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Patent Searching and Data


Title:
CARD GAME
Document Type and Number:
WIPO Patent Application WO/2021/015628
Kind Code:
A1
Abstract:
The invention provides an apparatus and method of playing a card game. The apparatus comprises at least one type of card, the card comprising an identification symbol that identifies the card, a resource cost symbol that indicates the resource cost for playing the card, a resource gain symbol that indicates the resource gain from playing the card, and an action symbol that indicate an event arising from playing the card. A player plays a card to accumulate resource equivalent to resource gain symbol of that card, and then may play card(s) having a resource cost symbol, the card having a resource cost less or equal to the accumulated resource.

Inventors:
WHITE JAMES THOMAS (NZ)
Application Number:
PCT/NZ2020/050074
Publication Date:
January 28, 2021
Filing Date:
July 23, 2020
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
LEGEND STORY STUDIOS LTD (NZ)
International Classes:
A63F1/00; A63F3/00
Foreign References:
USRE37957E2003-01-07
US6254099B12001-07-03
US20060232011A12006-10-19
US20100003649A12010-01-07
Other References:
MAGIC: THE GATHERING COMPREHENSIVE RULES, 13 July 2018 (2018-07-13), XP055786022, Retrieved from the Internet [retrieved on 20200916]
KEYFORGE RULEBOOK, May 2019 (2019-05-01), Retrieved from the Internet [retrieved on 20200916]
Attorney, Agent or Firm:
DENTONS PATENT ATTORNEYS AUSTRALASIA LIMITED (NZ)
Download PDF:
Claims:
CLAIMS:

1. A card game for two or more players comprising a plurality of cards, each card comprising

an identification symbol that identifies the card,

resource gain symbol that indicates the resource gain from playing the card,

a resource cost symbol that indicates the resource cost for playing the card, and

an action symbol that indicate an event arising from playing the card .

2. A card game of claim 1 for two or more players comprising at least two decks of cards, each deck comprising a plurality of cards.

3. A card game of claim 1 or 2 comprising a hero card, the hero card comprising one or more identification symbols that identifies the hero ca rd and :

i) a hand size symbol that identifies the number of ca rds that a player can have in their ha nd as active cards, or

ii) a life symbol that indicates the life points of the of hero, or iii) both (i) and (ii).

4. A card game of claim 3 wherein the hero card comprises one or more symbols that identify a special attribute of the hero card.

5. A card game of any one of claims 1 to 4 comprising one or more equipment cards, each equipment card comprising :

an identification symbol that identifies the card, and

an action symbol that identifies an action when said equipment card is played.

6. A card game of claim 5 wherein the equipment cards are selected from any one or more of

weapon cards, the identification symbol of said cards indicating the type of weapon,

armour cards, the identification symbol of said cards indicating the type of armour, and

an item card, the identification symbol of said cards indicating the type of item.

7. A card game of any one of claims 1 to 7 comprising a game board, said game board comprising one or more card zones, the card zones selected from a) a hero card zone, for placement of hero cards,

b) a pitch zone, for placement of cards comprising a resource gain

symbol,

c) a discard card zone, for placement of discarded cards,

d) one or more equipment card zone, for placement of equipment cards, e) one or more item card zone, for placement of item cards,

f) a weapon card zone, for placement of weapon cards,

g) one or more armour card zone, for placement of armour cards, h) one or more card temporary storage zones,

i) a card deck zone, for placement of the card deck,

j) an active card zone, for placement of cards in play,

k) a card banishment zone, for placement of banished cards, and

L) any combination of one or more of (a) to (j) above.

8. A card game of claim 8 wherein the game board comprises at least two game player zones, each zone comprising said card zones.

9. A card game of any one of claims 1 to 8 wherein the cards comprise a defence symbol that indicates a defence value of the card.

10. A card game of any one of claims 1 to 9 wherein the symbol is selected from a picture, diagram, geometric shape, writing or a combination thereof.

11. A method of playing a card game involving two or more players, comprising

a) providing one or more packs of cards, each pack comprising a plurality of cards, each card comprising

• an identification symbol that identifies the card,

• a resource cost symbol that indicates the resource cost for playing the card,

• a resource gain symbol that indicates the resource gain from

playing the card, and

• an action symbol that indicate an event arising from playing the card

b) providing rules of play in which each player has a quantum of life, and

• at least a first player draws one or more cards into their hand,

• said first player plays at least one card to accumulate resource equivalent to resource gain symbol of said card, • said first player plays at least one card having a resource cost symbol, the card having a resource cost less or equal to the accumulated resource, such that playing of the card activates the action of the played ca rd to reduce the quantum of life of another player,

• the card played to accumulate resource is returned to the players pack of cards, and the card played to activate an action is discarded from play,

• a second or subsequent player draws one or more cards into their hand,

• said second or subsequent player plays at least one card to

accumulate resource eq uivalent to resource gain symbol of said card,

• said second or subsequent player plays at least one card having a resource cost symbol, the card having a resource cost less or equal to the accumulated resource, such that playing of the ca rd activates the action of the played card to reduce the quantum of life of another player,

• the card played to accumulate resource is returned to the players pack of cards, and the card played to activate an action is discarded from play, and

c) play is continued until a players quantum of life is reduced to a pre-set value.

12. A method of claim 11 comprising an initial step whereby each player draws a predetermined number of cards into their hand.

13. A method of claim 11 or 12 comprising a hero card, the hero card comprising one or more identification symbols that identifies the hero ca rd and :

i) a hand size symbol that identifies the number of ca rds that a player can hold in their hand as active cards, or

ii) a life symbol that indicates the life points of the of hero, or iii) both (i) and (ii), and

14. A method of any one of claims 11 to 13 wherein the hero card comprises an attribute that modifies at least one of the cards played by that player.

15. A method of any one of claims 11 to 14 comprising an equipment card, each equipment card comprising : an identification symbol that identifies the card, and

an action symbol that identifies an action when said equipment card is played, and wherein

the equipment card is played to:

i) modify the action effect of another player's card when played, ii) reduce the quantum of life of another player,

iii) modify the action effect of a card played by that same player, or iv) any combination of (i) to (iii).

16. The method of any one of claims 11 to 15 wherein the method comprises the step such that when a player plays a ca rd to activate an action, the target player of that action may play a card in their hand to modify the action value of the played card .

17. The method of any one of claims 1 to 16 wherein the game card has a defence value symbol .

18. The method of claim 17 wherein the defence value of the card played by the targeted player modifies the action value of the initially played card .

Description:
CARD GAME

FIELD OF THE INVENTION

[0001] The present invention relates to a card game, its apparatus, and method of play.

BACKGROUND TO THE INVENTION

[0002] Card games and card-trading games that simulate battles are known.

[0003] For example, US patent application 20070045962 reports a card game involving two or more players where each player constructs their own deck of cards by selecting from a reservoir or pool of cards. The ca rds include battle cards that have indicia indicating attack power and defence power and a cost to play. Also reported to be included are effect indication cards and cost payment ca rds. The cost payment cards are reported to accumulate during play and are used to pay the cost of the, for example, battle cards.

[0004] US patent application 20070057459 reports a card game that comprises five basic types of cards in the game being creature cards, structure cards, spell cards, resource mine cards and a rtifact card. The resource mine cards are used to gain resources which are then used to pay costs of creatures, structures, spells, and artifacts.

[0005] US RE37,957 E describes a card game in which players play ca rds in specific orientations. Reported are the use of at least nine different cards. Energy (defined as mana) must be played to allow the playing of creature cards that attach an opponent.

[0006] US patent application 20060232011 describes a card game in which a player must play a card to a resource row to generate a resource point. The resource point is used to recruit character cards or equipment cards.

[0007] US patent 8,814, 165 reports a card game wherein at the beginning of a player's turn they receive an energy token which may be consumed to play a character game piece or to play an attack game piece, or to use powers.

[0008] US patent 7,216,870 reports a new game mechanic for a game in which resource points are accumulated by putting a game component such as a card into play in a game such as a trading card game. The game mechanic includes a plurality of game components each having a resource point value. Each game component may be either an "in play" state or an "out of play" state. Resource points according to the resource point value are accumulatable by a player transitioning a game component from the "out of play" state to the "in play" state.

[0009] The website <www.sanguosha .com> also shows a card game based on character trading cards. The game utilises a central deck that is drawn on by all players and has equipment cards which can be played to affect a player's character's abilities using action cards.

[0010] It is to be understood that any reference to prior art information referred to herein does not constitute an admission that the information forms pa rt of the common general knowledge in the art in any country.

[0011] It is an object of the present invention to provide a card game, or to at least provide the public with a useful choice.

SUMMARY OF THE INVENTION

[0012] In a first aspect, the invention provides a card game for two or more players comprising a plurality of cards, each card comprising

an identification symbol that identifies the card,

a resource cost symbol that indicates the resource cost for playing the card,

a resource gain symbol that indicates the resource gain from playing the ca rd, and

an action symbol that indicate an event arising from playing the card .

[0013] In a further aspect, the invention provides a card game for two or more players comprising at least two decks of cards, each deck comprising a plurality of cards, and each card comprising

an identification symbol that identifies the card,

a resource cost symbol that indicates the resource cost for playing the card,

a resource gain symbol that indicates the resource gain from playing the ca rd, and

an action symbol that indicate an event arising from playing the card .

[0014] In a further aspect, the invention provides a method of playing a card game involving two or more players, comprising a) providing one or more packs of cards, each pack comprising a plurality of cards, each card comprising

• an identification symbol that identifies the card,

• a resource cost symbol that indicates the resource cost for

playing the card,

• a resource gain symbol that indicates the resource gain from

playing the card, and

• an action symbol that indicate an event arising from playing the card

b) providing rules of play in which each player has a quantum of life, and

• at least a first player draws one or more cards into their hand,

• said first player plays at least one card to accumulate resource equivalent to resource gain symbol of said card,

• said first player plays at least one card having a resource cost symbol, the card having a resource cost less or equal to the accumulated resource, such that playing of the card activates the action of the played card to reduce the quantum of life of another player,

• the card played to accumulate resource is returned to the players pack of cards, and the card played to activate an action is discarded from play,

• a second or subsequent player draws one or more cards into their hand,

• said second or subsequent player plays at least one card to

accumulate resource equivalent to resource gain symbol of said card,

• said second or subsequent player plays at least one card having a resource cost symbol, the card having a resource cost less or equal to the accumulated resource, such that playing of the card activates the action of the played card to reduce the quantum of life of another player,

• the card played to accumulate resource is returned to the players pack of cards, and the card played to activate an action is discarded from play, and

c) play is continued until a players quantum of life is reduced to a pre set value. [0015] Any one or more of the following embodiments may relate to any of the aspects described herein or any combination thereof.

[0016] In one embodiment the identifying symbol is selected from a written name, a picture, or a combination thereof.

[0017] In one embodiment the resource cost symbol is selected from a geometric shape, icon, picture, diagram or a combination thereof. Preferably the resource cost is represented by one or more of said geometric shapes, pictures, diagrams wherein the number of said geometric shapes, pictures, diagrams is indicative of the resource cost of said card.

[0018] In one embodiment the resource gain symbol is selected from a geometric shape, icon, picture, diagram or a combination thereof. Preferably the resource gain is represented by one or more of said geometric shapes, pictures, diagrams wherein the number of said geometric shapes, pictures, diagrams is indicative of the resource gain of said card .

[0019] In one embodiment the resource costs symbol and resource gain symbol is substantially of the same type of symbol, and is distinguishable by the position on the card .

[0020] In one embodiment the action symbol is selected from a geometric shape, icon, picture, diagram or a combination thereof. Preferably the action symbol is represented by one or more of said geometric shapes, pictures, diagrams.

[0021] In some embodiment the ca rd game comprises a hero card, the hero card comprising one or more identification symbols that identifies the hero card and :

(i) a hand size symbol that identifies the number of cards that a player can have in their hand as active cards, or

(ii) a life symbol that indicates the life points of the of hero, or

(iii) both (i) and (ii).

[0022] In one embodiment the card game comprises a hand size symbol that sets a predetermined maximum number of cards for each player to draw into their hand. [0023] In one embodiment the card game comprises a life symbol that sets a predetermined maximum beginning l ife force for each player.

[0024] In one embodiment the hero card comprises one or more symbols that identify a special attribute of the hero card .

[0025] In one embodiment the method comprises the step whereby the hero card comprises an attribute that modifies at least one of the cards played by that player.

[0026] In some embodiments the card game comprises one or more equipment cards, each equipment card comprising :

an identification symbol that identifies the card, and

an action symbol that identifies an action when said equipment card is played.

[0027] In one embodiment the equipment cards are selected from any one or more of

weapon cards, the identification symbol of said cards indicating the type of weapon,

armour cards, the identification symbol of said cards indicating the type of armour, and

an item card, the identification symbol of said cards indicating the type of item.

[0028] In one embodiment said method comprises the step in which an equipment card is played to:

(i) modify the action effect of another player's card when played,

(ii) reduce the quantum of life of another player,

(iii) modify the action effect of a card played by that same player, or

(iv) any combination of (i) to (iii).

[0029] In one embodiment said card game comprises a game board, said game board comprising one or more card zones, the card zones selected from a) a hero card zone, for placement of hero cards, b) a pitch zone, for placement of cards comprising a resource gain

symbol,

c) a discard ca rd zone, for placement of discarded cards,

d) one or more equipment card zone, for placement of equipment cards, e) one or more item card zone, for placement of item cards,

f) a weapon card zone, for placement of weapon cards,

g) one or more armour card zone, for placement of armour cards, h) one or more card temporary storage zones,

i) a card deck zone, for placement of the card deck,

j) an active ca rd zone (or played card zone), for placement of cards in play,

k) a card banishment zone, for placement of banished cards, and (i) any combination of one or more of (a) to (j) above.

[0030] Preferably said game board comprises at least two game player zones, each zone comprising said card zones.

[0031] In one embodiment the method of play comprises an initial step whereby each player d raws ca rds into their hand a predetermined number of ca rds.

[0032] In one embodiment the cards comprise a defence symbol that indicates a defence value of the card .

[0033] In one embodiment the method of play comprises a step whereby, when a player plays a card to activate an action, the target player of that action may play a card in their hand to modify the action value of the played card .

Preferably the defence value of the card played by the targeted player modifies the action value of the initially played card .

[0034] This invention may also be said broadly to consist in the parts, elements and features referred to or indicated in the specification of the application, individually or collectively, and any or all combinations of any two or more of said parts, elements or features, and where specific integers a re mentioned herein which have known equivalents in the art to which this invention relates, such known equivalents are deemed to be incorporated herein as if individually set forth .

[0035] In this specification, where reference has been made to external sources of information, including patent specifications and other documents, this is generally for the purpose of providing a context for discussing the features of the present invention. Unless stated otherwise, reference to such sources of information is not to be construed, in any jurisdiction, as an admission that such sources of information are prior art or form pa rt of the common general knowledge in the art.

[0036] The term "comprising" as used in this specification means "consisting at least in part of". When interpreting statements in this specification which include that term, the features, prefaced by that term in each statement, all need to be present but other features can also be present. Related terms such as "comprise" and "comprised" are to be interpreted in the same manner.

BRIEF DESCRIPTION OF THE DRAWINGS

[0037] The invention will now be described by way of example only and with reference to the drawings in which :

[0038] Figure 1 shows a card of the present invention .

[0039] Figure 2 shows a flow diagram of the steps of the game play.

[0040] Figures 3A to 3G shows examples of cards as an embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

[0041] The present invention relates to a card game for two or more players comprising a plurality of cards. Each card comprises a number of different symbols being :

an identification symbol that identifies the card,

a resource gain symbol that indicates the resource gain from playing the ca rd,

a resource cost symbol that indicates the resource cost for playing the card, and

an action symbol that indicate an event arising from playing the card . 1. Game components

[0042] As shown in Figure 1 the card game comprises a card 1 that includes different symbols, each symbol representing a specific characteristic or task. Each card comprises an identification symbol 2 used to identify the nature of the card. Such symbol could be in the form of a n icon, picture or diagram. For example, if the card represents a ninja then the identification symbol could be a picture of a ninja, for example, in a stylised or cartoon format. Alternately, or in addition, the identification symbol could be a written label such as "ninja". In one embodiment the card could just include the written label as the identification symbol 2, or a written label and a diagram or picture, or just a diagram/picture.

[0043] The card 1 also includes a resource gain symbol 3 that indicates the resource cost for playing the card. The resource gain symbol 3 can be a geometric shape, picture, icon, diagram, or writing, or a combination thereof. For example, the resource gain symbol could be a stylised circle where the number of stylised circles represents the value of resource gain. i.e. two circles indicates a gain of two resources, three symbols indicates a gain of three resources. Alternately the resource gain symbol could be a combination of, for example, a diagram and writing. As before, the resource gain symbol 3 could be a stylised circle next to a number that indicates the value of resource gai n. For example, a "2" next to the stylised circle would indicate a resource gain of two resources.

[0044] The card 1 also includes a resource cost symbol 4 that indicates the resource cost for playing the card. The resource cost symbol 4 can be a geometric shape, picture, icon, diagram, or writing, or a combination thereof. For example, the resource cost symbol could be a stylised circle where the number of stylised circles represents the value of resource cost. i.e. two circles indicates a gain of two resources, three symbols indicates a gain of three resources. Alternately the resource cost symbol 4 could be a combination of, for example, a diagram and writing. As before, the resource cost symbol could be a stylised circle next to a number that indicates the value of resource cost. For example, a 2 next to the stylised circle would indicate a resource cost of two resources.

[0045] In some embodiments the resource gain symbol 3 and the resource cost symbol 4 are located in different zones of the card, for example, in opposite upper corners of the card 1 as shown in Figure 1. Alternately, the resource gain symbol 3 and the resource cost symbol 4 could be co-located in proximity to each other, and in such instances may be separated by a dividing indicia such as a dividing line. In some embodiments the symbol representing the resource gain symbol 3 and the resource cost symbol 4 may be the same, and may differ in size or colour. In other embodiments, the symbols used to represent resource gain and the resource cost may be different.

[0046] In some embodiments the game components include a hero card. The hero card is representative of the character that is the focus of the game. An example of a hero card is shown as Figure 3A. The hero card comprising one or more identification symbols that identifies the hero card . As shown in Figure 3A, the identification symbol is a combination of writing "Ira, Crimson Flaze" and a picture. It should be appreciated that the identification symbol could be one of the above. That is, it could be the writing, or a picture.

[0047] The Flero card also comprises a further symbol selected from :

(i) a hand size symbol that identifies the number of cards that a player can have in their hand as active cards, or

(ii) a life symbol that indicates the life points of the of hero, or

(iii) both (i) and (ii).

[0048] The hand size symbol can be a geometric shape, picture, icon, diagram, or writing, or a combination thereof. For example, the hand size symbol could be a stylised hand shape where the number of stylised hands represents the maximum number of cards that a player can have in their hand. i.e. two stylised hands indicates a maximum of two cards, four stylised hands indicates a maximum of four cards. Alternately the hand size symbol could be a combination of, for example, a diagram and writing. As before, the resource cost symbol could be a stylised hand next to a number that indicates the value. For example, a "4" next to the stylised hands would indicate a maximum hand size of four cards. As shown in Figure 3A, the hand symbol is depicted in the lower left hand portion of the card as a stylised hand with a numeral next to it being "4".

[0049] The life symbol can be a geometric shape, picture, icon, diagram, or writing, or a combination thereof. For example, the life symbol could be a stylised heart shape where the number of stylised hearts represents the maximum quantum of life a player starts the game with. Alternately the life symbol could be a combination of, for example, a diagram and writing. As before, the life symbol could be a stylised heart next to a number that indicates the value. For example, a "40" next to the stylised heart would indicate a maximum quantum of life forty. As shown in Figure 3A, the life symbol is depicted in the lower right hand portion of the card as a stylised picture with a numeral next to it being "20". Thus the life of this hero is 20, and once the hero loses 20 life points the hero dies.

[0050] In some embodiments the hero card comprises one or more symbols that identify a special attribute of the hero card . For example, the symbol could be writing that explains the attribute, or the symbol could be a geometric shape, picture, icon, diagram or combination thereof that is indicative of a pa rticular attribute. This could be in combination with writing. As shown in Figure 3A, the special attribute is represented as a combination of writing "Your second attack each turn gains + 1", and a stylised picture of an arrow head in a yellow circle.

[0051] In some embodiments the card game comprises one or more equipment cards. Each equipment card comprises an identification symbol that identifies the card . Such symbol could be in the form of an icon, picture or diagram.

[0052] In some embodiments the equipment card also comprises an action symbol that identifies a n action when said equipment card is played.

[0053] Examples of equipment cards include:

weapon cards, the identification symbol of said ca rds indicating the type of weapon,

armour cards, the identification symbol of said cards indicating the type of armour, and

an item card, the identification symbol of said cards indicating the type of item.

[0054] As shown in Figures 3B and 3C are examples of equipment cards. As shown in Figure 3B, the identification symbol is a combination of writing : "Helm of Isen's Peak", and a picture. It should be appreciated that the identification symbol could be one of the above. That is, it could be the writing, or a picture. As shown in Figure 3C, the identification symbol is a combination of writing : "Potion of

Strength", and a picture. It should be appreciated that the identification symbol could be one of the above. That is, it could be the writing, or a picture.

[0055] In some embodiments the equipment card includes one or more action symbols. The symbol could be writing that explains the action, or the symbol could be a geometric shape, picture, icon, diagram or combination thereof that is indicative of a pa rticular action. As shown in Figure 3B the action symbol is a combination of writing and stylised pictures. For example, Figure 3B includes three distinct actions. A first action that if the card is destroyed then it allows the user to increase the cards in their hand by one additional card. A second action that states that if the card is retained it improves an additional characteristic: in this case improves the defence a bility of the hero. A third action that defines the defence attribute of the card. This is shown as a numeral next to a symbol : a stylised picture of a shield .

[0056] In some embodiments the equipment card includes actions such as to :

(i) modify the action effect of another player's card when played,

(ii) reduce the quantum of life of another player,

(iii) modify the action effect of a ca rd played by that same player, or

(iv) any combination of (i) to (iii).

[0057] As shown in Figure 3C, there is a single action depicted in the card. The action is depicted as a combination of writing : "Destroy Potion of Strength : Your next attack this turn gains +2. Go again", and a stylised picture, in this case an arrow head on a yellow circle. Figure 3C also provides an example of a n action card that includes a resource cost symbol and resource gain symbol. That is, equipment cards may comprise any one or more of:

a) identification symbol,

b) action symbol,

c) resource cost symbol, and

d) resource gain symbol.

[0058] In some embodiments the card game includes a game board . The game board can be present in different forms. For example, as a physical board that the cards are actively played on, as a notional board, or as an electronic board depicted on a screen.

[0059] The game board comprising one or more card zones, the ca rd zones selected from

a) a hero card zone, for placement of hero cards,

b) a pitch zone, for placement of cards comprising a resource gain

symbol,

c) a discard ca rd zone, for placement of discarded cards, d) one or more equipment card zone, for placement of equipment cards, e) one or more item card zone, for placement of item cards,

f) a weapon card zone, for placement of weapon cards,

g) one or more armour card zone, for placement of armour cards, h) one or more card temporary storage zones,

i) a card deck zone, for placement of the card deck,

j) an active ca rd zone, for placement of cards in play,

k) a card banishment zone, for placement of banished ca rds, and (i) any combination of one or more of (a) to (j) above.

[0060] The zones can be shaped or arranged in any manner on the game board . The purpose of the zones is to designate zones where each of the types of cards are played. For example, the game board can have a central area that contains the hero card zone, equipment card zone. The game board could have an area that contains cards of a certain type. For example, a zone that contains weapon and/or armour cards.

[0061] Preferably said game board comprises at least two game player zones, each zone comprising said card zones.

[0062] In some embodiments the cards comprise a defence symbol 6 that indicates a defence value of the card . An example of cards with a defence value 6 is shown in Figures 3B, 3D, 3E and 3F. The defence symbol is depicted in the lower right hand corner of these cards as a stylised shield. That is, a combination of a stylised picture and a number. The number indicates the value of the defence symbol . In other embodiments the value of the defence symbol may be

represented by repeated symbols, i.e. two stylised shields to represent a value of two.

[0063] In one embodiment the card game comprises at least seven types of cards.

a) Action cards

b) Attack Reaction cards

c) Defense Reaction cards

d) Instant cards

e) Hero ca rds

f) Weapon cards

g) Equipment cards [0064] In some embodiments, certain cards have secondary actions, such as to attach a trait to a card.

[0065] In some embodiments the cards are colour coded to allow easy identification of the card, or certain traits of a card. In one embodiment the cards are colour coded to indicate the resource gain value of that card.

2. Method of play

[0066] The method of play of the card game involves the process of the players playing cards. What is important in the game is the nature of the cards that are played, which is defined by the combination of symbols on the cards.

[0067] In one embodiment the purpose of the card game is to reduce the life value of an opponent player to a pre-specified value. Preferably that value is zero. Central to this game is that the players must first accumulate resources (as depicted by the resource gain symbol 3) so that they can "afford" to play cards that have a resource cost, as shown by the resource cost symbol 4.

[0068] In one embodiment there is one or more pack of cards that players draw their card hand from. Preferably each player has their own pack of cards from which they draw their cards.

[0069] The game play is depicted in Figure 2. Those boxes in solid line are mandatory whereas those in dotted line are optional.

[0070] The game play rules comprises the following steps: a) Each player has a quantum of life.

[0071] In one embodiment the life value, or, quantum of life (i.e. amount of life) of the player is a pre-determined value. In an alternate embodiment the provision of a particular card stipulates the quantum of life. Preferably that card is the hero card that comprises a life symbol.

[0072] Alternately, each player may have a pre-determined quantum of life, which is then modified by a card, such as the hero card. For example, the life symbol of the hero card may be additive with the pre-determined quantum of life. b) A first player draws one or more cards into their hand. [0073] In one embodiment the number of cards that the player can draw into their hand is pre-determined. In an alternate embodiment the provision of a particular card stipulates the hand size. Preferably that card is the hero card that comprises a hand size symbol.

[0074] Alternately, each player may have a pre-determined hand size, which is then modified by a card, such as the hero card. For example, the hand size symbol of the hero card may be additive with the pre-determined hand size. c) That first player plays at least one card to accumulate resource

equivalent to the resource gain symbol of a card that has a resource gain symbol.

[0075] The player may play any number of cards depending on the resource value that the player wants to accumulate. For example, the player may play a single card that then accumulates the resource value of that card. Alternatively the player may play two cards that have a resource gain symbol, the amount of resource being a cumulative of the resource gain of the two cards.

[0076] In some embodiments any unused accumulated resource points are lost at the end of play. In an alternative embodiment a portion, or all, of the unused resource points are credited to the player in a subsequent turn.

[0077] In one embodiment a player can only play a single card through use of the resource cost symbol. In some embodiments, the player can play additional cards, provide the first card that they play, through use of the resource cost symbol, has a symbol that represents the ability to go again. d) The first player plays at least one card having a resource cost symbol, the card having a resource cost less or equal to than the accumulated resource, such that playing of the card activates the action of the played card to reduce the quantum of life of another player.

[0078] In one embodiment the player can play any number of cards having a resource cost symbol, provided that the total value of the resource value is less or equal to the accumulated resource. In some embodiments a card (such as the card shown in Figure 3D) has a resource cost of 0, meaning the card can be played and not reduce the accumulated resource value. [0079] Of the played cards, at least one of the cards has an action to reduce the quantum of life of an opposed player. In some embodiments the amount of life that is reduced is stipulated by the action symbol on the played card. Preferably the actions symbol is an attack symbol.

[0080] In some embodiments the target opposed player can play a card from their hand. In one embodiment the card played by the target players hand includes an action symbol in the form of a defence symbol 6. Preferably the defence symbol provides a defence value. Preferably the defence value attenuates the reduction in quantum of life. For example, if a first player plays a card having an action symbol that reduces the target players quantum of life by three points, the target player could play a card with a defence symbol representing one defence value to reduce the attack on life points by one point to two points.

[0081] In some embodiments, a player may play a plurality of cards having action symbols, in which the action symbol reduces the quantum of life of an opposing player. In some embodiment a card, whether in play or played, may have an action symbol that represents an action that modifies a card or cards based on order of play of one or more cards. For example, Figure 3A shows a card that has an action that modifies the second action to gain 1 attack point. As a further example, as shown in the card depicted in Figure 3F, a card played to target an opposed player through an action symbol that reduce the quantum of life may also have a further action symbol. The card of Figure 3F includes an action such that of the card is played in a second or more round of cards then it leads to the player drawing one or more cards into their hand. e) The card or cards played to accumulate resource is returned to the players pack of cards, and the card or cards played to activate an action is discarded from play.

[0082] Preferably the cards returned to the pack are returned to the bottom of the player's pack. It will be appreciated that returning the cards (used to accumulate resource) to the deck, as opposed to discarding, adds a further dimension to the game since players can memorise the order of cards returned to the deck such that they would be able to predict the appearance of cards once the deck is exhausted such that previously played cards return to the top of the deck. [0083] The second and subseq uent players then carry out the same steps as the first player.

[0084] In one embodiment each of the payers draw card into their hand to the hand value in the first round of play.

[0085] In some embodiment, in subsequent rounds after the first round a player only draws cards into their hand on their turn. f) Play is continued until a player's quantum of life is reduced to a pre set value.

[0086] In one embodiment the value is 0.

[0087] In one embodiment the hero card comprises an attribute that modifies at least one of the cards played by that player. For example, the hero card may increase the effects of an action, or attenuate the effect of an opposed players action.

[0088] In one embodiment the method of play comprises a step whereby, when a player plays a card to activate an action, the target player of that action may play a card in their hand to modify the action value of the played card.

Preferably the defence value of the card played by the targeted player modifies the action value of the initially played card .

[0089] In some embodiments a player can store one or more cards for later use in the game. Preferably the stored card is stored in the arsenal zone. In one embodiment the card stored in the arsenal can be used to assist defence of that player when targeted by another player. Preferably the card or cards stored in the arsenal do not affect the player's ability to draw cards to their stipulated hand size.

[0090] In one embodiment the card or cards stored in the arsenal cannot be used to accumulate resource points.

[0091] In one embodiment, when a player plays a first card (through the use of the resource cost symbol) that card forms a first player of play. The targeted player, or any opposed player, can then play a card in response to that first played card . The second or subsequent response card forms an additional layer on the first layered card . For example the second player may modify the attack value of the opposing player's card. Once no more cards are played then that first play is resolved. For example, the first play might end with a reduction in the targeted player's quantum of life force. Once resolved the first player can play a new attack card which starts the process anew.

[0092] For example, the first step can be an attack step. The turn player plays an action card with sub-type attack, or an activated ability with the effect attack (a weapon card). The second step can be a defend step. The defending hero can defend with any number of non-defence reaction cards from their hand and/or equipment cards they control. In some embodiments there is no cost to defend with a card. A third step is the reaction step. During the reaction step, only attack reactions, defence reactions and instants can be played. In some embodiments defence reaction cards can be played from hand and/or arsenal. The fourth step is a damage calculation step. If the total attack value is greater than the total defence value of the defending cards, the defending hero will be dealt damage equal to the difference. Preferably, if the defending hero is dealt damage this way, the attack is considered to have hit.

[0093] Preferably at the end of a players turn, all permanent cards are returned to their zones. All played cards (from the player's deck) are discarded (if used as resource cost cards) or returned to the bottom of the player's deck (if used as resource gain cards).

[0094] In some embodiments each player gets an allotted amount of resource at the beginning of their turn.

[0095] In some embodiments, at the end of a player's turn all unused action points and resource points are lost.

[0096] In one embodiment prior to game play each player registers a certain number of cards and optionally a hero card, into their deck. In some embodiments the player is limited to a certain number of repeats of each card.

[0097] At the start of a match, each player places their hero card face up in their hero zone, then each player chooses the weapon(s), equipment, and 60 card (minimum) deck they will use for this game from their registered cards. When both players confirm they have chosen the cards they will use for this game, they put their weapon and equipment cards face up into their respective zones, randomize their deck, and begin the game.

[0098] A tournament match is best of 1, with a 50-minute time limit.

[0099] For detailed information about Flesh and Blood tournament rules, visit fabtcg.com.

[0100] It is also contemplated that the present invention can be used on existing and readily available electronic devices, such as computers, video games, electronic games, and on interactive networks utilizing computer software and text. Such electronic devices can visually display the cards and enable the players to manipulate the cards and execute turns as described hereinabove. Commercially available electronic communication devices can also be provided to enable players to communicate with each other over long distances.

3. Example

[0101] Each player registers up to 80 cards and 1 hero card. A deck may contain up to three copies of each unique card.

[0102] At the start of a match, each player places their hero card face up in their hero zone, then each player chooses the weapon(s), equipment, and 60 card (minimum) deck they will use for this game from their registered cards. When both players confirm they have chosen the cards they will use for this game, they put their weapon and equipment cards face up into their respective zones, randomise their deck, and begin the game.

[0103] A tournament match is best of 1, with a 50-minute time limit.

[0104] The active player (whose turn it is) may play cards and/or activated abilities, or pass their turn to another player.

[0105] To play a card or activated ability the player announces the card or activated ability being played and place it face up in the card play zone. If the card or activated ability has a variable cost (the cost includes X), the player declares what the value of X is. If the card or activated ability has additional costs that are optional, the player declares if any optional costs will be paid. The player chooses a target of the played cards. [0106] The player declares if an alternate cost is being paid (if this is an option), and then applies the effects that increase resource point costs. The player then applies the effects that reduce resource point costs. Once done, the player pays the costs of their card selection. If the player has resource points in their resource pool equal to or greater than the resource cost to pay, then the player must use those resource points to pay the resource cost.

[0107] If the player does not, then the player must play cards from their hand that have a resource gain symbol to achieve a resource gain value sufficient to pay the resource cost.

[0108] Triggered effects can be added to the played cards. If multiple effects trigger simultaneously, the turn player chooses the order the triggered effects are added to the chain (including triggered effects controlled by the opponent) . Each triggered effect is a separate layer on the chain.

[0109] If an action card, instant card, or activated ability is played, or an effect has triggered, and there are no current played cards in the active card zone, that card, activated ability, or triggered effect becomes the first layer of cards in the active card zone. If a played card has the sub-type attack or the activated ability has the effect attack, a combat opens. The active player retains priority. The active player may play instant cards and/or instant activated abilities as additional layers, or they pass priority. Triggered effects (if any) are added as layers in the active card zone.

[0110] When both players pass priority in succession, the top layer card in the active card zone resolves, then the turn player gains priority. (For example, there are three layers of cards played and both players pass priority. The ca rd, ability, or effect at layer three will resolve, then the turn player gains priority. When a player has priority, they may play or activate an instant to add a new layer, or they pass priority. When both players have passed in succession, the highest remaining card layer in the active card zone resolves. This process repeats until layer one resolves. Once a card resolves, it is discarded into the discard card zone.

[0111] If a player plays an attack action card with the text "Draw a card", that player would draw a card now. If the text said "If this hits, draw a card", that player would draw a card during resolution of the card play, after damage calculation has determined if the attack hit. [0112] If the player plays a card that states "Go again". This is an effect that means "When this action resolves, gain 1 action point." The player gains the action point when the action resolves.

[0113] In this example, the following rules apply.

1) Players do not get priority during the defend step.

2) The defending hero can defend with any number of non-defence reaction cards from their hand and/or equipment cards they control.

A card must have a defence value (as shown by the defence symbol) to be able to defend (zero is a value).

There is no cost to defend with a card.

The defending hero must declare all cards and/or equipment they are defending with at one time. They become "defending cards".

All defending cards and/or equipment are added to the active card zone.

Defending with a card is not playing the card.

Defending with a card(s) does not create a layer in the active card zone.

Defending cards are placed in the card layer in active card zone they are defending and remain in the chain zone until the combat chain closes.

3) When the defending hero has declared defending cards (if any), unless an effect has triggered, the defend step ends and the game play moves to the reaction step. If an effect has triggered, it's added as a layer to cards in the active card zone. If multiple effects trigger simultaneously, the turn player chooses the order the triggered effects are added to the cards in the active card zone. Because players do not get priority during the defend step, after all triggered effects have been added to the cards in the active card zone, each layer will resolve as if both players were passing priority in succession until only layer one of the cards in the active card zone (the attack), then the defend step ends.

[0114] Game play then moves to a reaction step. During the reaction step, the attacking hero can play attack reaction cards and activated abilities, the defending hero can play defence reaction cards and activated abilities, and both players can play instant cards and activated abilities. The following rules apply in this example.

1) The attacking hero gains priority.

2) When the attacking hero has priority, they can play attack reaction and/or instant cards and/or activated abilities as additional layers on the cards in the active card zone, or they pass priority. If they play a card or activated ability, they retain priority.

3) Triggered effects (if any) are added as layers to the cards in the active card zone. If multiple effects trigger simultaneously, the turn player chooses the order the triggered effects are added to the cards in the active card zone.

4) When the defending hero has priority, they can play defence reaction and/or instant cards and/or activated abilities as additional layers on the cards in the active card zone, or they pass priority. If they play a card or activated ability, they retain priority.

5) Defence reaction cards are played to the cards in the active card zone, paying costs as normal. (Defence reaction cards can be played from arsenal.) When a defence reaction card resolves, it becomes a "defending card".

6) Triggered effects (if any) are added as layers to the cards in the active card zone. If multiple effects trigger simultaneously, the turn player chooses the order the triggered effects are added to the cards in the active card zone.

7) When both players pass priority in succession, the top layer of cards in the active card zone resolves, then the turn player gains priority.

8) Attack reaction and defence reaction cards stay in the cards in the active card zone until the combat chain closes.

9) When both players pass priority in succession on layer one of the cards in the active card zone, the reaction step ends and the game play moves to damage calculation. [0115] Players do not get priority during damage calculation. Damage calculation is when the total power of the attack is compared to the total defence value of defending cards.

[0116] If the total power of the attack is greater than the total defence value of defending cards, the defending hero will be dealt damage equal to the difference. If the defending hero is dealt damage this way, the attack is considered to have "hit".

[0117] The sequence of play continues until one of the heroes is reduced to zero life.