Method and system for playing a computer-based card game including alterations of a display featuring game cards

The computer-based card game system addresses inconsistencies in digital card games by using a deterministic pseudo-random generator and automated state-management logic for layered card objects, ensuring reliable and responsive gameplay.

WO2026110160A1PCT designated stage Publication Date: 2026-05-28XTERNITY GAMES LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
XTERNITY GAMES LTD
Filing Date
2025-11-25
Publication Date
2026-05-28

AI Technical Summary

Technical Problem

Conventional digital card games lack efficient computation of overlapping graphical card objects, leading to inconsistent game behavior across devices and suboptimal user interface responsiveness.

Method used

A computer-based card game system employs a deterministic pseudo-random generator to assign card features and integrates automated state-management logic for layered card objects, ensuring reproducible game-state transitions and dynamic rendering, thereby enhancing reliability and responsiveness.

Benefits of technology

The system provides consistent game behavior across devices and improves user interface accuracy and responsiveness by managing layered card states efficiently.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A computerized method and system are presented herein relating to a computer-implemented strategic card game. The method includes displaying, on a user interface, a plurality of game cards arranged in a predetermined layout in which at least some cards partially overlap. Each game card has a front face with a game feature and a back face lacking the feature, and only front-facing cards are playable. A home card having a game feature is displayed in a home area. User input selecting a playable card is received, and the selected card's game feature is compared with the home card's feature. When a match is identified, the selected card is moved to the home area and one or more underlying cards become exposed. When no match exists, the selected card remains in place. The process repeats until all cards are removed from the game area.
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Description

[0001] METHOD AND SYSTEM FOR PLAYING A COMPUTER-BASED CARD GAME INCLUDING ALTERATIONS OF A DISPLAY FEATURING GAME CARDS

[0002] TECHNICAL FIELD

[0003] The present disclosure generally relates to computer-based card games, in particular to strategic computer-based, preferably in the form of singleplayer, single-turn computer-based card games.

[0004] BACKGROUND

[0005] Computer games may be highly attractive as they can offer players multiple rewards such as, for example, fun, and challenge, to name just a few. Sophisticated computer games may require a user’s strategic thinking in order to succeed, thus enhancing cognitive skills in a playful and positive way.

[0006] Computer gaming has therefore long become a significant field of interest for an ever-growing number of users, who often spend a significant amount of time playing such computer games. This trend is constantly expanding in scale and scope due to the rapid and ever-growing accessibility of users to client devices, for example, computers, smartphones, tablets and / or the like, which may be used for playing computer games.

[0007] SUMMARY

[0008] According to some embodiments, the present disclosure relates to a computer-implemented strategic card game, preferably implemented as a single-player, single-turn computer-based card games. According to some embodiments, the herein disclosed computerized method and system manage card objects, game features, and gameplay interactions using software-based logic, including mechanisms for rendering layered card arrangements, evaluating card states, and processing user selections during gameplay.

[0009] Advantageously, according to some embodiments, the disclosed system provides a technical improvement in computer-based card-game processing by maintaining a structured multi-layer card-state representation that enables efficient computation of exposure states for overlapping graphical card objects.

[0010] Advantageously, according to some embodiments, by employing a deterministic pseudo-random generator to assign card features, the system ensures reproducible game-state transitions and consistent behavior across devices, thereby enhancing reliability, debuggability, and synchronization.

[0011] Advantageously, according to some embodiments, the integration of automated state-management logic with dynamic rendering of layered card objects results in improved responsiveness and accuracy of the user interface, representing a non-obvious advancement over conventional digital card games that merely display static layouts without underlying computational state modeling.

[0012] According to some embodiments, in one aspect there is a method for conducting a strategic computer-based card game presented herein. The method comprising: using a processor for: a) displaying, via software executable instructions, a plurality of gamecards and one or more special cards / attributes on a play area of a user interface (U l),

[0013] - wherein each of the plurality of game cards comprises a front face having a game feature and a back face devoid of said game feature, wherein the game feature of the game cards comprises a shape having a distinct color or pattern;

[0014] - wherein the plurality of cards is arranged in a predetermined layout, such that at least a portion of the game cards are partially overlapping,

[0015] - wherein a portion of the cards have their front face facing the user (exposed card) and a portion of the cards have their back face facing the user,

[0016] - wherein only cards having their front face facing the user are playable by the user, and

[0017] - wherein an identity of the game features of each of the plurality of cards is essentially randomly determined by the processor, b) displaying a home card in a home area of the Ul, such that a front face of the home card faces the user, wherein an identity of the game feature of the home card is essentially randomly determined by the processing unit; c) receiving an input from a user regarding selection of one of the playable cards from the play area or regarding a special card / attribute, d) analyzing the selected card to determine whether a game feature of the selected card matches the game feature of the home card, wherein a match comprises a same color / pattern and / or shape; wherein: i. if the match is correct, the layout of the play area is altered by moving the selected card to the home area to replace the previous home card with the selected card, and exposing a front face of one or more cards in the play area, which, as a result of the removal of the selected card, are no longer partially overlapped by other cards; ii. if the match is incorrect, the selected card remains at its position in the play area; f) repeating steps a-e, until all of the plurality of cards are removed from the game area.

[0018] According to some embodiments, if no match between cards having front face facing the user and the home card is identified by the user, the user can expose a new home card from a stack of home cards, positioned in the home area with their back facing the user.

[0019] According to some embodiments, the number of cards in the stack of According to some embodiments, the user can buy additional home cards via the U l.

[0020] According to some embodiments, the user can earn / win additional home cards and / or wild cards by conducting a predetermined number of correctly matched selections of cards.

[0021] According to some embodiments, when all cards are removed from the play area, the user can access a new level of the computer game, having a different layout of cards.

[0022] According to some embodiments, the different layout has an increased complexity.

[0023] According to some embodiments, the increased complexity comprises: an increased number of cards, introduction of new colors / patterns, an increased degree of overlap between the plurality of cards, introduction of special cards / attributes or any combination thereof. According to some embodiments, the special cards / attributes comprise: a blocking attribute, removal of which is required prior to the comprising the blocking attribute is playable; and / or a special card comprising a changeable game feature, wherein each removal of another playable card changes or switches between the changeable game feature of the special card; and / or a special card having two individual front faces, wherein removal of another playable card switches alters which of the two front faces is playable; and / or a chain attribute connecting a first card (chained card) to one or more additional cards of the plurality of cards (chaining card(s)), such that the chained card is not playable until the chaining card(s) is removed; a release card comprising a release feature configured to remove a blocking attribute and / or a mystery card revealing a hidden special card once reached in the game area.

[0024] According to some embodiments, the blocking attribute is a color-orbs blocker, the method further comprising: displaying via software executable instructions, a plurality of gamecards on the play area of the U l, with one or more cards initially covered by the color-orbs blocker, being unplayable, wherein each color of the orbs corresponds to one of the card colors in the game area; receiving an input from the user, selecting and matching a playable card from the game area; analyzing the selected card to determine whether said card color corresponds to the color of any orb on the blocker, which is not activated, wherein: when the card color corresponds to the color of any orb which is not activated, activating the corresponding orb; when the card color does not correspond to the color of any orb on the blocker, which is not activated, the color-orb blocker remains at his state and the cards covered by the blocker remain covered; repeating steps a-c, until all the color-orbs are activated, and removing the blocker reveals the cards positioned behind the blocker making the cards playable.

[0025] According to some embodiments, the color-orb blocker comprises multiple orbs of the same color.

[0026] According to some embodiments, the color-orb blocker obstructs other special cards mechanics placed behind it and no other card mechanic can block or override the color-orb blocker.

[0027] According to some embodiments, the special card is a color changer card having a fixed shape and a predefined or simulator-configured colorchange sequence, activated upon exposure on the top layer of the game area, and when activated, the method further comprising: receiving an input from the user representing a move of removal of a card from the game area or drawing a card from the home area; upon execution of the user’s move, updating the Color Changer card’s current color, according to said card predefined or simulator- configured color-change sequence; analyzing whether the Color Changer card’s current color or shape matches a playable card; when the Color Changer card’s current color or shape matches a playable card removing the Color Changer card from the game area and transferring the Color Changer card to the home area, maintaining the color active at the moment of removal and ceasing further color transitions; when Color Changer card’s current color or shape does not match a playable card, retaining the Color Changer card in the current card position, and wherein, as long as the color changer card is in the game area, colors cycling continues after each subsequent user move.

[0028] According to some embodiments, the color changer card is initially positioned beneath other cards, or on the top layer of the game area.

[0029] According to some embodiments, the color changer card comprises colors presented within the current game level configuration.

[0030] According to some embodiments, colors, shape, number of colors, and the sequence of color changes are individually defined for each Color Changer card.

[0031] According to some embodiments, the color changer mechanic influences the orb when the user removes the Color Changer card while its current active color matches the orb’s color.

[0032] According to some embodiments, the special card is a color shuffle card which when exposed on the top layer of the game area, changes pseudo-randomly the colors of all faced up cards in the game area to different playable colors determined by the simulator, ensuring no duplicate states and cards and maintaining solvability within the game level.

[0033] According to some embodiments, when the color shuffle card is exposed on the top layer of the game area and there are no other face-up cards available in the game area, then no color changes occur, and the Color Shuffle card is removed from the game area without effect.

[0034] According to some embodiments, the color shuffle card is initially positioned behind other cards or blockers.

[0035] According to some embodiments, activation of an undo booster causes the game to revert to the game’s previous state, before the user’s last move.

[0036] According to some embodiments, comprising scoring each removed matched cards.

[0037] According to some embodiments, the computer-based card game is a single player single turn game.

[0038] According to some embodiments, the shape is a number.

[0039] According to some embodiments, the pseudo-random color change is generated using a deterministic pseudo-random function that determines the changed color of each face-up card.

[0040] In some embodiments, the disclosed computer-based card game is implemented using software-executable logic for managing layered card objects within the game area. Card objects may be represented in memory as data structures having front-face and back-face attributes, and may be arranged in overlapping positions within a multi-layer card-state representation. The system may compute exposure states of card objects based on their layered positions and may update the rendering of the user interface in response to state transitions. Additionally, in some embodiments, card features are assigned using a deterministic pseudo-random generator initialized with a seed value, enabling reproducible game-state transitions and device-to-device consistency.

[0041] BRIEF DESCRIPTION OF THE FIGURES

[0042] Some embodiments of the disclosure are described herein with reference to the accompanying figures. The description, together with the figures, makes apparent to a person having ordinary skill in the art how some embodiments may be practiced. The figures are for the purpose of illustrative description and no attempt is made to show structural details of an embodiment in more detail than is necessary for a fundamental understanding of the disclosure. For the sake of clarity, some objects depicted in the figures are not drawn to scale. Moreover, two different objects in the same figure may be drawn to different scales. In particular, the scale of some objects may be greatly exaggerated as compared to other objects in the same figure.

[0043] In the figures:

[0044] FIG.1A, schematically shows a block diagram of an exemplary computer- implemented card-game system, according to some embodiments;

[0045] FIG. IB schematically shows a flowchart of a computerized method, according to some embodiments;

[0046] FIG. 2A and FIG. 2B respectively show two different exemplary layouts of the herein disclosed computer game, according to some embodiments;

[0047] FIG. 3A-FIG. 3K show exemplary special cards / attributes utilized in therein disclosed computer game, according to some embodiments; FIG. 4A shows an example of a layout of the herein disclosed computer- based card game 200 with a color-orb blocker 401, according to some embodiments;

[0048] Fig. 4B shows an example of a color-orb blocker with 4 colors: yellow, green, red and blue, which are not activated and how the color-orbs are lit after a match of a corresponding color, according to some embodiments;

[0049] FIG. 4C shows an exemplary case of a removal of the color-orb blocker which exposes the cards that were hidden behind the blocker, making them playable, according to some embodiments;

[0050] FIG. 5 schematically shows a flow chart depicting the game-mechanic operation flow that occurs when the color-orb blocker is introduced during gameplay, according to some embodiments;

[0051] FIG. 6A schematically shows an example of a layout of the herein disclosed computer-based card game 200 with two color changer cards 601 and 602, according to some embodiments;

[0052] FIG. 6B schematically shows the change of color of the color changer card 602, according to some embodiments;

[0053] FIG. 7 schematically illustrates a flowchart describing the gamemechanic flow that occurs when the color-changing card is introduced during gameplay, according to some embodiments;

[0054] FIG. 8A schematically shows an example of a layout of the herein disclosed computer-based card game 200 with a color shuffle card 801, according to some embodiments; and

[0055] FIGs 8B-8D collectively illustrate an example gameplay flow occurring when color shuffle card 801 becomes exposed on the top layer of the game area, is activated to change the colors of all face-up cards, and subsequently disappears from the game area after performing its effect, according to some embodiments.

[0056] DETAILED DESCRIPTION

[0057] The principles, uses, and implementations of the teachings herein may be better understood with reference to the accompanying description and figures. Upon perusal of the description and figures present herein, one skilled in the art will be able to implement the teachings herein without undue effort or experimentation. In the figures, the same reference numerals refer to the same parts throughout.

[0058] According to some embodiments, the present disclosure generally relates to computer-based card games, in particular to strategic computer- based, preferably in the form of single-player, single-turn computer-based card games.

[0059] Advantageously, the herein disclosed computer-based card game provides the benefit of being accessible and convenient for playing via various digital device such as mobile phones, tablets, computers etc. As a further advantage, the herein disclosed computer-based card game can be played wherever and whenever the player desires. Moreover, at least a portion of the special cards cannot be played outside a digital setting.

[0060] As used herein the term “game mechanic” or “mechanic” refers to a defined rule, process, or operational behavior implemented by the game engine, which controls how gameplay proceeds in response to user actions or game-state conditions. A game mechanic may include triggering conditions, decision logic, and resulting effects applied to game elements during gameplay.

[0061] As used herein, the term “top layer of the game area” refers to the uppermost visible layer of cards or game elements currently exposed within the game area, such that the card or element is not covered by any other card or game object.

[0062] According to some embodiments, a computer-implemented card game system is presented herein. The system is executed by a processing unit in communication with a memory storing card-state data structures, game logic instructions, and graphical assets. The system may include a rendering engine configured to generate the graphical representation of card objects on a user interface (Ul), including rendering of layered card arrangements within a designated game area and dynamic updates in response to state changes. Card objects may be represented in memory as software objects having frontface and back-face attributes, game-feature parameters, and positional information within a multi-layer card-state model. The processing unit may execute modules for evaluating card states, computing exposure of partially overlapping card objects, applying pseudo-random game-feature assignments using a deterministic seed-based generator, and processing user selections via an input interface (U l). The system may further include a statemanagement module configured to update the layered card-state model and trigger corresponding re-rendering operations when a card is moved, removed, or otherwise modified during gameplay.

[0063] FIG.1A, schematically shows a block diagram of an exemplary computer- implemented card-game system, according to some embodiments. System 100 includes a processing unit 101 executing software modules, including a game logic module 107, a state-management module 108, an exposureevaluation module !09, a rendering engine module !03, and a pseudo-random generator module 106. The processing unit 101 is in communication with a memory 102 storing a multi-layer card-state model 105, card objects and game-feature attributes, game parameters, and graphical assets (not shown). A user interface device 104 is in communication with the memory 102 and the processing unit 101, rendering the visual game output based on the card-state information stored in memory and providing user input events to the processing unit 101. Reference is now made to FIG. IB which schematically shows a flow chart of a computerized method 110 for conducting a strategic computer-based card game, according to some embodiments. It is understood that while some of the steps are conducted in the order presented, others may be performed simultaneously or in opposite order. One of ordinary skill in the art would readily understand the order of which steps may be changed.

[0064] According to some embodiments, method 110 includes: a) displaying, via software executable instructions, a plurality of game cards on a play area of a user interface (Ul), b) displaying a home card in a home area of the Ul, such that a front face of the home card faces the user, c) receiving input from a user (player) regarding the selection of one of the playable cards from the play area, d) analyzing the selected card to determine whether a game feature of the selected card matches the game feature of the home card, wherein a match comprises a same color / pattern and / or shape; wherein: i. if the match is correct, the layout of the play area is altered by moving the selected card to the home area to replace the previous home card with the selected card, and exposing a front face of one or more cards in the play area, which, as a result of the removal of the selected card, are no longer partially overlapped by other cards; or ii. if the match is incorrect, the selected card remains at its position in the play area; and f) repeating steps a-d, until all of the plurality of cards are removed from the game area.

[0065] According to some embodiments, the method is executed via a processor configured to store and execute a program code of the computer- based card game.

[0066] According to some embodiments, the program code includes code instructions to display a plurality of game-cards on a play area of a user interface (Ul); code instructions to display a home card in a home area of the Ul, such that a front face of the home card faces the user; code instructions to receive an input from a user / player regarding the selection of one of the playable cards from the play area, code instructions to analyze the selected card to determine whether a game feature of the selected card matches the game feature of the home card, wherein a match comprises a same color / pattern and / or shape; and code instructions to alter the layout of the play are by moving the selected card to the home area to replace the previous home card with the selected card if the match is correct. According to some embodiments, the user may digitally draw a new home card, for example by clicking on the stack of home cards. According to some embodiments, drawing a new home card may be possible only when no matches can be made. According to some embodiments, drawing a new home card may be possible regardless of whether or not a match can be made. According to some embodiments, each of the plurality of game cards comprises a front face having a game feature and a back face devoid of said game feature.

[0067] According to some embodiments, the game feature of the front face of the game cards may be a shape having a distinct color or pattern. According to some embodiments, the shape may be a number. According to some embodiments, the number may have one of 4, 5, 6, 7, 8 or more optional colors. According to some embodiments, the number may be patterned (e.g. with stripes, circles or the like). According to some embodiments, the card includes a single shape (no more than one) positioned at the center of the front face. According to some embodiments, the card includes a single large shape (no more than one) positioned at the center of the front face and a replication of the shape in a smaller version in one or more corners of the front face. According to some embodiments, the plurality of game cards includes no more than one occasion of a particular shape (e.g. number) per color / pattern. For example, a red-colored 4, will only appear once in the plurality of cards. According to some embodiments, the back face of the plurality of game cards may be identical. According to some embodiments, the back face of the plurality of game cards may be repetitive, i.e. a portion of the plurality of game cards may have a first back face while another portion of the plurality of game cards have another back face. According to some embodiments, the back face of the plurality of game cards may be individual, i.e. each card has its own specific back face. According to some embodiments, the association between the front face and the backface may be essentially random. According to some embodiments, the back face may include an image, a drawing, a shape or other feature which is not part of the computer-based card game.

[0068] Reference is now made to FIG. 2A and FIG. 2B which illustrate different layouts of different levels of the herein disclosed computer-based card game 200. According to some embodiments, at each level the plurality of cards 210 is arranged in a predetermined layout, such that at least a portion of game cards 210 in the play area 220 are partially overlapping and a portion of the game cards are having their front face exposed (e.g. game card 210a) whereas others have their back face facing the player (e.g. game card 210b) - see FIG. 2A and FIG. 2B. As used herein, the term “layout” with regards to the game cards refer to the position of the game cards in the play area, the number of cards in the layout, the degree of overlapping between the cards or any combination thereof. According to some embodiments, the layout for a certain level of the computer-based card game is constant in each attempt of playing the specific level. According to some embodiments, the layout for a certain level of the computer-based card game may change between different attempts of playing the specific level. According to some embodiments, regular game cards (i.e. without special attributes) are exposed as soon as they become an upper card such that cards having their back face facing the user are those cards that are at least partially overlapped by other cards. According to some embodiments, cards with special features may remain unexposed even without being overlapped by other cards (not shown).

[0069] According to some embodiments, play area 220 takes up a majority of the display.

[0070] According to some embodiments, computer-based card game 200 further includes a home area 230 (preferably positioned at the bottom of the display). Home area 230 includes a home card 232 having its front face facing the player. According to some embodiments, the game feature of home card 232 as well as the game features of game cards 210 participating in a particular layout and / or level are essentially randomly determined by the processing unit. According to some embodiments, home area 230 further includes a stack of face-down home cards 234. According to some embodiments, the number of home cards in stack of face-down home cards 234 is predetermined. According to some embodiments, each level of the computer-based card game may include a different amount of stacked home cards matching the given complexity and the layout of the level. According to some embodiments, if no match between cards having front face facing the user 232 and the home card 234 is identified, the user can expose a new home card from a stack of home cards.

[0071] According to some embodiments, the player can buy additional home cards via the Ul. According to some embodiments, the player can earn / win additional home cards, e.g. by conducting a predetermined number of correctly matched selections of cards. According to some embodiments, the player can buy extra / additional home cards using a dedicated game currency. According to some embodiments, the player may receive / earn game currency by completing levels. According to some embodiments, the computer-based card game may include two or more modes. For example, the player may double the potential game currencies / coins to be earned by completing a level by paying an extra amount of game currency / coins at level entry. According to some embodiments, the modes may be xl.5, x2, x3, x4, x5, xlO (or the like) modes. Each possibility is a separate embodiment. According to some embodiments, the player may receive / earn game currency / coins by completing levels using less home cards (i.e. by playing more effectively). As a non-limiting example, the player may receive a fixed predetermined amount (e.g. 10 game coins) per unused home card. As another non-limiting example, the player may receive a first predetermined amount (e.g. 10 game coins) for a first un-used home card, a second predetermined amount (e.g. 20 game coins) for a second un-used home card, and a third predetermined amount (e.g. 30 game coins) for a third un-used home card. According to some embodiments, the term “less” with regards to the home card used may refer to a predetermined number (for each level) or less than all the home cards in the stack of home cards. According to some embodiments, the player may receive / earn game currency as a reward for utilizing a good judgment / strategy, for example by doing a maximum / large number of streaks or by accumulating un-used home cards. According to some embodiments, the player may also buy wild cards e.g. using the game currency. According to some embodiments, the wild card enables the user to make a play the wild card irrespective of the home card, i.e. when no matches can be made. According to some embodiments, the wild card is playable only during the level at which it was purchased. According to some embodiments, the wild card can be transferred from level to level. According to some embodiments, the player may be rewarded game currency if a wild card is not utilized during a level. According to some embodiments, the player can buy an unlimited amount of additional home cards and / or wild cards, as long as the player has the game currency to purchase them. According to some embodiments, the player can only buy a limited amount of additional home cards and / or wild cards.

[0072] According to some embodiments, analyzing the selected card to determine whether a game feature of the selected card matches the game feature of the home card comprises determining whether at least a shape (e.g. exact numerical value) or at least a color / pattern of the game feature of the selected card is identical to that of the home card.

[0073] According to some embodiments, exposing a front face of one or more cards in the play area, which, as a result of the removal of the selected card, are no longer partially overlapped by other cards is only relevant if so far the selected card previously overlapped another card.

[0074] According to some embodiments, computer-based card-game 200 includes a plurality of levels. According to some embodiments, different levels of the computer-based card game have different layouts (as shown in FIG. 2A and FIG. 2B respectively).

[0075] According to some embodiments, the complexity of the computer- based card-game is increased with each level, or every few number of levels. According to some embodiments, the increase in complexity / difficulty may be linear. According to some embodiments, the increase in complexity / difficulty may be non-linear. For example, the complexity may be increased only after a few levels having a same difficulty or even an easier difficulty level have been played. According to some embodiments, particularly hard levels may be provided to the player at a random occurrence, at a predetermined occurrence, depending on the strategic accomplishments of the player during previous levels, based on the average daily amount of time played or any combination thereof. Each possibility is a separate embodiment. According to some embodiments, an increased complexity may include: an increased number of cards, introduction of new colors / patterns, an increased degree of overlap between the plurality of cards, introduction of special cards / attributes or any combination thereof. Each possibility is a separate embodiment.

[0076] According to some embodiments, not all of the plurality of gamecards participate in a particular layout. According to some embodiments, the identity of the game features of each of the plurality of cards participating in the layout is essentially randomly determined by the processor. According to some embodiments, an uppermost card (having no cards partially overlapping it) may expose its front face or its back face. According to some embodiments, all game cards being at least partially overlapped by another one or more game cards has always its back face facing the user. According to some embodiments, only cards having their front face facing the user are playable by the user. According to some embodiments, and as illustrated in FIGs. 2A-2B, the game area may include multiple card objects arranged in partially overlapping positions. In some implementations, these card objects are represented in memory 102 using a multi-layer card-state model 105 that enables computation of exposure states based on the layered arrangement. When a card is moved or removed, exposure evaluation module 109 may automatically recompute the exposure of underlying card objects and rendering engine 103 may update the visual output accordingly.

[0077] According to some embodiments, the computer-based card game further includes one or more special cards and / or features. According to some embodiments, step a of displaying the plurality of game-cards further comprises displaying the one or more special cards / attributes.

[0078] According to some embodiments, the special attribute may be a blocking attribute. According to some embodiments, the blocking attribute needs to be removed, prior to the game card, comprising the blocking feature, becomes playable.

[0079] As a non-limiting example, the blocking attribute may include one or more virtual screws / pins / nails / bolts or the like (see FIG. 3A). According to some embodiments the blocking attribute may be positioned on a back face of a game card (as illustrated in the center panel of FIG. 3A). According to some embodiments the blocking attribute may be positioned on a front face of a game card. According to some embodiments, a correct match made by the user triggers the processor to remove a blocking feature (e.g. one of the one or more screws / pins / nails / bolts or the like) from the game card. According to some embodiments, a special card having a release attribute (FIG. 3A right panel) needs to be exposed and selected by the user in order to release a blocking attribute (e.g. one or more of the screws / pins / nails or the like). According to some embodiments, the release feature is only functional upon matching the game card feature of the game card feature to which it is associated. For example, as illustrated in FIG. 3A, the game feature with the release attribute (here a spanner) can only be used to remove the bolts from the blocked card when it is matched to a home card with an identical shape (here the numerical value 9) or to a home card with a same color / pattern (here red). According to some embodiments, once the blocking feature is removed, the game card is automatically exposed. According to some embodiments, removal of the blocking feature still requires an additional move prior to the card being exposed (as illustrated in the left pane of FIG. 3A).

[0080] As another non-limiting example, the blocking feature may be a ribbon or similar feature (see FIG. 3B). According to some embodiments the ribbon may be positioned on a back face of a game card. According to some embodiments the ribbon may be positioned on a front face of a game card (as illustrated in the left panel of FIG. 3B). According to some embodiments, a correct match made by the user triggers the processor to remove the ribbon from the game card. According to some embodiments, a special card / attribute having a release attribute (here scissors) needs to be exposed and selected by the user in order to remove the ribbon and make the card playable. According to some embodiments, the release feature may be on the back of a game card in which case it is selectable once no longer overlapped.

[0081] As another non-limiting example, the blocking feature may be a gate or similar feature (see FIG. 3C). According to some embodiments, every move made by the user (player) switches between a closed gate (upper panel) and an open gate (lower panel) and thus between a playable and unplayable card.

[0082] According to some embodiments, the special card is a card having a changeable game feature, wherein each removal of another playable card changes or switches between the changeable game feature of the special card. A non-limiting example of a special card with a changeable feature may be a flipping card (e.g. in a rotatable frame as illustrated in FIG. 3D) having a different game feature on its opposite sides.

[0083] Another non-limiting example of a special card with a changeable feature is a card that for each move made by the user, its shape and / or color / pattern changes. According to some embodiments, as opposed to a flipping card the change may be continuous between different shapes and / or colors / patterns instead of switching between two different sides each having a different game feature. A special card switching color after each move is illustrated in FIG. 3E. Aspecial card whose value increases byl after each move, resetting to 0 after reaching 9 is illustrated in FIG. 3F. A special card whose value decreases by 1 after each move, resetting to 9 after reaching 0 is illustrated in FIG. 3G. A special card whose value and color changes arbitrarily after each move is illustrated in FIG. 3H.

[0084] According to some embodiments, the special attribute is a chainattribute (illustratively depicted in FIG. 31) connecting a first card (chained card) to one or more additional cards of the plurality of cards (chaining card(s)), such that the chained card is not playable until the chaining card(s) is removed.

[0085] According to some embodiments, the special card may be a bundle card (see FIG. 3J) revealing which causes addition of cards in the amount displayed on the card (here +3) to be added to the deck.

[0086] According to some embodiments, the special card is a card having more than one shape and / or color / pattern.

[0087] As a non-limiting example, if the shape is a number, the number may have two colors thus enabling dual matching (as seen from FIG. 3K). As a non-limiting example, the card may be 180° rotatable, wherein each rotation changes the shape (e.g. 6-9 - option not shown).

[0088] According to some embodiments, the special card, may be a mystery card, that reveals a hidden special card once reached in the game area.

[0089] According to some embodiments, the computer-based card game is a shedding type card game. According to some embodiments, the computer- based card game is a single player single turn card game.

[0090] According to some embodiments, game mechanics examples of special cards and / or attribute are presented herein.

[0091] As a non-limiting example, according to some embodiments, the blocking feature may be a color-orb blocker. The blocker includes several orbs, each orb may have a different color. According to some embodiments, the color-orb blocker may include multiple orbs of the same color.

[0092] FIG. 4A schematically shows an example of a layout of the herein disclosed computer-based card game 200 with a color-orb blocker 401, according to some embodiments. Color-orb blocker 401 is positioned above two game cards 402 and 403 and is blocking them from being playable. In order for cards 402 and 403 to be playable the blocking of the color-orb blocker should be removed. According to some embodiments, when the user (player) selects a playable card from the game area, and the color of the selected card corresponds to the color of any orb on the blocker, said orb is activated (for example by being lit). After all the orbs on the blocker are activated (for example by being lit) the color-orb blocker is removed and the game card positioned behind the blocker become playable. FIG. 4B shows an example of a color-orb blocker with 4 colors: yellow, green, red and blue, which are not activated and how a color-orb is lit after a match of a corresponding color, according to some embodiments. First the yellow orb is lit then the green orb is lit, then the red orb is lit and finally the blue orb is lit. Once all orbs are lit the color-orb blocker is removed. FIG. 4C shows an exemplary case of a removal of the color-orb blocker which exposes the cards that were hidden behind the blocker, making them playable, according to some embodiments.

[0093] FIG. 5 schematically shows a flow chart depicting the game-mechanic operation flow that occurs when the color-orb blocker is introduced during gameplay, according to some embodiments. At 510, a plurality of game-cards are displayed, via software executable instructions, on the game area of the user interface (Ul), with certain cards such as cards 402 and 403 in FIG. 4A initially covered by the color-orbs blocker. At 512, an input from the user (player) is received, selecting and matching a playable card from the game area. At 514 the selected card is analyzed to determine whether said card color corresponds to the color of any orb on the blocker, which is not activated. When the card color corresponds to the color of an orb which is not activated, at 516 the corresponding orb is activated. According to some embodiments, the activated orb may be lit, to indicate activation. According to some embodiments, when the card color does not correspond to the color of any orb on the blocker, which is not active, at 518, the color-orb blocker remains at his state and the cards covered by the blocker remain covered. According to some embodiments, steps 510-518 are repeated until all the color-orbs are activated, and then the blocker is removed from the game area, revealing the cards positioned behind the blocker making the cards playable. According to some embodiments, everytime a selected card color matches a color of an orb which is not activated (lit), the corresponding orb is activated (lit), until all orbs are activated and lit.

[0094] According to some embodiments, the color-orb blocker may obstruct other special cards mechanics placed behind it. According to some embodiments, no other card mechanic can block or override the color-orb blocker.

[0095] According to some embodiments, the color-orb blocker may be visually different for example it may have a different shape, however the mechanic is the same.

[0096] As a non-limiting example, according to some embodiments, the blocking feature may be a stone card. According to some embodiments, the stone card mechanic (in which the visuals may change while the mechanic remains constant) includes a lock card placed only on the top layer of the game area that blocks the cards behind it, and a key card located deeper in the game area, when the key card is revealed, it removes the lock card and exposes the blocked cards behind it so they become playable.

[0097] As a non-limiting example, according to some embodiments, a special card with a changeable feature may be a color changer card having a fixed shape (e.g., number) and a predefined or simulator-configured color-change sequence, activated upon exposure on the top layer of the game area. According to some embodiments, after the color changing card is activated, it changes its own color after every move of the user. The color of the colorchanging card changes according to the sequence of the color-change, defined on the card. According to some embodiments, there may be one or more color changer cards exposed on the game area, each color changer card having its own shape and color change sequence.

[0098] FIG. 6A schematically shows an example of a layout of the herein disclosed computer-based card game 200 with two color changer cards 601 and 602, according to some embodiments. Color changer card 601 presents the number “1” displayed in black, and a color-change sequence of black- yellow-purple etc., which indicates that card 601 changes its colors according to the order displayed in the color-change sequence. According to some embodiments, color changer card 602 presents the number “6” displayed in red, and a color-change sequence of red-purple-yellow etc., which is a different sequence from the sequence of card 601.

[0099] FIG. 6B schematically shows the change of color of the color changer card 602, according to some embodiments. After each move of the user, card 602 changes its color according to the order displayed in the color-change sequence of the card. The color-change sequence may be displayed in different configurations such as horizontal, vertical, or other configurations. In card 602 which is first displayed in red, the color change sequence is displayed in a generally horizontal layout with a slight curvature forming a partial arc. The current color is shown in the middle of the partial arc and the next color is presented at the left side of the current color. As can be seen, in FIG. 6B card 602 changes its color (after each move of the user) from red to purple to yellow to black to green to blue and then back to red and continues at the same order until card 602 is removed from the game area.

[0100] FIG. 7 schematically illustrates a flowchart describing the gamemechanic flow that occurs when the color-changing card is introduced during gameplay, according to some embodiments. At 710, a plurality of game-cards are displayed via software executable instructions, on the play area of the user interface (U l). The game-cards including one or more Color Changer cards having a each a fixed shape such as a fixed numerical value, and a dynamic color property, changing according to color-change sequence presented on the card. According to some embodiments, the colors, shape, number of colors, and the sequence of color changes are individually defined for each color changer card. According to some embodiments, the color-change sequence may be predefined by an administrator or configured by the processor / simulator, when no configuration was predefined by the administrator. According to some embodiments, the color changer card includes only colors presented within the current game level configuration. According to some embodiments, the color changer card may be initially positioned beneath other cards, or it may be positioned on the top layer of the game area. According to some embodiments, the color changer card is configured to be activated (i.e., changing its color after each user’s move) only when it is positioned on the top layer of the game area.

[0101] At 712, an input from the user is received representing a move of removal of a card from the game area or a move of drawing a card from the home area.

[0102] At 714, upon execution of the user’s move, the color-changer card’s current color is updated, according to said card predefined or simulator- configured color-change sequence. According to some embodiments, after the color of the color-changer card changes, at 716 it is analyzed whether the Color Changer card’s current color or shape (such as number) matches a playable card. When the current color or shape of the Color Changer card’s matches a playable card, at 718 the color-changer card is removed from the game area and transferred to the home area, maintaining the color active at the moment of removal and ceasing further color transitions. Meaning the removed color changer card becomes a non-special card with the color it had at the moment of transfer to the home area. However, according to some embodiments, in case there are other color changer cards in the play area they change their color once more in response to the move of removal of the matched color changer card.

[0103] According to some embodiments, when the Color Changer card’s current color or shape does not match a playable card, at 720 the Color Changer card is retained in the current card position, and as long as the color changer card is in the game area, colors cycling continues after each subsequent user move, until there is a match and the card is removed as in 718 According to some embodiments, the Color Changer card may be positioned beneath other blockers, such as orb and stone, or other special cards.

[0104] According to some embodiments, the Color Changer card may block other special cards but cannot block blockers such as Orb or Stone.

[0105] According to some embodiments, the color-changer mechanic may be incorporated into special level types. For example, into Rolling levels, which are special levels where the right side of the game area is initially hidden. As the user removes cards on the left side, new sections on the right are revealed, creating a scrolling progression unlike regular levels.

[0106] Another example may be into a special level type of Rising Levels, which is a multi-floor layout where the user must remove all cards on the current floor to ascend to the next floor. Progression continues floor by floor, and the level is completed once the final floor is fully removed.

[0107] According to some embodiments, the Color Changer card may influence color-orb blockers when the user removes the Color Changer card while its current active color matches the orb’s color.

[0108] According to some embodiments, the Color Changer card may also appear within a Mystery Card.

[0109] As another non-limiting example, according to some embodiments, a special card with a changeable feature may be a color shuffle card which when exposed on the top layer of the game area, changes pseudo randomly the colors of all faced up cards in the game area to different playable colors determined by the simulator. According to some embodiments, the simulator is configured to ensure that no duplicate states and cards occurs due to the change of colors and that solvability within the game level is maintained. According to some embodiments, the color shuffle card is initially positioned behind other cards or blockers, but is activated only when exposed on the top layer of the game area.

[0110] FIG. 8A schematically shows an example of a layout of the herein disclosed computer-based card game 200 with a color shuffle card 801, according to some embodiments. As can be seen color shuffle card 801 is positioned behind two other cards 802 and 803. The game continues until cards 802 and 803 are removed such that color shuffle card 801 is exposed on the top layer of the game area, and then being activated and changes pseudo randomly the color of all faced up cards in the game area. According to some embodiments, when color shuffle card 801 is exposed on the top layer of the game area and there are no other face-up cards available in the game area, then no color changes occur, and Color Shuffle card 801 is removed from the game area without effect.

[0111] FIGS 8B-8D collectively illustrate an example gameplay flow occurring when color shuffle card 801 becomes exposed on the top layer of the game area, is activated to change the colors of all face-up cards, and subsequently disappears from the game area after performing its effect, according to some embodiments. FIG. 8B schematically illustrates the moment in which color shuffle card 801 becomes exposed on the top layer of the game area, thereby satisfying its activation condition. As can be seen in FIG. 8B card 802 with the number “7” is located above color shuffle card 801 blocking the color shuffle card. Once card 802 is removed (by the user), card 809 positioned behind it is revealed (see FIGs. 8C-8D) and simultaneously color shuffle card 801 is revealed and exposed on the top layer of the game area. FIG. 8C schematically shows color shuffle card 801 activated and changing the color of all face-up cards in the game area to different colors. In FIG. 8D it can be seen that the colors of all the face up cards changed to different colors, card 806 changed from green (see FIG. 8B) to red, card 807 changed from blue (see FIG. 8B) to purple, card 808 changed from green (see FIG. 8B) to black, and color shuffle card 802 disappeared, revealing the cards that were behind it - cards 810 and 812

[0112] According to some embodiments, although the color changes due to color shuffle card appear random to the user, they are in fact generated by a deterministic pseudo-random mechanism based on a seed and the user's sequence of actions. As a result, the same sequence of actions produces identical outcomes, making the system deterministic and the gameplay conditions reproducible, even if the player perceives the behavior as random.

[0113] According to some embodiments, the game mechanic may include an undo booster, shown in FIGs. 8B-8D, as booster 820 activation of the undo booster causes the game to revert to the game’s previous state, before the user’s last move. For example, at the color-orb mechanic, when the user uses the Undo booster after one or more orbs have been activated, the affected orbs revert to their original inactive state according to the user’s previous moves. If the Undo booster is used after the blocker has been removed, the blocker is restored to the game area, once again covering the cards positioned behind it. At the color-changer mechanic, when the user uses the Undo booster, the Color Changer card reverts to its previous color state according to the established color-change sequence. At the color shuffle mechanic, when the player uses the Undo booster after the Color Shuffle has changed the colors of the face-up cards, all affected cards revert to their original colors, and the Color Shuffle card returns to the game area.

[0114] According to some embodiments, a non-transitory computer-readable storage medium is presented herein. The non-transitory computer-readable storage medium may store computer-executable instructions that, when executed by one or more processors, cause the processor(s) to perform a method for managing layered card-state information in a computer-implemented card game. In some embodiments, the stored instructions may cause the processor(s) to render, on a game area of a user interface (U I), a plurality of card objects and one or more specialattribute card objects, wherein each card object is represented in memory as a data structure comprising a front-face attribute specifying a game feature and a back-face attribute lacking the game feature.

[0115] The instructions may further cause the processor(s) to assign gamefeature attributes to card objects using a pseudo-random generator module executed by the processor, such as a deterministic seed-based generator. In certain implementations, the processor(s) may maintain, in memory, a multilayer card-state model representing spatial positions and overlap relationships among card objects, and may compute exposure states of card objects based on the layered arrangement so that card objects with exposed front-face attributes are designated as playable.

[0116] The stored instructions may additionally cause the processor(s) to render a home card object on a home area of the U l, the home card object having a game feature assigned by the pseudo-random generator module. The processor(s) may further receive user input from the Ul selecting one of the playable card objects or one of the special-attribute card objects, and may evaluate whether a game feature of the selected card object matches the game feature of the home card object based on the multi-layer card-state model.

[0117] Upon determining that a match exists, the instructions may cause the processor(s) to update the multi-layer card-state model by repositioning the selected card object from the game area to the home area and recomputing exposure states of one or more underlying card objects that become newly exposed. Upon determining that no match exists, the processor(s) may maintain the selected card object in its current position within the multi-layer card-state model. Other systems, methods, features, and advantages of the present disclosure will be or become apparent to one with skill in the art upon examination of the following drawings and detailed description. It is intended that all such additional systems, methods, features, and advantages be included within this description, be within the scope of the present disclosure, and be protected by the accompanying claims.

[0118] Unless otherwise defined, all technical and / or scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the invention pertains. Although methods and materials similar or equivalent to those described herein can be used in the practice or testing of embodiments of the invention, exemplary methods and / or materials are described below. In case of conflict, the patent specification, including definitions, will control. In addition, the materials, methods, and examples are illustrative only and are not intended to be necessarily limiting.

[0119] Implementation of the method and / or system of embodiments of the invention can involve performing or completing selected tasks automatically. Moreover, according to actual instrumentation and equipment of embodiments of the method and / or system of the invention, several selected tasks could be implemented by hardware, by software or by firmware or by a combination thereof using an operating system.

[0120] For example, hardware for performing selected tasks according to embodiments of the invention could be implemented as a chip or a circuit. As software, selected tasks according to embodiments of the invention could be implemented as a plurality of software instructions being executed by a computer using any suitable operating system. In an exemplary embodiment of the invention, one or more tasks according to exemplary embodiments of methods and / or systems as described herein are performed by a data processor, such as a computing platform for executing a plurality of instructions. Optionally, the data processor includes a volatile memory for storing instructions and / or data and / or a non-volatile storage, for example, a magnetic hard-disk and / or removable media, for storing instructions and / or data. Optionally, a network connection is provided as well. A display and / or a user input device such as a keyboard or mouse are optionally provided as well.

Claims

CLAIMS1. A computerized method for conducting a strategic computer-based card game, the method comprising: using a processing unit for: a) displaying, via software executable instructions, a plurality of gamecards and one or more special cards / attributes on a play area of a user interface (U l),- wherein each of the plurality of game cards comprises a front face having a game feature and a back face devoid of said game feature, wherein the game feature of the game cards comprises a shape having a distinct color or pattern;- wherein the plurality of cards is arranged in a predetermined layout, such that at least a portion of the game cards are partially overlapping,- wherein a portion of the cards have their front face facing the user (exposed card) and a portion of the cards have their back face facing the user,- wherein only cards having their front face facing the user are playable by the user, and- wherein an identity of the game features of each of the plurality of cards is essentially randomly determined by the processing unit, b) displaying a home card in a home area of the Ul, such that a front face of the home card faces the user, wherein an identity of the game feature of the home card is essentially randomly determined by the processing unit;c) receiving an input from a user regarding selection of one of the playable cards from the play area or regarding a special card / attribute, d) analyzing the selected card to determine whether a game feature of the selected card matches the game feature of the home card, wherein a match comprises a same color / pattern and / or shape; wherein: iii. if the match is correct, the layout of the play area is altered by moving the selected card to the home area to replace the previous home card with the selected card, and exposing a front face of one or more cards in the play area, which, as a result of the removal of the selected card, are no longer partially overlapped by other cards; iv. if the match is incorrect, the selected card remains at its position in the play area; f) repeating steps a-e, until all of the plurality of cards are removed from the game area.

2. The method of claim 1, wherein if no match between cards having front face facing the user and the home card is identified by the user, the user can expose a new home card from a stack of home cards, positioned in the home area with their back facing the user.

3. The method of claim 1, wherein the number of cards in the stack of home cards is predetermined.

4. The method of claim 1, wherein the user can buy additional home cards via the Ul.

5. The method of claim 1, wherein the user can earn / win additional home cards and / or wild cards by conducting a predetermined number of correctly matched selections of cards.

6. The method according to claim 1, wherein when all cards are removed from the play area, the user can access a new level of the computer game, having a different layout of cards.

7. The method of claim 6, wherein the different layout has an increased complexity.

8. The method according to claim 7, wherein the increased complexity comprises: an increased number of cards, introduction of new colors / patterns, an increased degree of overlap between the plurality of cards, introduction of special cards / attributes or any combination thereof.

9. The method according to claim 1, wherein the special cards / attributes comprise: a. a blocking attribute, removal of which is required prior to the comprising the blocking attribute is playable; and / or b. a special card comprising a changeable game feature, wherein each removal of another playable card changes or switches between the changeable game feature of the special card; and / or c. a special card having two individual front faces, wherein removal of another playable card switches alters which of the two front faces is playable; and / or d. a chain attribute connecting a first card (chained card) to one or more additional cards of the plurality of cards (chaining card(s)),such that the chained card is not playable until the chaining card(s) is removed; e. a release card comprising a release feature configured to remove a blocking attribute and / or f. a mystery card revealing a hidden special card once reached in the game area.

10. The method of claim 9, wherein the blocking attribute is a color-orbs blocker, the method further comprising: a. displaying via software executable instructions, a plurality of game-cards on the play area of the U l, with one or more cards initially covered by the color-orbs blocker, being unplayable, wherein each color of the orbs corresponds to one of the card colors in the game area; b. receiving an input from the user, selecting and matching a playable card from the game area; c. analyzing the selected card to determine whether said card color corresponds to the color of any orb on the blocker, which is not activated, wherein: when the card color corresponds to the color of any orb which is not activated, activating the corresponding orb; when the card color does not correspond to the color of any orb on the blocker, which is not activated, the color-orb blocker remains at his state and the cards covered by the blocker remain covered;repeating steps a-c, until all the color-orbs are activated, and removing the blocker reveals the cards positioned behind the blocker making the cards playable.

11. The method of claim 10, wherein the color-orb blocker comprises multiple orbs of the same color.

12. The method of claim 10, wherein the color-orb blocker obstructs other special cards mechanics placed behind it and no other card mechanic can block or override the color-orb blocker.

13. The method of claim 9, wherein the special card is a color changer card having a fixed shape and a predefined or simulator-configured colorchange sequence, activated upon exposure on the top layer of the game area, and when activated, the method further comprising: a. receiving an input from the user representing a move of removal of a card from the game area or drawing a card from the home area; b. upon execution of the user’s move, updating the Color Changer card’s current color, according to said card predefined or simulator-configured color-change sequence; c. analyzing whether the Color Changer card’s current color or shape matches a playable card; d. when the Color Changer card’s current color or shape matches a playable card removing the Color Changer card from the game area and transferring the Color Changer card to the home area, maintaining the color active at the moment of removal and ceasing further color transitions; e. when Color Changer card’s current color or shape does not match a playable card, retaining the Color Changer card in thecurrent card position, and wherein, as long as the color changer card is in the game area, colors cycling continues after each subsequent user move.

14. The method of claim 13, wherein the color changer card is initially positioned beneath other cards, or on the top layer of the game area.

15. The method of claim 13, wherein the color changer card comprises colors presented within the current game level configuration.

16. The method of claim 13, wherein colors, shape, number of colors, and the sequence of color changes are individually defined for each Color Changer card.

17. The method of claims 10 and 13 wherein the color changer mechanic influences the orb when the user removes the Color Changer card while its current active color matches the orb’s color.

18. The method of claim 9, wherein the special card is a color shuffle card which when exposed on the top layer of the game area, changes pseudo randomly the colors of all faced up cards in the game area to different playable colors determined by the simulator, ensuring no duplicate states and cards and maintaining solvability within the game level.

19. The method of claim 18, wherein when the color shuffle card is exposed on the top layer of the game area and there are no other face-up cards available in the game area, the no color changes occur, and the Color Shuffle card is removed from the game area without effect.20.The method of claim 18, wherein the color shuffle card is initially positioned behind other cards or blockers.

21. The method of claim 18, wherein the pseudo-random color change is generated using a deterministic pseudo-random function that determines the changed color of each face-up card.

22. The method of claim 9, wherein activation of an undo booster causes the game to revert to the game’s previous state, before the user’s last move.23.The method according to claim 1, further comprising scoring each removed matched cards.24.The method according to claim 1, wherein the computer-based card game is a single player single turn game.25.The method of claim 1, wherein the shape is a number.