Card Game Mana Resource System for Balanced Play

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Solution Overview

Problem

Existing card games that involve magical or supernatural powers often favor players who spend more on expansion packs, leading to a situation where financial ability rather than skill determines winners, and the complexity of class or color systems can deter casual players.

Innovation Solution

A deck of playing cards comprising spell cards and trap cards, where spell cards are used offensively and trap cards are used defensively, with a mana resource system limiting spell card usage, promoting a balance between chance, skill, and financial investment, and allowing for variation without excessive spending.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players purchase large quantities of expansion packs to acquire more powerful cards, then the player's ability to win is improved, but the game becomes decided more by financial ability than by skill or chance

Engineering Contradiction:
Improveplayer's ability to winVSAvoidskill-based gameplay
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent changes the parameter of card power by introducing mana resource costs that limit the use of powerful cards. Instead of allowing players to simply accumulate more powerful cards through purchases, the system requires strategic management of a limited resource (mana), thereby balancing player ability to win with skill-based gameplay.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent applies partial action by restricting the full use of powerful cards through mana cost limitations. Players cannot use all their powerful cards regardless of how many expansion packs they purchase, as each card requires a portion of their limited mana resource, thus preventing financial ability from completely dominating game outcomes.

Inventive Principle:
Principle #16Partial or excessive action

2Stability of the object's composition

If a class or color system is implemented to dictate deck construction, then card game structure is improved, but the complexity increases making the game less attractive to casual players

Engineering Contradiction:
Improvedeck construction structureVSAvoidgame complexity
Core Design Contradiction:
Stability of the object's compositionVSDevice complexity

Solution Approach 1:

The patent applies universality by creating a mana resource system that works across all cards and players uniformly. Instead of requiring players to adhere to specific class or color restrictions, the universal mana cost system provides structural guidance for deck construction while being applicable to any card, thereby reducing complexity for casual players.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent changes the parameter of deck construction from categorical restrictions (classes/colors) to a numerical parameter system (mana costs). This allows for structured deck building based on resource management principles rather than rigid classification rules, simplifying the game while maintaining strategic depth.

Inventive Principle:
Principle #35Parameter changes

3Force

If spell cards are made more powerful to increase offensive capability, then the offensive power is improved, but the balance between offense and defense is disrupted

Engineering Contradiction:
Improveoffensive powerVSAvoidgame balance
Core Design Contradiction:
ForceVSStability of the object's composition

Solution Approach 1:

The patent applies the counterweight principle by introducing trap cards that can counterbalance powerful spell cards. The mana cost system ensures that while players can have powerful offensive cards, they must allocate their limited mana resources strategically, allowing defensive trap cards to be played in response, thus maintaining game balance.

Inventive Principle:
Principle #8Anti-weight (Counterweight)

Solution Approach 2:

The patent implements periodic action through the mana resource regeneration system. Powerful spell cards can be played when mana is available, but players must wait for mana to regenerate before playing them again. This periodic availability of offensive power allows for strong attacks while maintaining overall game balance through resource management cycles.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS10258866B2Innovative card game
Publication Date: 2019.04.16 MELENDEZ JOSEPH LUIS
  • US10258866B2 patent drawing
  • US10258866B2 patent drawing
  • US10258866B2 patent drawing

AI summary

The present invention includes a deck of playing cards for playing a card game comprising a plurality of spell cards and a plurality of trap cards. The spell cards are for offensive use by a player to inflict consequences to the player's opponent while the trap cards are for defensive use by a player to mitigate consequences of the spell cards. The spell cards and trap cards are intended to be combined and mixed into a single deck and then divided into player decks and distributed between the players. However, the use of spell cards is limited by a mana resource cost associated with each card and a corresponding mana resource availability of a spell caster desiring to use the spell cards. A plurality of cards in each player deck are removed from their respective player decks and used by each player to indicate available mana resources and exhausted mana resources.