Login| Sign Up| Help| Contact|

Patent Searching and Data


Title:
CARD GAME
Document Type and Number:
WIPO Patent Application WO/2007/095687
Kind Code:
A1
Abstract:
A card game for promoting social interaction of a group of players, and the method, deck of cards, computer for implementing such game. The game comprises: providing a plurality of cards, each card carrying a plurality of topical prompts and nominating a first player as a leader. The leader selects one of the plurality of cards, and selects one of the topical prompts upon the selected card. In a response phase the leader conveys the selected topical prompt to a second member of the group, and the second member of the group responds to the topical prompt by contributing their thoughts, comments and/or recollections upon the topic to the group. In an extension phase a third member of the group requests elaboration of some or all of the contribution of the second member.

Inventors:
HOWLAND LOUISE (AU)
LAMB KEITH (AU)
Application Number:
PCT/AU2007/000208
Publication Date:
August 30, 2007
Filing Date:
February 23, 2007
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
HOWLAND LOUISE (AU)
LAMB KEITH (AU)
International Classes:
A63F1/00
Foreign References:
US5375846A1994-12-27
US20040140614A12004-07-22
US5230517A1993-07-27
US20060273516A12006-12-07
US20050067781A12005-03-31
US5054775A1991-10-08
Attorney, Agent or Firm:
FB RICE & CO (200 Queen Street Melbourne, Victoria 3000, AU)
Download PDF:
Claims:

CLAIMS:

1. A method of playing a card game for promoting social interaction of a group of players, the method comprising: providing a plurality of cards, each card carrying a plurality of topical prompts; nominating a first player as a leader; the leader selecting one of the plurality of cards, and selecting one of the topical prompts upon the selected card; in a response phase: the leader conveying the selected topical prompt to a second member of the group; and the second member of the group responding to the topical prompt by contributing their thoughts, comments and/or recollections upon the topic to the group; and in an extension phase: a third member of the group requesting elaboration of some or all of the contribution of the second member.

2. The method of claim 1 wherein the leader gives all members of the group other then the second member an opportunity in the extension phase to request elaboration of some or all of the contribution of the second member. 3. The method of claim 1 or claim 2 wherein the response phase and extension phase are repeated for the selected topical prompt until all members of the group have served as the second member.

4. The method of claim 1 or claim 2 wherein the response phase and extension phase are repeated for an alternative topical prompt until all members of the group have served as the second member in respect of a unique topical prompt.

5. The method of any one of claims 1 to 4 comprising repeating the method through multiple rounds of play, wherein in each round the role of leader is performed by a different member of the group.

6. The method of claim 5 wherein the role of the leader moves clockwise or anticlockwise around the group from one round to the next.

7. The method of any one of claims 1 to 6 wherein the leader is selected from the group by each member of the group selecting a card, and nominating the first player as

7 000208

16

the player holding the card in which the last letter of the first topical prompt is closest to a particular value.

8. The method of any one of claims 1 to 7 wherein a topical prompt in a designated position on each card is of a distinct type. 9. The method of claim 8 wherein the distinct type of a topical prompt in a particular position upon each card relates to one of: a personal nature, music, art, politics, and sport.

10. The method of any one of claims 1 to 9 wherein the leader controls game play such that each player receives a substantially equal opportunity to participate in both the response phase and the extension phase.

11. The method of any one of claims 1 to 10 wherein , completion of a round occurs once each member of the group has served as the second member and provided their response to the topical prompt in the response phase, and has responded to the subsequent extension phase. 12. The method of any one of claims 1 to 11 wherein following completion of each round, a scoring phase is entered into.

13. The method of any one of claims 1 to 12 further comprising executing said method by providing at least one computing device having a display and processor with stored data representing each card of the deck of cards and means to accept user instructions and gameplay input.

14. The method of claim 13 wherein inter-player communication occurs by at least one of: voice communication; text message; instant message.

15. The method of claim 13 or claim 14 wherein the computing device is operable to display various signs/pictures on screen to remind players to listen, keep quiet, respond or the like, depending on the progression of game play.

16. The method of any one of claims 13 to 15 wherein expressive faces such as emoticons may be selected by listening players and sent through to the player who is answering, to indicate disbelief, shock, laughter, sympathy or the like.

17. The method of any one of claims 13 to 16 comprising representing gameplay upon the display as an online 3D environment populated by user avatars.

18. A computer device comprising a processor for executing a set of programmable instructions capable of being executed by a processor for playing a card game, said card game including the steps of: providing a plurality of cards, each card carrying a plurality of topical prompts; nominating a first player as a leader; the leader selecting one of the plurality of cards, and selecting one of the topical prompts upon the selected card; in a response phase: the leader conveying the selected topical prompt to a second member of the group; and the second member of the group responding to the topical prompt by contributing their thoughts, comments and/or recollections upon the topic to the group; and in an extension phase: a third member of the group requesting elaboration of some or all of the contribution of the second member.

19. A computer readable medium storing a set of programmable instructions capable of being executed by a processor for playing a card game, said card game including the steps of: providing a plurality of cards, each card carrying a plurality of topical prompts; nominating a first player as a leader; the leader selecting one of the plurality of cards, and selecting one of the topical prompts upon the selected card; in a response phase: the leader conveying the selected topical prompt to a second member of the group; and the second member of the group responding to the topical prompt by contributing their thoughts, comments and/or recollections upon the topic to the group; and in an extension phase:

a third member of the group requesting elaboration of some or all of the contribution of the second member.

20. A system for playing a game comprising a plurality of computing devices of the type set out in claim 18 operably intercommunicating.

Description:

"Card game"

Cross-Reference to Related Applications

The present application claims priority from Australian Provisional Patent Application No 2006900957 filed on 24 February 2006, the content of which is incorporated herein by reference.

Technical Field

The present invention relates to card games, and in particular relates to a card game for facilitating interpersonal communication.

Background of the Invention

Members of a family, friends and/or acquaintances often come together for a particular event, such as a sporting event, competition, hobby, pastime, game, board game or card game. While the event itself achieves the coming together of the group, participation in the event can in some instances detract from the social interaction of the group, whether due to a need for high concentration upon the event, or even due to an overly competitive approach detracting from a friendly spirit.

Many different types of card games exist, of which a majority utilise a standard 52 or 53 -card deck comprising numbered cards from 2 to 10, jacks, queens, kings, aces, and optionally a joker. Such card games include poker, bridge and the like. However, such games at the least require the players to focus upon game play, which itself can detract from social interaction of the group. Further, competitive individuals may even discourage social interaction through gamesmanship or a desire not to be distracted from the game itself.

Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is solely for the purpose of providing a context for the present invention. It is not to be taken as an admission that any or all of these matters form part of the prior art base or were common general knowledge in the

field relevant to the present invention as it existed before the priority date of each claim of this application.

Throughout this specification the word "comprise", or variations such as "comprises" or "comprising", will be understood to imply the inclusion of a stated element, integer or step, or group of elements, integers or steps, but not the exclusion of any other element, integer or step, or group of elements, integers or steps.

Summary of the Invention According to a first aspect the present invention provides a method of playing a card game for promoting social interaction of a group of players, the method comprising: providing a plurality of cards, each card carrying a plurality of topical prompts; nominating a first player as a leader; the leader selecting one of the plurality of cards, and selecting one of the topical prompts upon the selected card; in a response phase: the leader conveying the selected topical prompt to a second member of the group; and the second member of the group responding to the topical prompt by contributing their thoughts, comments and/or recollections upon the topic to the group; and in an extension phase: a third member of the group requesting elaboration of some or all of the contribution of the second member.

Preferably, the leader gives all members of the group other then the second member an opportunity in the extension phase to request elaboration of some or all of the contribution of the second member.

Further, the response phase and extension phase are preferably repeated for the selected topical prompt until all members of the group have served as the second member.

In preferred embodiments of the invention, the method is repeated through multiple rounds of play, wherein in each round the role of leader is performed by a different member of the group. For example the role of the leader may move clockwise or anticlockwise around the group from one round to the next. Preferably, each leader selects a single card and a single topical prompt upon that card during their turn as leader. However, in alternative embodiments the leader may be allowed to select more than one card and/or more than one topical prompt.

In some embodiments of the invention, the leader may be selected from the group by each member of the group selecting a card, and nominating the first player as the player holding the card in which the last letter of the first topical prompt is closest to a particular value. For example, the letter closest to 'a'.

In preferred embodiments, a topical prompt in a designated position on each card is of a distinct type. For example, a topical prompt appearing last on each card may be of a personal or sensitive nature requiring the second player to respond to sensitive issues which may otherwise be difficult to raise, and thus may rarely be raised, in group situations. Additionally or alternatively, the distinct type of a topical prompt in a particular position upon each card'may relate to one of music, art, politics, sport, or the like.

Preferably, the leader controls game play such that each player receives a substantially equal opportunity to participate in both the response phase and the extension phase. For example the leader preferably imposes a maximum time limit upon any single player's contribution. Further the leader preferably halts interruption by other players during the response phase of the second member.

In preferred embodiments, one 'or more players may in the extension phase be permitted to relinquish their opportunity to request elaboration.

By providing the structured response phase and extension phase during play of the card game, the present invention provides for conversation between members of the group, with the opportunity for each member to make contributions being more balanced than may otherwise be the case without the game play structure. That is, the conversation may be more structured, more formal, more controlled, more varied, more wide- ranging, more age appropriate and/or more balanced than may otherwise be the case. Furthermore, by providing an extension phase, the present invention provides an opportunity for the second member's responses to the topical prompt to be more fully explored, and teased out by the probing of the other members of the group. Thus, for each round of play, the group obtains a substantial insight into the second member's thoughts upon the topic raised by the topical prompt, and thus the present invention encourages a group to explore more fully the thoughts of each group member as each member participates as the second member in the response phase.

In some embodiments of the invention, completion of a round occurs once each member of the group has served as the second member and provided their response to the topical prompt in the response phase, and has responded to the subsequent extension phase. Following completion of each round, a scoring phase may be entered in some embodiments of the invention. The scoring phase may comprise each member voting, for example by a show of hands or by secret ballot, as to which group member gave the 'best' responses in the response phase and extension phase for that particular round. Assessment of which response was best may be at each member's discretion, or may be constrained to an assessment of which members responses were most amusing, most revealing, most interesting, most appropriate, and/or the like. Similarly the scoring may involve a point score such as a score out of 3, and/or may involve point penalties or the like.

One or more members may be excluded from accumulating any score in the scoring phase as a penalty, for example due to that member interrupting the second member's responses in either the response phase or extension phase.

Following completion of each round, the selected card is preferably returned to a bottom of the plurality of cards, and a new leader selects a new card to commence a new round.

Completion of the game may occur after a pre-determined time of play, a predetermined number of rounds, or at a time of mutual agreement. Where a scoring phase is included in the game, the player with the most accumulated points may be adjudged to be a winner of the game.

The social interaction of the group of players may be for the purposes of education, entertainment, therapy, language development, corporate use, or sporting application.

Brief Description of the Drawings

An example of the invention will now be described with reference to the accompanying drawings, in which:

Fig. 1. is a flowchart of game play in accordance with one embodiment of the present invention; and

Figs. 2a and 2b illustrate two cards which may be used as part of a deck of cards in one version of the game.

Description of the Preferred Embodiments

Fig. 1. is a flowchart 100 of game play in accordance with one embodiment of the present invention. At 102 the game commences by shuffling the deck of cards and placing them in a pile. At 104 each player selects a card from the deck, and at 106 a leader is selected based on which player has the card upon which the last letter is closest to the letter 'a r . The cards are then returned to the deck which is shuffled again, at 108.

At 110, the leader selects a card, upon which are printed three topical prompts. Figs. 2a and 2b illustrate examples of two cards which may be in the deck. In this embodiment, three questions are printed on each card. The third question on each card is of a more

personal nature, requiring a greater depth of self-disclosure. The leader may select any one of the three questions to be the topic for the round, as indicated at 112 in Figure 1.

The response phase then begins. The leader, at 114, conveys the topical prompt by reading the chosen question out loud to the other players. For example, the selected question may be "What was the first CD/record that you ever bought?". The player to the leader's left is the first player to take their turn as the 'second member' of the group.

The second member, at 116, must respond to the leader's chosen question for no less than 1 minute, and for no greater than 5 minutes. It is up to the leader to ensure the second member's response is of a suitable duration. For example the leader may use an hourglass or egg timer visible to all players. All players are expected to listen to the response of the second member.

After the response phase, an extension phase is entered. In this phase, the player to the left of the second member, who in this instance is the first to act as the 'third member', having listened to the second member's response to the question, at 118 is required to ask the second member to elaborate on a particular issue raised by their response. The second member is then given an opportunity to respond to the extension questions asked by the other member of the group. For example the third member may ask further extension questions such as, "How old were you then?", "How much was it?",

"Do you still like it?", and the like. After each extension question, and the response thereto by the second member, an assessment is made at 120 as to whether all players have had an opportunity to ask an extension question. If not all players have had an opportunity to ask the second member an extension question, then the role of the 'third member' is passed on, at 122, to continue the extension phase.

It is not compulsory for players to ask an extension question. They may pass. Once all players have had an opportunity to ask an extension question, at 124 an assessment is made by the leader as to whether all players have served as the 'second member' and have been asked to respond to the question chosen by the leader. If not, then at 126 the

role of the second member passes clockwise to the next player in the group, and steps 110-124 are repeated with the new second member.

Once all players have had an opportunity to serve as the second member and to respond to the question selected by the leader, then the round has finished. Scoring of the round (not shown in Figure 1) involves, after each round, taking a vote on the "best" or "favourite" answer of the round via a show of hands. The score cards may comprise emoticons or other indicia to indicate whether the assessment for the best answer is to be based on the funniest answer, wildest answer, most revealing answer, or by other category. 3 points are awarded to the most popular answer. In the case of a draw, 1 point each is given. The process moves to 128. If the game is to continue after the round, then the role of leader passes on to the next player at 130, and steps 110-128 are then repeated as a new round with the new leader. Otherwise the game ends at 132.

It is important in this version of the game that the leader ensures that other players do not begin answering the question prematurely, for example whilst the current player is responding. This embodiment also provides that a player may not correct or add to another player's response in terms of putting forward their point of view or memory of the same event. A player who does so after one warning would then be advised by the round leader to miss their turn to answer the question in the current round.

In another variation upon the game, it may be required that in the first round the first question on the selected card is the topical prompt for the round, while in the second round the second question on the second chosen card is to be the topical prompt, and in the third round the third (more personal) question on the chosen card is to be the topical prompt for the third round, with this cycle repeating for each group of three rounds.

Some versions of the game may also provide for players being allowed to pass on responding to the topical prompt when they are the second member, with the consequence that that player must think up their own question the next time they are the round leader. These or others versions of the game might provide for players to create

their own topical questions and to record those questions on blank cards to be added to the deck. Another variation is that, during a round, the leader may ask more than one question so that each player might be asked a unique question within a given round instead of all players being asked to respond to the same question when it comes their turn to be the second member.

Further variations to the game include that players may choose to ask more than one extension question, if that is agreed by the majority of players. Additionally or alternatively, the questions need not be worked through in round order, but instead may be selected at the discretion of the round leader. Still further embodiments may provide for use of dice, whereby players are given a number in a clockwise direction and 1 or 2 dice, as required according to the number of players, may be thrown. The player whose number comes up becomes the leader, shuffles the cards, takes the top card and chooses a question, which is read aloud. Player 1 then rolls the dice again, and the player whose number comes up becomes the 'second member' and is given an opportunity to answer the question.

Another alternative is that, upon a second member responding to the question asked, and to any extension questions, that player immediately becomes the leader and is then responsible for selecting the next question.

In yet another alternative, the second member responds not with their own opinions, recollections etc, but instead makes a response stating what they consider would be the answer for another member of the group. This provides an interesting and fun way for couples and friends to determine just how well they know each other. Pairs may take it in turns to respond to the question so that each of the two players gets the opportunity to respond to the question on the basis of their understanding of the other player's predicted response. Alternatively the second member may make a response stating what they consider would be the answer for another person who is not a member of the group.

The playing group may be informed of the identity of the person so selected by the second member at the start of play, and voting may be based on the perceived accuracy of answers. Voting may be made only by the person whose identity is being used, or by all players, based on perceived accuracy. Alternatively, the identity of the person so selected by the second member may be kept secret until the identity is guessed by another player. A profile may be built up and voting may include votes for e.g. consistent picture of a personality, or the most outrageous character, the most unusual, nicest, honest, dishonest etc.

This variation can further be extended to suit a group estimation of a single player's response, for example all players may respond to the question in based on their understanding of what the leader would actually respond. The leader may discretely record the accuracy of each player's response to what they would really respond to the given question. In this way, all players except the leader receive a score for the round based on how accurate their response was to the leader's true response. In such embodiments points may be awarded for accuracy of the response, for example 2 points may be awarded if the players agree, 1 point may be awarded for a partial agreement.

In yet another variation, the game may be played as an interview scenario, in which each player takes turns at interviewing, or asking the second member the question of their choice from a card they hold. Extension questions may be played. After each player has asked the second member a question, the player to the left of the second member becomes the interviewee. Scoring is optional in this variation.

Topical prompts on each card may be designed to fall within a single category. For example, one of the following categories: science, philosophy, literature, art, music, sport, health, employment, professions, work, development, hobbies, thought processes and patterns, sexuality, planning, nature, travel, finance, leisure, mental stimulations, friendship, family relationships and functioning, leadership, temptations, skills & talents, moods, temperaments, children & upbringing, historical viewpoints, teamwork, driving, life skills, food, weather, memory and memories, world affairs, decisions,

media cinema & theatre, architecture, research, affection, humour, celebrations, furnishings & decorations, fashion, clothing and fancy dress, heroes, transportation, creativity, exercise, danger & risk-taking, education, value and methods, charity and charities, the senses, economics, religion, illness, physical and mental, priorities, technology, laws & rules, reforms, death, holidays, medicine and alternative cures, community, food, wine, drinks and coopery, adornments, investments, politics, superstitions, stages of life, early childhood, adolescence, retirement etc; cheating and deception, survival skills - practical and psychological, crafts, personality, development of, traits, characteristics, personal strengths and weaknesses, myths and legends, goals and achievements, potential language eccentricities, toys, games, diversions, chance, luck and fortunes, love, romance, giving and receiving, personal strategies for life, procrastination, illegal activities, linguistics, dreams and nightmares, names, colour, traditions, inventions, recognition and celebrity, collections, and restorations.

In optional embodiments of the invention scoring may be anonymous and may occur by secret ballot, or anonymously, using pen and paper, votes being collected and counted by Player 1.

Player 1 is able to request that an answer be finished if a player seems to be taking longer than necessary to answer. Players who do not finish their answer in time may be penalized a point.

A timer may be included in the game along with score cards.

Further embodiments of the invention may arise in electronic form whether on the internet or other network or on a single computing device. In such embodiments an application for controlling game play on the computing device of each user is preferably distributed as a stand-alone executable file. For example, a single user application may be available for distribution on CD, DVD or Blu-ray disc (BD). Such an application is preferably made available for use on a number of operating systems

including Windows, MacOs, and Linux. Communication between the games on different operating systems will be possible.

Where the game is embodied in such electronic form, Player 1 may be required to take the role of a player in terms of providing questions. Other players communicating with player 1 via the computing device may still take turns but may choose from a selection of questions put up by voice or text by the lead player who has access to all questions. Alternatively, player 1 may choose questions either deliberately or at random and other players take the role of leader in turn.

In electronic versions, the order in which players become the leader may be selected alphabetically, according to the name they use on line. Selection of which variations of the game to be invoked may be chosen by a vote. Questions will be answered in turn, whether by text, email, instant message or voice connection such as voice over IP, Skype, or the like.

The electronic game application of each user preferably displays various signs/pictures on screen to remind players to listen, keep quiet, respond or the like, depending on the progression of game play. Expressive faces such as emoticons may be selected by listening players and sent through to the player who is answering, to indicate disbelief, shock, laughter, sympathy or the like.

Voting after each round preferably occurs electronically and anonymously, and the scores registered after each round preferably appear on all user's screens after every round. A timer may appear on screen if the timing option is selected.

In embodiments involving multiplayer game play over a network, a graphical interface is preferably provided and may be a two-dimensional (2D) interface or a three- dimensional (3D) interface. The cards may be presented on screen as a card back, and a mouse click or other actuation may cause the display to portray the card turning over to reveal the questions on the front.

For 3D versions of the game, the game commences with players assuming their identities and selecting avatars with which to be represented in the 3D online environment. A location is decided and once selected the screen appears, for example a dining table may be selected as the virtual online environment for game play such that the avatars sit around the table. Players will choose the features of the avatar they wish to be represented as within the game. They will then proceed in a 3D environment to their meeting place of choice, such as a bar, a home, or a hall. Groups will form in the meeting places and, as for the 2D game, large groups may be split into smaller ones. 3D versions of the cards will be used and the avatars may communicate via text or audio. Emotions and expressions may appear in the 3D online environment, possibly even the ability to create a "thought bubble" containing text or short expressions that other players can see.

For normal online play, sanctions are imposed via a timing mechanism common to all user's screens. Players will also be given the opportunity to censure other players for inappropriate interruptions or the like. On agreement a player may be banned from the game. In certain circumstances, the IP address for every player will be known and addresses may be added to a banned IP address list. If the IP address is not available, players will be required to login via unique passwords and a banned password list will be kept. For peer to peer networks the banned lists will be maintained on all machines on the network. For server / client architecture the banned lists will be maintained on the server.

The gaming software preferably provides for players to log on and groups to be formed, whether by invitation from other users or at random or by applying a grouping rule. There will be a maximum number for each group. Large groups may be split into smaller ones.

Each player may choose whether they communicate via text or audio using headphones and a microphone or the like. For online games with voice communications the

optimum group size is likely to be 6, while for text or instant message versions it is viable to have more players. The gaming software preferably provides a text chat facility allowing a text-based conversation with multiple people simultaneously. Additionally or alternatively the gaming software may provide for a voice chat facility will e provided via, for example, VoIP or Skype, so that group conversations (conference calls) are supported. Computer voices may be simulated for text-based players.

In some embodiments a version of the multiplayer game will be available for peer to peer networks. Players will download the peer to peer enabling application from a central server and install it on their computer. During the installation, the central server will make the initial connection to the internet and this will enable the players to communicate with each other. Moreover, versions of the multiplayer games, text- based, 2D and 3D, could be made available for download and communication over the internet. Similarly, browser versions may be written in, for example, Flash or Java and hosted on a server. Players will access it using Flash or Java plug-ins for their web browser. Multiplayer interactions will be enabled using, for example, Asynchronous Java and XML (Ajax)

A LAN implementation, for example suitable for use by persons within an organisation, may be made available and mounted on a server. The organisation is preferably required to purchase a network licence so that such persons may access the application mounted on the server. It may be necessary to use VPN to ensure confidentiality.

In another embodiment the game may be implemented for play upon a mobile (cellular) telephone, smartphone, iPod, PDA or handheld computer. There will be a stand-alone version and all multiplayer versions suitable for use on handheld devices such as mobile phone, smartphone, PDA, iPods, or handheld computer. The communications technologies within the device itself, such as SMS may be used for communication.

The game may be downloaded from radio networks or loaded directly into the device using, for example, Bluetooth or memory card, or may be distributed via on-line stores.

It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive.