Patent classifications
A63F2001/0475
Magic Card Game with Learning System and Method of Use
A magic card trick and learning system is disclosed. The game utilizes a plurality of game cards. Each game card has a subset of selections. The selections may be numbers, words, shapes, pictures, or any combination. Each game card may have one or more apertures. As the game cards are stacked in a proper orientation, a correct selection on a rubric is displayed through the apertures of each card. The game may utilize a question card as well. The question card displays a complete set of selections which a user may select from. In other embodiments the question card may present a question. A user determines which game cards has the chosen selection displayed and orients the game card according to a positive and negative indicator. When properly oriented, the rubric displays the correct answer or selection.
CUSTOMIZED PLAYING CARDS UTILIZED FOR SYSTEMS AND METHODS OF ENHANCING FAITH KNOWLEDGE
Disclosed is an assemblage of various playing cards arrived at by designing each card essentially based on symbolism, text, and spiritual images found in the sacred writings of a particular religion, or “Faith.” Each of the playing cards displays wording and/or images corresponding to images and/or names of selected sections of those sacred writings. The titles or names of the sacred writings designate what commonly functions as “denominations” in conventional card games. Specific Faith-oriented artistic images function as “suits.” In the preferred embodiment, the cards correspond to names and images found in the Books of the Christian Bible. The disclosure is also applicable to the concepts and sacred writings of other religions. The playing cards serve to encourage and challenge persons to increase their knowledge of, and gain greater understanding and appreciation of their Faith, in an uplifting and socially interactive manner.
Strategy Card Game
A strategy card game where players have an initial hand of three cards and engage in three rounds of either drawing a card, discarding a card, or passing with the goal of obtaining a five-card combination of features worth the most points. The cards pertain to two creatures, each having five corresponding appendages. Each appendage card is present in the deck in five different colors.
Educational Card Game for Chess
An educational card game that teaches chess and has a plurality of decks. Each deck has a character that teaches lessons about chess and then later applies the lessons via puzzles for the user to solve. The puzzle cards have solutions in chess notation, and a unique card is dedicated to teach chess notation. The cards offer annotation and visual aids to simplify complex chess strategies, tactics, and more in flashcard format. Each card is color coded and numbered for simple navigation and difficulty deciphering. A single card is dedicated to teach chess notation and is used as a reference card to help understand other cards that include chess notation.
Specialized Playing Card Game
The invention disclosed herein relates to a game that may be digital or physical in structure that uses a plurality of specialized playing cards that combines pictures and words origin associated with pop culture. These groups of words and pictures work together to create idioms or phrases established by usage as having a meaning not deducible from those of the individual words (e.g., raining cats and dogs, see the light). Words and pictures are separated in their own suit, the playing cards associated with the game includes but not limited to 100 picture cards in the deck variety and 100 word cards in the deck variety. Each inventive card has displayed on one of its faces either a picture or a word origin and opposite the picture or word origin side are the suits' title side, which displays “word” or “picture”. The picture origin suit of the game is selected from pop culture and includes but not limited to pictures and symbols such as rain cloud, fish, tree, dragon or ball; whereas the word origin suit is selected from pop culture and the group consists of words such as pour, sea, life, fly and play. In addition, there are a number of special and/or assistant cards that help in the play of the game.
METHOD FOR CARD GAME
Disclosed herein is a card game with a unique playing style. The card game comprises a card deck consisting of 104 cards wherein each of the 104 cards has a unique item embodied on it. Each player can play one card at a time and strive to find connections between the played card and the cards already in play from other players. The players find commonality between the cards they have in hand and that they are attempting to play and cards that are currently in play. The player that goes out of cards is wins the card game.
BOWLING BOARD GAME
The present disclosure relates to a game played in connection to a player's bowling performance. The game includes a playing surface including a start, a finish, and a path extending between the start and finish. The game includes the path including a plurality of spaces. The game includes at least one gameplay instance associated with each of the plurality of spaces; and the gameplay instance has an outcome determined at least in part by the player's bowling performance.
Collecting and levelling up predictions as collectible cards
Methods, systems, and storage media for playing a card game are disclosed. Exemplary implementations may: receive cards from a set of cards, individual cards of the set of cards representing a prediction of an outcome; assign a rarity level to individual cards of the set of cards; collect copies of the cards through winning predictions associated with individual cards; and upgrade the cards through the copies of the cards.
Gaming system and gaming table
A gaming system for card games is provided. The gaming system includes a plurality of gaming cards and a processor. Each of the gaming cards has a recognition code. The processor is configured to: generate a correspondence between the recognition codes of the gaming cards and a plurality of card faces; obtain an image of the gaming card placed in a recognition area captured by an image capturing device; recognize the recognition code in the image to generate game data according to a recognition result and the correspondence; and generate a game screen to be displayed by a display according to the game data. In addition, a gaming table is also provided.
WAN
WAN is a child friendly educational card game that can be used to teach the concepts of trigonometric functions and identities or can be played as a simple card game by anyone over seven years old. The game uses all six basic trigonometric functions and their squares. These trigonometric functions are represented by various shapes and colors on the cards. Mathematical operations are determined by how the cards are placed. The game is played by creating card hands representing functions and operations that equal the number one. These card hands are called WAN hands.