Method and System for a Climbing Gym-Based Card Game
Patent Information
- Authority / Receiving Office
- US · United States
- Patent Type
- Applications(United States)
- Current Assignee / Owner
- Filing Date
- 2025-02-08
- Publication Date
- 2026-08-13
AI Technical Summary
Additionally, Eliminate cards introduce a stacking difficulty mechanic that progressively increases the challenge for all players as the game advances.
[0003]Additionally, Eliminate cards introduce a stacking difficulty mechanic that progressively increases the challenge for all players as the game advances. This system offers a dynamic, evolving challenge that adapts to player performance and strategy.
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Figure US20260233085A1-D00000_ABST
Abstract
Description
BACKGROUND
[0001] Traditional card games are generally played at a table or a similar static environment. Few, if any, card games are designed to be played in a dynamic physical environment such as a climbing gym. Existing climbing-based games are often digital or training-oriented rather than interactive, competitive, and evolving based on in-game mechanics. The disclosed invention introduces a novel game system that integrates real-world climbing with card-based mechanics to dynamically modify how a climber engages with a climbing route.SUMMARY
[0002] The present invention provides a card game designed to be played in a climbing gym, wherein multiple types of cards dictate modifications to a climber's approach to a given climbing route. The game utilizes distinct categories of cards, namely Beta cards and Break cards, which combine to alter the climbing experience.
[0003] Additionally, Eliminate cards introduce a stacking difficulty mechanic that progressively increases the challenge for all players as the game advances. This system offers a dynamic, evolving challenge that adapts to player performance and strategy.DETAILED DESCRIPTION1. Game Environment: The game is specifically designed for play within a climbing gym. Players interact with their climbing environment in response to card instructions, making each climbing session unique.
[0005] 2. Card Types:
[0006] Beta Cards: These dictate specific modifications to the climber's approach (e.g., requiring specific techniques, movement constraints, or hand placements).
[0007] Break Cards: These introduce additional constraints or challenges that pair with Beta cards to further modify the climber's experience.
[0008] Eliminate Cards: These stack progressively over the course of play, removing available holds, requiring alternative strategies, and increasing difficulty for all players collectively.
[0009] 3. Gameplay Mechanics:
[0010] Players select a climbing route and draw a set of Beta and Break cards, defining how they must attempt the climb.
[0011] Successfully completing a climb under the given conditions earns players points or benefits within the game structure.
[0012] Eliminate Cards are introduced periodically or upon certain conditions, making future climbs increasingly difficult by restricting hold usage or adding additional requirements.
[0013] The game continues until a predefined condition is met, such as a player achieving a target score or a maximum difficulty threshold being reached.Example game state
[0014] The current game state is this: There an active Beta card and an active Break card. Three Eliminate cards have been drawn so far, meaning three holds are not available for use during any send attempt.
[0015] Example game state, showing that three holds have been eliminated (per previous player turns having drawn a total of three Eliminate cards). See FIG A. Example active Beta card and active break card. These cards together dictate how the climber must approach the problem on the climbing wall. In the example below the Toes Only Beta card dictates that the climber must “Only use your toes when using your feet (no heels, no arches). This Beta card must be honored for every move during the climb. Furthermore, in the example below, the Footswap Break card dictates that the climber must “Swap a foot with the other foot on the same hold without removing both feet from the wall.” This Break card must be honored for a single move during the climb. See FIG B.
[0016] Upon a successful climb, the next player draws a card. In this example, a Deadpoint Break card has been drawn, which dictates that the climber must “Complete a least 1 move with a quick, dynamic reach to the next hold, without pausing, while keeping one foot planted.” The drawing player then places the newly-drawn Break card over the existing Break card, thereby changing how that player must attempt to successfully climb the problem. The player must now honor the original Beta card and the newly drawn Break card (in addition to the existing three Eliminate cards that had already been drawn before this example turn). See FIG C.BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. A illustrates an exemplary state of a bouldering problem within a climbing gym environment, where select holds have been removed (“eliminated”) from play, demonstrating the effect of Eliminate Cards.
[0018] FIG. B depicts an example Beta Card placed next to an example Break Card, illustrating their combined functional impacts on a climber's route.
[0019] FIG. C demonstrates a newly drawn Break Card being placed atop an existing Break Card. This figure illustrates that with each draw from the deck, an existing Beta or Break Card may be paired with a new Beta or Break Card, dynamically modifying the climber's route.
Claims
1. A method for modifying a climbing route in a gym-based card game comprising: drawing a Beta card that alters climbing movement and a Break card that modifies said movement further.
2. The method of claim 1, wherein Beta and Break cards are paired to create a dynamic climbing modification system.
3. A method for progressive difficulty escalation in a climbing game comprising: introducing Eliminate Cards that stack over time to remove holds or add restrictions to all players.
4. A system for integrating card-based modifications into a physical climbing experience, wherein multiple card types influence player movement and strategy within a climbing gym environment.