US20080111306A1 - Draw for battle - Google Patents
Draw for battle Download PDFInfo
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- US20080111306A1 US20080111306A1 US11/554,028 US55402806A US2008111306A1 US 20080111306 A1 US20080111306 A1 US 20080111306A1 US 55402806 A US55402806 A US 55402806A US 2008111306 A1 US2008111306 A1 US 2008111306A1
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- card
- character
- battle
- draw
- cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00075—War games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/04—Card games combined with other games
- A63F2001/0441—Card games combined with other games with a written message or sentence, e.g. chance or instruction cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/06—Patience; Other games for self-amusement
- A63F9/0641—Patience; Other games for self-amusement using a marker or means for drawing, e.g. pen, pencil, chalk
- A63F2009/0661—Making a drawing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/06—Patience; Other games for self-amusement
- A63F9/0641—Patience; Other games for self-amusement using a marker or means for drawing, e.g. pen, pencil, chalk
- A63F2009/0663—Patience; Other games for self-amusement using a marker or means for drawing, e.g. pen, pencil, chalk using a template
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F11/00—Game accessories of general use, e.g. score counters, boxes
- A63F11/0051—Indicators of values, e.g. score counters
- A63F2011/0067—Score or tally sheets
Definitions
- DRAW FOR BATTLE is a strategic dueling card game, combining an art instructional component as part of interactive card game play.
- Players must first draw the characters chosen from the primary deck during game play before placing them onto the battlefield for combat through assigned numerical power levels and intelligent levels.
- the game includes a PRIMARY DECK, which includes ADD cards, DRAW cards, MORPH cards, and WILD cards, and the THINK DECK, which describes an intellectual way of defecting the brute, and if it was successful or not.
- the BATTLE CARD TABLET is preprinted oversized cards, with the grid pattern for guidance during drawing, in tablet form to create battle cards.
- the MASTER DECK is a series of oversized cards that provide the basic instructions for illustrating the characters, and their back-story.
- FIG. 1 is a schematic view of the present invention in use, illustrating the battlefield, the PRIMARY DECK, the THINK DECK, the MASTER DECK, and the BATTLE CARD TABLET;
- FIG. 2 is an enlarged schematic view of an exemplary ADD card of the present invention included in the PRIMARY DECK;
- FIG. 3 is an enlarged schematic view of an exemplary DRAW card of the present invention included in the PRIMARY DECK;
- FIG. 4 is an enlarged schematic view of an exemplary MORPH card of the present invention included in the PRIMARY DECK;
- FIG. 5 is an enlarged schematic view of an exemplary WILD card of the present invention included in the PRIMARY DECK;
- FIG. 6 is an enlarged schematic view of an exemplary THINK card of the present invention included in the THINK DECK;
- FIG. 7 is an enlarged schematic view of an exemplary MASTER card of the present invention included in the MASTER DECK.
- FIG. 8 is an enlarged schematic view of an exemplary BATTLE CARD TABLET of the present invention.
- DRAW FOR BATTLE is a strategic dueling card game, combining an art instructional component as part of interactive card game play.
- Players must first draw the characters chosen from the PRIMARY DECK 20 during game play before placing them onto the battlefield 10 for combat through assigned numerical power levels and intelligent levels.
- the game includes a PRIMARY DECK 20 , which includes ADD cards 30 ( FIG. 2 ), DRAW cards 40 ( FIG. 3 ), MORPH cards 50 ( FIG. 4 ), and WILD cards 60 ( FIG. 5 ), and the THINK DECK 70 , which describes an intellectual way of defeating the brute, and if it was successful or not.
- the BATTLE CARD TABLET 120 is preprinted oversized battle cards, with the battle card grid pattern 122 for guidance during drawing, in tablet form to create battle cards 130 .
- the MASTER DECK 90 is a series of oversized MASTER cards 100 that provide the basic instructions for illustrating the characters, and their back-story.
- the DRAW FOR BATTLE game includes essentially two different preprinted decks for game play: the PRIMARY DECK 20 ; and the THINK DECK 70 , each of which is discussed in more detail further below.
- the BATTLE CARD TABLET 120 used during the game is a set of preprinted oversized cards, with the battle card grid pattern 122 for guidance during drawing, in tablet form to create battle cards 130 .
- the BATTLE CARD TABLET 120 also includes a name field 124 for writing in the name of the character being drawn as dictated by the corresponding ADD card 30 , more about which is said below.
- each BATTLE CARD TABLET 120 also includes a SMARTS field 126 and a STRENGTH field 128 for writing in the SMARTS score 38 and STRENGTH score 39 shown on the ADD card 30 for the particular character being drawn ( FIG. 2 ).
- the PRIMARY DECK 20 resembles an ordinary playing card set of about 120 cards.
- the PRIMARY DECK 20 includes ADD cards 30 , DRAW cards 40 , MORPH cards 50 , and WILD cards 60 .
- the ADD cards 30 give permission to the player to start drawing that character on the BATTLE CARD TABLET 120 , and once completed, add them onto the battlefield 10 .
- Each ADD card 30 included in the PRIMARY DECK 20 presents a unique character and its drawing dimensions, using the add card grid 32 .
- the character is assigned a morph symbol 35 , more about which is said below in connection with FIG. 4 , given a character name 37 , and assigned a SMARTS score 38 and a STRENGTH score 39 , all of which are indicated on the ADD card 30 as shown in the exemplary embodiment.
- the add card grid 32 there is pre-drawn the designated character using character geometric shapes 34 such as squares, rectangles, circles and triangles fitted to the add card grid 32 in a particular pattern so as to form the character.
- the add card grid 32 may also include adjacent each of the shapes 34 character numbers 36 representing the grid dimension of each shape 34 along a particular edge or diameter, which numbers 36 further guide the player in drawing the character onto the BATTLE CARD TABLET 120 ( FIGS. 1 and 8 ). This is where the DRAW cards 40 come into play, as best shown in FIG. 3 . During game play, the player must pick a DRAW card 40 from the PRIMARY DECK 20 ( FIG.
- ADD card 30 to allow and instruct how to draw that specific part of the anatomy of the character shown on each ADD card 30 the player is holding. For instance, if a player picks up an ADD Potbelly Dragon card from the deck, the player keeps it. The player may have several ADD cards 30 of various characters, but cannot use any of those characters on the battlefield 10 until DRAW cards 40 for each of the body parts (head, arms, legs, body, and face, etc), are chosen and drawn completely on the BATTLE CARD TABLET 120 to create his battle cards 130 ( FIG. 1 ).
- each DRAW card 40 includes a body part name 42 , which in the exemplary embodiment is “Feet,” and a body part geometric shape 44 according to the body part pre-drawn on the draw card grid 46 in appropriate dimensional proportion as designated by one or more grid dimensions or body part numbers 48 to again guide the player in drawing the same body part on the BATTLE CARD TABLET 120 according to the ADD card 30 picked up by the player and designating the character to be drawn during play.
- the MORPH cards 50 in the PRIMARY DECK 20 allow the player to combine two or more of their completed battle cards 130 ( FIG. 1 ), which are in the same morph class, designated by morph symbols 35 on the cards (star, pyramid or circle) ( FIG. 2 ), for a more powerful warrior by adding their SMARTS scores 38 and STRENGTH scores 39 together as indicated on the corresponding ADD cards 30 for the characters that led to the battle cards 130 being “morphed.”
- the WILD card 60 allows the player to draw any part of the anatomy they may need in order to complete a character on their battle card 120 as shown on an ADD card 30 the player has previously picked up from the PRIMARY DECK 20 .
- Each WILD card 60 includes a “WILD CARD” designation 62 and a listing 64 of all body parts that can be selectively drawn by the player using the WILD card 60 .
- each such card includes a “Think!” designation 82 and a “Think!” message 84 essentially providing instructions as to which character wins the battle.
- the MASTER DECK 90 is only accessible when a player picks up any DRAW card 40 or WILD card 60 from the PRIMARY DECK 20 .
- the MASTER DECK 90 is a series of oversized MASTER cards 100 that provide the basic instructions for illustrating the characters, back-story and details about the character's place of origin and life. As such, each MASTER card 100 in the MASTER DECK 90 depicts each step of the drawing process for a particular character using the DRAW cards 40 .
- Players can only take the MASTER card 100 of a specific character once that character has been picked up on an ADD card 30 from the PRIMARY DECK 20 . As shown in FIG.
- an exemplary MASTER card 100 includes a “Master” designation 102 , a character name 104 , a SMARTS score 106 and STRENGTH score 108 for the subject character, and a morph symbol 110 for morphing the subject character with other characters having the same morph symbol.
- Each MASTER card 100 then once more includes on a master card grid 112 the body parts 114 from head to feet in an exemplary sequence by which the character may be drawn.
- the grid 112 may also include adjacent each of the shapes 114 body numbers 116 representing the grid dimension of each shape 114 along a particular edge or diameter, which numbers 116 further guide the player in drawing the character onto the BATTLE CARD TABLET 120 ( FIGS. 1 and 8 ).
- the MASTER cards 100 may also include other text regarding the character's background, tips for drawing the character, and the like (not shown).
- the PRIMARY DECK 20 cards are placed face down in front of the players to form a “draw” pile.
- the MASTER DECK 90 is placed to the side face up for later use in pulling out character-specific MASTER cards 100 corresponding to ADD cards drawn by a player during play, as explained further below.
- the THINK DECK 70 is placed face down perpendicular to the PRIMARY DECK 20 .
- a “discard” pile 140 will be formed during play adjacent to the PRIMARY DECK 20 and the THINK DECK 70 .
- the PRIMARY DECK 20 and THINK DECK 70 are distinguishable on the back sides of the cards in the exemplary embodiment by including the text “The Pencil is Mightier than the Sword” on the PRIMARY DECK 20 cards and a “light bulb” icon on the THINK DECK 70 cards.
- each player is given a BATTLE CARD TABLET 120 . Then, to commence play, each player takes a turn picking a card from the top of the PRIMARY DECK 20 . If the card chosen is an ADD card 30 , then the player keeps it face down.
- the player can seek out the corresponding MASTER card 100 from the MASTER DECK 90 to further guide the player in drawing the character designated in the ADD card 30 on the BATTLE CARD TABLET 120 .
- the player can seek out the corresponding MASTER card 100 from the MASTER DECK 90 to further guide the player in drawing the character designated in the ADD card 30 on the BATTLE CARD TABLET 120 .
- a player picks a MORPH card 50 from the PRIMARY DECK 20 on any given turn, the player can choose to morph two of his or her characters together, which not only increases the combined character's STRENGTH and SMARTS scores, but also enables the player to count the resulting character as one rather than two characters, giving the player the option of picking another ADD card 30 and beginning drawing another character for the battlefield 10 . If a player already has the maximum of seven ADD cards 30 in process during a turn when another ADD card 30 is then drawn from the PRIMARY DECK 20 , the player must discard the ADD card 30 face down in the “discard” pile 140 .
- That player can keep another ADD card 30 only when one of the seven “in process” battle cards 130 are completed and added to the battlefield 10 . Again, more than seven characters can effectively be on the battlefield 10 at any given time only through the use of the MORPH cards 50 , if drawn.
- a player chooses to do battle on the battlefield 10 , he or she forfeits their chance to drawn from the PRIMARY DECK 20 and fight based on their designated STRENGTH score only. For example, if a first player's character has a STRENGTH score of 5,000 and a second player's character has a STRENGTH score of only 3,000, then the first player's character can defeat the second player's character in battle.
- the defending player can pick a THINK card 80 from the THINK DECK 70 to see if his or her character has outsmarted the attacking brute. Defeated characters are returned to the bottom of the “discard” pile 140 . Only one character can be summoned into battle against an opposing player's character at a time, though again two characters morphed together count as one. If the player who initiated the battle wins, they can pick a card from the PRIMARY DECK 20 on the same turn.
- a player can use ADD cards 30 from the deck 20 or the MASTER cards 100 as a drawing reference and/or use their imagination to create their own version of the character (with the same battle value).
- the character Once the character is fully illustrated on a battle card 130 , again, it can then be placed on the battlefield 10 for combat based on STRENGTH score or based on a duel of wits resulting from a player with a character having a higher SMARTS score then drawing a THINK card 80 from the THINK DECK 70 . Play continues on this basis until the winner is declared as the player having the last character “standing” on the battlefield 10 .
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Abstract
DRAW FOR BATTLE is a strategic dueling card game, combining an art instructional component as part of interactive card game play. Players must first draw the characters chosen from the PRIMARY DECK during game play before placing them onto the battlefield for combat through assigned numerical STRENGTH levels and SMARTS levels. The game includes a PRIMARY DECK, which itself includes ADD cards, DRAW cards, MORPH cards, and WILD cards, and the THINK DECK, which describes an intellectual way of defeating the brute through various THINK cards, and if it was successful or not. The BATTLE CARD TABLET is a set of preprinted oversized cards, with a grid pattern for guidance during drawing, in tablet form to create battle cards. The MASTER DECK is a series of oversized cards that provide the basic instructions for illustrating the characters and their back-story.
Description
- DRAW FOR BATTLE is a strategic dueling card game, combining an art instructional component as part of interactive card game play. Players must first draw the characters chosen from the primary deck during game play before placing them onto the battlefield for combat through assigned numerical power levels and intelligent levels. The game includes a PRIMARY DECK, which includes ADD cards, DRAW cards, MORPH cards, and WILD cards, and the THINK DECK, which describes an intellectual way of defecting the brute, and if it was successful or not. The BATTLE CARD TABLET is preprinted oversized cards, with the grid pattern for guidance during drawing, in tablet form to create battle cards. The MASTER DECK is a series of oversized cards that provide the basic instructions for illustrating the characters, and their back-story.
- Other features and advantages of aspects of the present invention will become apparent from the following more detailed description, taken in conjunction with the accompanying drawings, which illustrate, by way of example, the principles of aspects of the invention.
- The accompanying drawings illustrate aspects of the present invention. In such drawings:
-
FIG. 1 is a schematic view of the present invention in use, illustrating the battlefield, the PRIMARY DECK, the THINK DECK, the MASTER DECK, and the BATTLE CARD TABLET; -
FIG. 2 is an enlarged schematic view of an exemplary ADD card of the present invention included in the PRIMARY DECK; -
FIG. 3 is an enlarged schematic view of an exemplary DRAW card of the present invention included in the PRIMARY DECK; -
FIG. 4 is an enlarged schematic view of an exemplary MORPH card of the present invention included in the PRIMARY DECK; -
FIG. 5 is an enlarged schematic view of an exemplary WILD card of the present invention included in the PRIMARY DECK; -
FIG. 6 is an enlarged schematic view of an exemplary THINK card of the present invention included in the THINK DECK; -
FIG. 7 is an enlarged schematic view of an exemplary MASTER card of the present invention included in the MASTER DECK; and -
FIG. 8 is an enlarged schematic view of an exemplary BATTLE CARD TABLET of the present invention. - The above described drawing figures illustrate aspects of the invention in at least one of its exemplary embodiments, which are further defined in detail in the following description.
- Referring first to
FIG. 1 , DRAW FOR BATTLE is a strategic dueling card game, combining an art instructional component as part of interactive card game play. Players must first draw the characters chosen from thePRIMARY DECK 20 during game play before placing them onto thebattlefield 10 for combat through assigned numerical power levels and intelligent levels. The game includes aPRIMARY DECK 20, which includes ADD cards 30 (FIG. 2 ), DRAW cards 40 (FIG. 3 ), MORPH cards 50 (FIG. 4 ), and WILD cards 60 (FIG. 5 ), and the THINK DECK 70, which describes an intellectual way of defeating the brute, and if it was successful or not. The BATTLECARD TABLET 120 is preprinted oversized battle cards, with the battlecard grid pattern 122 for guidance during drawing, in tablet form to createbattle cards 130. The MASTER DECK 90 is a series ofoversized MASTER cards 100 that provide the basic instructions for illustrating the characters, and their back-story. - The DRAW FOR BATTLE game includes essentially two different preprinted decks for game play: the
PRIMARY DECK 20; and the THINK DECK 70, each of which is discussed in more detail further below. - As a threshold matter, as best shown in
FIG. 8 , the BATTLECARD TABLET 120 used during the game is a set of preprinted oversized cards, with the battlecard grid pattern 122 for guidance during drawing, in tablet form to createbattle cards 130. The BATTLECARD TABLET 120 also includes aname field 124 for writing in the name of the character being drawn as dictated by thecorresponding ADD card 30, more about which is said below. In addition, eachBATTLE CARD TABLET 120 also includes aSMARTS field 126 and aSTRENGTH field 128 for writing in the SMARTSscore 38 andSTRENGTH score 39 shown on theADD card 30 for the particular character being drawn (FIG. 2 ). - The PRIMARY DECK 20 resembles an ordinary playing card set of about 120 cards. The
PRIMARY DECK 20 includesADD cards 30,DRAW cards 40,MORPH cards 50, andWILD cards 60. - Turning to
FIG. 2 , theADD cards 30 give permission to the player to start drawing that character on the BATTLECARD TABLET 120, and once completed, add them onto thebattlefield 10. EachADD card 30 included in the PRIMARY DECK 20 (FIG. 1 ) presents a unique character and its drawing dimensions, using theadd card grid 32. The character is assigned amorph symbol 35, more about which is said below in connection withFIG. 4 , given acharacter name 37, and assigned aSMARTS score 38 and aSTRENGTH score 39, all of which are indicated on theADD card 30 as shown in the exemplary embodiment. Specifically, on theadd card grid 32 there is pre-drawn the designated character using charactergeometric shapes 34 such as squares, rectangles, circles and triangles fitted to theadd card grid 32 in a particular pattern so as to form the character. Theadd card grid 32 may also include adjacent each of theshapes 34character numbers 36 representing the grid dimension of eachshape 34 along a particular edge or diameter, whichnumbers 36 further guide the player in drawing the character onto the BATTLE CARD TABLET 120 (FIGS. 1 and 8 ). This is where the DRAWcards 40 come into play, as best shown inFIG. 3 . During game play, the player must pick aDRAW card 40 from the PRIMARY DECK 20 (FIG. 1 ) to allow and instruct how to draw that specific part of the anatomy of the character shown on eachADD card 30 the player is holding. For instance, if a player picks up an ADD Potbelly Dragon card from the deck, the player keeps it. The player may haveseveral ADD cards 30 of various characters, but cannot use any of those characters on thebattlefield 10 until DRAWcards 40 for each of the body parts (head, arms, legs, body, and face, etc), are chosen and drawn completely on the BATTLECARD TABLET 120 to create his battle cards 130 (FIG. 1 ). In more detail, each DRAWcard 40 includes abody part name 42, which in the exemplary embodiment is “Feet,” and a body partgeometric shape 44 according to the body part pre-drawn on thedraw card grid 46 in appropriate dimensional proportion as designated by one or more grid dimensions orbody part numbers 48 to again guide the player in drawing the same body part on the BATTLECARD TABLET 120 according to theADD card 30 picked up by the player and designating the character to be drawn during play. - Once the player completes drawing the character on the BATTLE
CARD TABLET 120, the drawing itself becomes the battle card 130 (FIG. 1 ). - Referring now to
FIG. 4 and with continued reference toFIG. 1 , the MORPHcards 50 in thePRIMARY DECK 20 allow the player to combine two or more of their completed battle cards 130 (FIG. 1 ), which are in the same morph class, designated bymorph symbols 35 on the cards (star, pyramid or circle) (FIG. 2 ), for a more powerful warrior by adding their SMARTSscores 38 andSTRENGTH scores 39 together as indicated on thecorresponding ADD cards 30 for the characters that led to thebattle cards 130 being “morphed.” - Finally regarding the
PRIMARY DECK 20, as best shown inFIG. 5 , the WILDcard 60 allows the player to draw any part of the anatomy they may need in order to complete a character on theirbattle card 120 as shown on anADD card 30 the player has previously picked up from thePRIMARY DECK 20. Each WILDcard 60 includes a “WILD CARD”designation 62 and alisting 64 of all body parts that can be selectively drawn by the player using the WILDcard 60. - Turning to
FIG. 6 and with continued reference toFIG. 1 , while doing battle on thebattlefield 10, if one character is attacked by an opposing warrior with alarger STRENGTH score 39, but has a higher SMARTSscore 38, this opens up the opportunity to pick a THINKcard 80 from the THINK DECK 70, which describes an intellectual way of defeating the adversary, and if it was successful or not. For example, as shown in the exemplary THINKcard 80 ofFIG. 6 , each such card includes a “Think!”designation 82 and a “Think!”message 84 essentially providing instructions as to which character wins the battle. - Referring to
FIG. 7 along with continued reference toFIG. 1 , the MASTER DECK 90 is only accessible when a player picks up anyDRAW card 40 or WILDcard 60 from thePRIMARY DECK 20. The MASTER DECK 90 is a series ofoversized MASTER cards 100 that provide the basic instructions for illustrating the characters, back-story and details about the character's place of origin and life. As such, eachMASTER card 100 in the MASTER DECK 90 depicts each step of the drawing process for a particular character using theDRAW cards 40. Players can only take theMASTER card 100 of a specific character once that character has been picked up on anADD card 30 from thePRIMARY DECK 20. As shown inFIG. 7 , anexemplary MASTER card 100 includes a “Master”designation 102, acharacter name 104, a SMARTSscore 106 andSTRENGTH score 108 for the subject character, and amorph symbol 110 for morphing the subject character with other characters having the same morph symbol. EachMASTER card 100 then once more includes on amaster card grid 112 thebody parts 114 from head to feet in an exemplary sequence by which the character may be drawn. As on theADD cards 30, thegrid 112 may also include adjacent each of theshapes 114body numbers 116 representing the grid dimension of eachshape 114 along a particular edge or diameter, whichnumbers 116 further guide the player in drawing the character onto the BATTLE CARD TABLET 120 (FIGS. 1 and 8 ). TheMASTER cards 100 may also include other text regarding the character's background, tips for drawing the character, and the like (not shown). - In use, with reference again primarily to
FIG. 1 , thePRIMARY DECK 20 cards are placed face down in front of the players to form a “draw” pile. The MASTER DECK 90 is placed to the side face up for later use in pulling out character-specific MASTER cards 100 corresponding to ADD cards drawn by a player during play, as explained further below. The THINKDECK 70 is placed face down perpendicular to thePRIMARY DECK 20. A “discard”pile 140 will be formed during play adjacent to thePRIMARY DECK 20 and the THINK DECK 70. ThePRIMARY DECK 20 and THINK DECK 70 are distinguishable on the back sides of the cards in the exemplary embodiment by including the text “The Pencil is Mightier than the Sword” on thePRIMARY DECK 20 cards and a “light bulb” icon on the THINKDECK 70 cards. As a further part of the setup, each player is given aBATTLE CARD TABLET 120. Then, to commence play, each player takes a turn picking a card from the top of thePRIMARY DECK 20. If the card chosen is anADD card 30, then the player keeps it face down. Unless the player already has anADD card 30 on his or her field, all other cards drawn (DRAW card 40, MORPHcard 50, or WILD card 60) must be discarded face down in the “discard”pile 140. But if the player already possesses an ADD card in his or her field when aDRAW card 40 orWILD card 60 is drawn from thePRIMARY DECK 20 on that player's next turn, then the player's “summons stage” begins, giving the player permission to draw that part of the character's anatomy identified on theDRAW card 40 or selected from theWILD card 60 on that player'sBATTLE CARD TABLET 120. At this point is when the player would flip over theADD card 30 corresponding to the character the player is summoning, or beginning to draw, which character will do battle for that player on thebattlefield 10 against other player's characters once the player has completed drawing the entire anatomy on theBATTLE CARD TABLET 120 so as to create abattle card 130. Once the player has drawn the particular anatomy or body part corresponding to theDRAW card 40 orWILD card 60 drawn by that player from thePRIMARY DECK 20 on that turn, thesame card pile 140. It is again noted that at the time thefirst DRAW card 40 orWILD card 60 is drawn, the player can seek out thecorresponding MASTER card 100 from theMASTER DECK 90 to further guide the player in drawing the character designated in theADD card 30 on theBATTLE CARD TABLET 120. There are only a maximum of sevenADD cards 30 allowed per player on thebattlefield 10 and only a maximum of seven in the progress of being drawn. If a player picks a MORPHcard 50 from thePRIMARY DECK 20 on any given turn, the player can choose to morph two of his or her characters together, which not only increases the combined character's STRENGTH and SMARTS scores, but also enables the player to count the resulting character as one rather than two characters, giving the player the option of picking anotherADD card 30 and beginning drawing another character for thebattlefield 10. If a player already has the maximum of sevenADD cards 30 in process during a turn when anotherADD card 30 is then drawn from thePRIMARY DECK 20, the player must discard theADD card 30 face down in the “discard”pile 140. That player can keep anotherADD card 30 only when one of the seven “in process”battle cards 130 are completed and added to thebattlefield 10. Again, more than seven characters can effectively be on thebattlefield 10 at any given time only through the use of the MORPHcards 50, if drawn. When a player chooses to do battle on thebattlefield 10, he or she forfeits their chance to drawn from thePRIMARY DECK 20 and fight based on their designated STRENGTH score only. For example, if a first player's character has a STRENGTH score of 5,000 and a second player's character has a STRENGTH score of only 3,000, then the first player's character can defeat the second player's character in battle. However, if the character attacked has a higher SMARTS score than the attacking character, the defending player can pick aTHINK card 80 from theTHINK DECK 70 to see if his or her character has outsmarted the attacking brute. Defeated characters are returned to the bottom of the “discard”pile 140. Only one character can be summoned into battle against an opposing player's character at a time, though again two characters morphed together count as one. If the player who initiated the battle wins, they can pick a card from thePRIMARY DECK 20 on the same turn. - During play, a player can use
ADD cards 30 from thedeck 20 or theMASTER cards 100 as a drawing reference and/or use their imagination to create their own version of the character (with the same battle value). Once the character is fully illustrated on abattle card 130, again, it can then be placed on thebattlefield 10 for combat based on STRENGTH score or based on a duel of wits resulting from a player with a character having a higher SMARTS score then drawing aTHINK card 80 from theTHINK DECK 70. Play continues on this basis until the winner is declared as the player having the last character “standing” on thebattlefield 10. - While aspects of the invention have been described with reference to at least one exemplary embodiment, it is to be clearly understood by those skilled in the art that the invention is not limited thereto. Rather, the scope of the invention is to be interpreted only in conjunction with the appended claims and it is made clear, here, that the inventor believes that the claimed subject matter is the invention.
Claims (12)
1-4. (canceled)
5. A card game wherein players draw characters during game play that then engage in battle, comprising:
a primary deck comprising at least one each of an add card and a draw card, wherein:
each add card contains one of the characters to be drawn as represented by a character name, a smarts score and a strength score for the character, and character geometric shapes arranged on an add card grid to form the character; and
each draw card contains a body part name and a body part geometric shape according to the body part pre-drawn on a draw card grid;
a think deck comprising at least one think card, each think card containing a “Think!” designation and a “Think!” message providing instructions as to which character wins the battle; and
a battle card tablet containing a battle card grid pattern for guidance during drawing to create battle cards bearing the characters as shown on each add card and as enabled based on the draw cards.
6. The card game of claim 5 wherein the primary deck further comprises at least one morph card, each morph card containing a morph symbol whereby two or more characters having the same morph symbol as further contained on the respective add card can be combined during play.
7. The card game of claim 5 wherein the primary deck further comprises at least one wild card, each wild card containing a “Wild Card” designation and a listing of all body parts that can be selectively drawn by a player using the wild card in creating the character designated by the add card and to be drawn onto the battle card tablet.
8. The card game of claim 5 wherein each add card further contains character numbers on the add card grid adjacent the character geometric shapes representing the grid dimension of each shape, whereby the character numbers further guide the player in drawing the character onto the battle card tablet.
9. The card game of claim 5 wherein each draw card further contains body part numbers on the draw card grid adjacent the body part geometric shape representing the grid dimension of each shape, whereby the body part numbers further guide the player in drawing the character onto the battle card tablet.
10. The card game of claim 5 further comprising a master deck comprising at least one master card, each master card containing a “Master” designation, the character name, the smarts score and strength score for the character, a morph symbol for morphing the character with other characters having the same morph symbol, and a master card grid bearing the body parts by which the character may be drawn in sequence onto the battle card tablet.
11. A method of playing a card game wherein players draw characters during game play that then engage in battle, comprising the steps of:
selecting an add card from a primary deck, the add card depicting a particular character to be drawn as represented by a character name, a smarts score and a strength score for the character, and character geometric shapes arranged on an add card grid to form the character;
selecting a draw card from the primary deck, each draw card depicting one or more body parts to be drawn in forming the character, each body part represented by a body part name and a body part geometric shape as pre-drawn on a draw card grid of the draw card;
drawing the body parts shown on the draw cards on a battle card tablet to form the character shown on the add card and so create a battle card; and
battling two characters according to one of the strength score and the smarts score of each character by placing the battle cards corresponding to the characters onto a battlefield.
12. The method of claim 11 further comprising the steps of:
selecting a morph card from the primary deck, the morph card containing a morph symbol; and
combining two or more characters having the same morph symbol depicted on the add cards corresponding to the characters to form a single character for battle on the battlefield having strength and smarts scores of the combined characters.
13. The method of claim 11 further comprising the step of picking from a master card deck a master card corresponding to the character on an add card selected by a player, each master card containing a “Master” designation, the character name, the smarts score and strength score for the character, a morph symbol for morphing the character with other characters having the same morph symbol, and a master card grid bearing the body parts by which the character may be drawn in sequence onto the battle card tablet to form the battle card.
14. The method of claim 11 wherein the step of drawing the body parts is further guided by character numbers on the add card grid adjacent the character geometric shapes representing the grid dimension of each character geometric shape and by body part numbers on the draw card grid adjacent the body part geometric shape representing the grid dimension of each body part geometric shape.
15. The method of claim 11 wherein the step of battling two characters further comprises the steps of:
comparing the smarts scores of the respective characters to determine the character having the higher smarts score; and
the player having the character with the higher smarts score selecting a think card from a think deck, each think card containing a “Think!” designation and a “Think!” message providing instructions as to which character wins the battle regardless of the strength scores of the respective characters.
Priority Applications (2)
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US11/554,028 US20080111306A1 (en) | 2006-10-29 | 2006-10-29 | Draw for battle |
US12/492,952 US7793936B2 (en) | 2006-10-29 | 2009-06-26 | Draw for battle |
Applications Claiming Priority (1)
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US11/554,028 US20080111306A1 (en) | 2006-10-29 | 2006-10-29 | Draw for battle |
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US12/492,952 Division US7793936B2 (en) | 2006-10-29 | 2009-06-26 | Draw for battle |
US13/788,408 Continuation US20130244879A1 (en) | 2003-04-22 | 2013-03-07 | Use of lipo-chitooligosaccharides to initiate early flowering and fruit development in plants and related methods and compositions |
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US20080111306A1 true US20080111306A1 (en) | 2008-05-15 |
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US12/492,952 Expired - Fee Related US7793936B2 (en) | 2006-10-29 | 2009-06-26 | Draw for battle |
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US12/492,952 Expired - Fee Related US7793936B2 (en) | 2006-10-29 | 2009-06-26 | Draw for battle |
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Also Published As
Publication number | Publication date |
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US20090261530A1 (en) | 2009-10-22 |
US7793936B2 (en) | 2010-09-14 |
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