Card Game System with Sub-Deck Segmentation for Strategic Engagement

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Solution Overview

Problem

Current game systems lack a comprehensive and engaging mechanism for players to interact strategically with various card types, leading to repetitive gameplay and limited player engagement.

Innovation Solution

A game system comprising an original deck of cards with sub-decks for suit, enemy, and reward cards, each with unique effects, allowing players to draw cards, form hands, and engage in trick phases where card effects determine gameplay outcomes, including damage application, healing, and victory points.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a simple card deck is used, then the device complexity is low, but the gameplay engagement and strategic depth are insufficient

Engineering Contradiction:
Improvegameplay engagementVSAvoidcard deck structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The card deck is divided into multiple specialized sub-decks (suit cards, enemy cards, reward cards, main character cards) each with distinct functions and effects. This segmentation allows for diverse gameplay mechanics while maintaining manageable complexity through functional specialization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Cards are designed with multiple attributes and effects that can interact in various ways during gameplay. For example, suit cards have both face value and effect components, and cards can be used for different purposes (offense, defense, healing, scoring) depending on the game state, providing multi-functionality that enhances engagement.

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

2Adaptability or versatility

If multiple card types with effects are introduced, then the strategic depth increases, but the ease of operation decreases

Engineering Contradiction:
Improvestrategic depthVSAvoidplayer interaction
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

Different card types have specialized properties tailored to specific gameplay needs. Enemy cards have damage and block attributes, reward cards have victory point values, and suit cards have face values and effects. This local quality allows players to quickly understand and operate with each card type's specific function without being overwhelmed by uniform complexity.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The game incorporates feedback mechanisms where card effects immediately impact the game state (damage dealt, healing applied, victory points earned, hand size modified). This immediate feedback helps players understand the consequences of their actions and adjust their strategy accordingly, making the complex interactions more intuitive and manageable.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If dynamic gameplay phases are implemented, then the gameplay engagement is enhanced, but the duration of action increases

Engineering Contradiction:
Improvegameplay engagementVSAvoidtrick phase duration
Core Design Contradiction:
Adaptability or versatilityVSDuration of action of moving object

Solution Approach 1:

The game is structured into periodic trick phases that repeat in sequence. Each phase follows a consistent pattern (playing cards, resolving effects, determining winners) which creates engaging rhythm and predictability. The periodic structure allows for dynamic interactions while maintaining manageable phase lengths through repetition and variation.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20240325869A1Game systems and methods
Publication Date: 2024.10.03 THE UPPER DECK COMPANY LLC
  • US20240325869A1 patent drawing
  • US20240325869A1 patent drawing
  • US20240325869A1 patent drawing

AI summary

A method can comprise conducting trick phases comprising players playing suit cards each having a suit value. A player can play one or more suit cards, and an opponent can play one or more suit cards. A trick phase winner can be determined based on the total suit value of each player's played suit cards. The trick phase winner can collect all played suit cards, which can be called trick cards. There can be one or more active enemy cards, and the trick phase winner can assign the trick cards as damage to the active enemy cards as desired. In response to an active enemy card being defeated by the assigned trick cards, a reward card can be drawn having a victory point value. A player wins the game by having a victory point total equal to or exceeding a victory point threshold.