the combination notation and cards with four notations as in this example.

[0017] Figure 1 shows an example of a number card with four notations for a game using six types of numbers, and Figure \\(5\\) shows an example of a character - picture card with four notations for a game using six types of characters or pictures.

[0018] The composition of the 21 types of cards (10) shown in FIG. 1 is six types of cards (11) from "11" to "16", five types of cards (12) from "22" to "26", four types of cards (13) from "33" to "36", three types of cards (14) from "44" to "46", two types of cards (15) "55" and "56", and one type of card (16) "66".

[0019] Although the number of cards required for the game is 36 types, for example, by rotating the "12" card (17) included in the 21 types of cards (10) shown in FIG. 1 90 degrees to the left, it becomes the "21" card, and one card serves two purposes. Thus, the 21 types of cards can be used as 36 types.

[0020] As the 10 - series, six types of cards (11) from "11" to "16", as the 20 - series, five types of cards (12) from "22" to "26", and the "21" card are used by rotating the "12" card 90 degrees as described above.

[0021] As the 30 - series, four types of cards (13) from "33" to "36", and the "31" and "32" cards are used by rotating the "13" card and the "23" card 90 degrees as described above.

[0022] As the 40 - series, three types of cards (14) from "44" to "46", and the "41", "42", and "43" cards are used by rotating the "14", "24", and "34" cards 90 degrees as described above.

[0023] As the 50 - series, two types of cards (15) "55" and "56", and the cards from "51" to "54" are used by rotating the "15", "25", "35", and "45" cards 90 degrees as described above.

[0024] As the 60 - series, one type of card (16) "66", and the cards from "61" to "65" are used by rotating the "16", "26", "36", "46", and "56" cards 90 degrees as described above.

[0025] The number of cards needed depends on the number of players, but for around 10 people, 10 of the six types of cards with repeating numbers ("11", "22", "33", "44", "55", and "66") and 20 of the other 15 types of cards should suffice. If there are more players, you can increase the number of cards by making copies or other means.

[0026] The card base (20) shown in Figure 2 has a configuration where the six vertical columns in the first direction are called vertical column notation (21), and the six horizontal columns in the second direction are called horizontal column notation (22), and they intersect with each other to form a grid.

[0027] As mentioned earlier, the way to refer to the card base (20) is to use the vertical column notation (21) first and the horizontal column notation (22) second, and the way to refer to the numbers on the cards is to use the left notation first and the right notation second.

[0028] For games that use numbers as notation, two dice with the standard numbers from 1 to 6 are used. If playing with one die, the combination of the numbers rolled twice is treated the same as if using two dice.

[0029] The card base (20) in Figure 3 is an example of the selection of cards based on the results of rolling a 2 and a 5 (74) on a die, as shown in Figure 9. When one die shows a 2 and the other shows a 5, there are two possible card selections: one is the card "25" (25), and the other is the card "52" (23), which is the card "25" (25) rotated 90 degrees to the left.

[0030] In the card arrangement shown in Figure 3, the three pairs of cards "52" (23) and "61" (24), "25" (25) and "35" (26), and "22" (27) and "23" (28) are called adjacent cards and cannot be taken by other players. However, card "55" (29) is called a single card and, depending on the rules, may be subject to the takeover rule described later.

[0031] When you roll two dice and get the same number (doubles), there is only one possible card. However, if the numbers are different, there are two possible pairings, and choosing which of the two cards to face is an element that determines how the game progresses.

[0032] Figure 4 shows the final arrangement of cards, starting from the card arrangement in Figure 3. By adding cards "43" (31), "34" (32), and "16" (33), six cards are arranged diagonally to create the winning configuration.

[0033] Figure 5 shows an example of combining letters, with 21 types of letter-picture cards (40) using elephant, sheep, dog, cow, horse, and cat as letters. The cards are arranged as follows: 6 types of cards in the elephant row (41), 5 types of cards in the sheep row (42), 4 types of cards in the dog row (43), 3 types of cards in the cow row (44), 2 types of cards in the horse row (45), and 1 type of card in the cat row (46).

[0034] The different faces of the dice are marked with letters representing elephant, sheep, dog, cow, horse, and cat.

[0035] Figure 6 shows an example of a card base (50) for letter and picture cards. The vertically arranged pictures are the letters on the faces of the dice, but depicted as elephants, sheep, dogs, cows, horses, and cats. These are: vertical elephant (51), vertical sheep (52), vertical dog (53), vertical cow (54), vertical horse (55), and vertical cat (56). The horizontal arrangement follows the same picture order.

[0036] In Figure 6, the sheep (52) in the vertical column is in a winning state with six different cards arranged horizontally. Since the cards are read by reading the vertical column notation first and the horizontal column notation second, the arrangement of the winning cards is sheep elephant, sheep sheep, sheep dog, sheep cow, sheep horse, and sheep cat.

[0037] The cards Sheep & Elephant (57) and Elephant & Sheep (58) in Figure 6 are the same cards rotated 90 degrees to change their appearance and placed on the card base (50) of the letter / picture cards.

[0038] The diagonal card base (60) in Figure 7 is a variation of the letter / picture card base (50) with the first direction being a diagonal left and the second direction being a diagonal right. The configuration shown in the figure is the same as in Figure 6.

[0039] The game flow (70) in Figures 8 and 9 shows how to play the game using numbers. Item 1 of Preparation (71) in Figure 8 involves checking the 21 types of cards shown in Figure 1 and creating a card area by stacking the cards in the center of the players.

[0040] In step 2 of the preparation (71) in Figure 8, each player places one card base (20) in front of them.

[0041] Item 3 of Preparation (71) in Figure 8 is to prepare two dice numbered 1 through 6. If you only have one die, roll it twice, remembering the result each time.

[0042] Item 4 of Preparation (71) in Figure 8 is deciding how to play. Level 1 is a simple game where you place cards on the card base according to the number rolled on the dice. There are two ways to choose cards other than doubles, but it is a game with a strong element of luck.

[0043] Level 2 of item 4 in Preparation (71) in Figure 8 adds the ability to steal other players' cards to Level 1, adding offensive and defensive elements to the game, where players try to get ahead by hindering other players. The method is shown in the flowchart (72) in Figure 9.

[0044] Item 5 of Preparation (71) in Figure 8 confirms that, according to the Level 2 rules, a single card placed alone, like the card "55" (29) in Figure 3, can be taken from another player, but two cards placed side by side cannot be taken.

[0045] Item 6 of Preparation (71) in Figure 8 is determining the first player to start the game. This can be done using rock-paper-scissors or dice.

[0046] Figure 9 is a flowchart (72) for a level 2 game using numbers. In the first round of dice rolls, a 2 and a 5 (74) were rolled. The player can choose between "25" or "52" and takes the card they choose.

[0047] In Figure 9, select "52" and place the card "52" (23) in the squares labeled 5 in the vertical column (21) and 2 in the horizontal column (22) of the card base (20) (see Figure 3).

[0048] All players roll the dice and select cards, and after the first round is complete, they roll the dice for the second round. The flowchart (72) in Figure 9 shows four cases.

[0049] Case 1 is indicated by arrow S7, and the dice rolled a 2 and a 5 (74). The card selected is card "25" (25), and the card is placed in the squares labeled 2 in the vertical column (21) and 5 in the horizontal column (22) of the card base (20) (see Figure 3).

[0050] In Case 1, the cards "52" (23) and "25" (25) in Figure 3 are separate and are individual cards. Therefore, when another player rolls a 2 and a 5 (74) on the dice, the other player can choose to take a card from the card pile or to take either the "52" (23) or the "25" (25) card from the aforementioned card base (20).

[0051] In Case 2 of Figure 9, at arrow S8, the dice rolled showed a 1 and a 6 (73), selecting the card "16" (33), which is placed in column 1 and row 6. The cards "52" (23) and "16" (33) shown in Figure 4 are separate and become individual cards, so they can be snatched by other players.

[0052] In Figure 9, Case 3, at arrow S9, the dice rolled a 1 and a 6 (73), so card "61" (24) was selected and placed in the position of 6 in column (21) and 1 in row (22). In Figure 3, cards "52" (23) and "61" (24) are placed diagonally next to each other, so they cannot be taken by other players.

[0053] In Figure 9, Case 4, arrow S10 indicates a situation where a player who rolled a 1 and a 6 (73) on the dice steals a card from another player. The other player has placed card "16" (33) on the card base (20), and steals card "16" (33) as shown by arrow S11, rotates it 90 degrees, and uses it as card "61" (24). As shown in Figure 3, cards "52" (23) and "61" (24) are placed diagonally next to each other, so they cannot be stolen by other players.

[0054] From the third round onward, players take turns rolling the dice and placing cards. Arrow S12 indicates that if the card corresponding to the number rolled on the die is already in the square and there are no cards to take, the player passes.

[0055] Arrow S13 in Figure 9 indicates taking a card and placing it on the card base (20), arranging 6 cards vertically, horizontally, and diagonally. The finished arrangement of 6 cards is the diagonal arrangement of 6 cards shown in Figure 4.

[0056] Figure 4 shows the cards "61" (24), "52" (23), "43" (31), "34" (32), "25" (25), and "16" (33) arranged diagonally in an upward shape.

[0057] This game is played using the side with the numbers, but you can also play a simpler version using the back of the cards as one type of card. Roll one die to determine the vertical number (21), then the horizontal number (22), place the card, and arrange six cards in a row.

[0058] This game can be played by two or more people together, and can be played as an individual or in team matches. [Explanation of Symbols]

[0059] 10 21 types of cards 11 Six types of cards, from "11" to "16" 12. Five types of cards, from "22" to "26". 13. Four types of cards, from "33" to "36". 14 Three types of cards, from "44" to "46" 15 Two types of cards: "55" and "56" 16 One type of card: "66" 17. The card "12" 20 card base 21 vertical column notation 22 horizontal row notation 23 Card "52" 24 Card "61" 25 Card "25" 26 Card "35" 27 Card "22" 28 Card "23" 29 Card "55" 31 Card "43" 32 cards "34" 33 Card "16" 40 letters and 21 types of picture cards 41 Six types of cards in the elephant column 42 Five types of cards in the row of sheep 43 Four types of cards in the row of dogs 44 Three types of cards in a row of cows 45 Two types of cards in the horse row 46 Cat row, one type of card Card base with 50 letters and pictures 51 Column of Elephants 52 rows of sheep 53 Dogs in a row 54 Cattle in a row 55 horses in a column 56 Cats in a Row 57 Card: Sheep and Elephant 58 Cards: Elephant & Sheep 60 Diagonal Card Base 70 Game Flow 71 Preparation 72 Flowchart 73. The numbers 1 and 6 on a die 74. Dice showing a 2 and a 5

Claims

[Claim 1] A die with six different markings on each face, multiple types of cards with multiple markings, and a base with multiple squares arranged in a first direction and a second direction, In the base, the six types of notations are displayed in association with a plurality of squares arranged in the first direction, and the six types of notations are also displayed in association with a plurality of squares arranged in the second direction, and the base comprises two or more such bases. The aforementioned cards include six types of cards displaying two sets of combined notations, each consisting of two of one of the six types of notations, and fifteen types of cards displaying two sets of combined notations, each consisting of two of two of the six types of notations. In the two sets of tactile notations mentioned above, multiple notations are arranged in different directions, and in the two sets of tactile notations that combine two types of notations, the order in which the two notations are combined is different. A card game device in which a player can acquire a card with the same notation as the notation displayed on the face of a rolled die, and the acquired card can be placed in a square where the multiple notations on the card match the notation associated in the first direction and the notation associated in the second direction.

Citation Information

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