POINTS AND BID CARD GAME
20180264351 ยท 2018-09-20
Inventors
Cpc classification
A63F3/00261
HUMAN NECESSITIES
A63F2001/0491
HUMAN NECESSITIES
International classification
Abstract
A game that includes a game hub having a draw tray and a discard tray for point cards; four game boards, four sets of score markers; sixteen indicator cards; and fifty-one point cards divided into eight classification sets and a wild card set. Each set of the eight classification sets of point cards includes six point cards, where each of the point cards has a combination of: a classification set name; a point value indicator; a symbol associated with the classification set; an image associated with the classification set name; and a common name for the image; where the combination is different for each of the point cards in the eight classification sets. The wild card set includes three point cards each having a number zero on the first major surface.
Claims
1. A game, comprising: a game hub having: a draw tray and a discard tray for point cards; and four game boards, wherein each of the four game boards includes a points spent tracker, a tournament win tracker, a net points tracker and an indicator card tray for indicator cards; four sets of score markers, wherein each set of score markers includes a first score marker used with the points spent tracker, a second score marker used with the tournament wins tracker and a third score marker used with the net points tracker; sixteen indicator cards divided into four sets of four indicator cards, wherein each indicator card includes a first major surface and wherein each of the four sets of four indicator cards includes a first indicator card with an identifying value one (1) on the first major surface, a second indicator card with the identifying value two (2) on the first major surface, a third indicator card with the identifying value three (3) on the first major surface and a fourth indicator card with the identifying value four (4) and the term F
2. The game of claim 1, wherein the draw tray holds point cards.
3. The game of claim 1, wherein the discard tray holds point cards.
4. The game of claim 1, wherein the draw tray and the discard tray of the game hub are mounted on a rotating platform to allow for both the draw tray and the discard tray of game hub to turn or swivel 360 degrees in either direction.
5. The game of claim 1, wherein the indicator card tray holds indicator cards.
6. The game of claim 1, wherein the net points tracker includes a first zone having non-negative integers of 0 to 99 and a second zone having 0, 100 and 200.
7. The game of claim 6, wherein each set of score markers includes a fourth score marker used with the game board, wherein the third score marker is used in the first zone and the fourth score marker is used in the second zone.
8. The game of claim 1, wherein each classification set of the eight classification sets has a different classification set name.
9. The game of claim 1, wherein the classification set name, the point value indicator, the image associated with the classification set name and the common name for the image for each of the six point cards of a classification set has a predetermined color.
10. The game of claim 9, wherein the predetermined color is different for each classification set of the eight classification sets.
11. The game of claim 1, wherein each of the sixteen indicator cards and the fifty-one point cards includes a second major surface opposite the first major surface, the second major surface having a singularly themed design.
12. A deck of cards, comprising: fifty-one point cards divided into eight classification sets and a wild card set, wherein each point card includes a first major surface and each set of the eight classification sets of point cards includes six point cards and wherein each of the point cards in the eight classification sets has on its first major surface a combination of: a classification set name; a point value indicator; a symbol associated with the classification set; an image associated with the classification set name; and a common name for the image; where the combination on the first major surface is different for each of the point cards in the eight classification sets, and wherein the wild card set includes three point cards each having a number zero on the first major surface.
13. The deck of claim 12, wherein each classification set of the eight classification sets has a different classification set name.
14. The deck of claim 12, wherein the classification set name, the point value indicator, the image associated with the classification set name and the common name for the image for each of the six point cards of a classification set has a predetermined color.
15. The deck of claim 14, wherein the predetermined color is different for each classification set of the eight classification sets.
16. A deck of sixteen indicator cards divided into four sets of four indicator cards, wherein each indicator card includes a first major surface and wherein each of the four sets of four indicator cards includes a first indicator card with an identifying value one (1) on the first major surface, a second indicator card with the identifying value two (2) on the first major surface, a third indicator card with the identifying value three (3) on the first major surface and a fourth indicator card with the identifying value four (4) and the term F
Description
BRIEF DESCRIPTION OF FIGURES
[0040]
[0041]
[0042]
[0043]
[0044]
[0045]
[0046]
[0047] The figures herein follow a numbering convention in which the first digit or digits correspond to the drawing figure number and the remaining digits identify an element in the drawing. Similar elements between different figures may be identified by the use of similar digits. For example, 102 may reference element 02 in
[0048] In addition, multiple analogous elements within one figure may be referenced with a reference numeral followed by a hyphen and another numeral or a letter. For example, 110-1 may reference element 10-1 in
The Parts of the F
[0049] The following discussion refers to
[0050] In addition, the F
[0051] Referring now to
[0052] The use of the Symbol 206, such as a star, circle or other geometric shape (filled, patterned or unfilled) that extend down an area that is adjacent to a top portion of the left lateral edge of the Point Card 200 helps provide easy identification of the Classification Set 202 to the player when the Point Cards 200 of their Hand are held in a fan pattern. The Symbol 206 also acts as the easiest way to quickly recognize matching sets, and acts as a big help for people that are color blind.
[0053] The F
[0054]
[0055] As seen in
[0056] So, as illustrated, the Mammal Classification Set 302-1 has the highest Point Value Range of all Classification Sets 302 of Point Cards. The Sea Bird Classification Set 302-2 and the Fish Classification Set 302-3 shard the same Point Value Range. Finally, the Echinoderms Classification Set 302-4, the Mollusks Classification Set 302-5; the Crustaceans Classification Set 302-6; the Seaweeds Classification Set 302-7; and the Cnidaria Classification Set 302-8 each have the same Point Value Range.
[0057] As illustrated in
[0058] As seen and discussed herein, the Point Cards for the F
[0059] It is also possible to use other themes with their own classification systems to develop sets of Point Cards for use in the F
[0060] Referring now to
[0061] In the present embodiment, there are four sets of four Indicator Cards 400 to provide a total of sixteen Indicator Cards 400. Each set of four Indicator Cards 400 has a determined color that is different than the other sets of four Indicator Cards 400. For example, a first set of four Indicator Cards 400 can be yellow, a second set of four Indicator Cards 400 can be blue, a third set of four Indicator Cards 400 can be red and the fourth set of four Indicator Cards 400 can be green. The colors of each set of four Indicator Cards 400 are the same as the four colors used for the Score Markers and Game Boards discussed above. As such, each of the four players of the F
[0062] Referring now to
[0063] As noted, these three Point Cards can be referred to as wild, meaning they can be chosen by a player to become part of any of the eight Classification Sets so as to complete a set of Point Cards that makes them Eligible to Go-Out, as will be discussed more fully herein.
[0064] So, the deck of Point Cards at the beginning of a Game of the F
[0065] Referring now to
Playing the F
[0066] The F
[0067] Based on the discussion above, each of the four players choose a color to represent themselves and receive the corresponding set of four colored Indicator Cards (400), and matching Game Boards (106), and Score Markers (116).
[0068] Each player places their Score Markers (116) on the zeros of each of the Score Trackers (108, 110 and 112 seen in
[0069] The Game Hub (100) is placed in the center of a playing area (ideally a card table) where it's easy to identify each player sitting across from one of the four marked positions (A, B, C, D).
[0070] Each player draws from any one player's set of Indicator Cards (400). Based on the number they draw, players then position themselves at the Game Hub (100) according to the Player Position Chart (600) seen in
[0071] All fifty-one Point Cards are shuffled before the start of a Game of F
[0072] The player sitting at position A deals the first Hand. The order of play moves in a clockwise direction. Each new Hand in each new Round of Play will be dealt by the player to the left of the person who dealt last.
[0073] With each subsequent new Game (of Tournament play), players will reposition themselves and their Game Boards (106) at the Game Hub (100), according to the Player Position Chart (600). The person sitting at position A always deals the first Hand of every new Game.
[0074] At the start of each Round of Play, four Point Cards (200) are dealt Face Down to each player. These in addition to the four Indicator Cards (400) that were distributed earlier, means each player starts with a Hand consisting of eight cards.
[0075] Undealt Point Cards (200) are placed Face Down in the side of the Rotating Tray (101) marked Deck (102). During the course of play, discards will be placed Face Up in the side marked Discards (104).
[0076] There are two options for playing the F
[0077] Typically, it takes 3 Rounds of Play of a Game of the F
[0078] The initial Turn begins with the player sitting to the left of the dealer. Subsequent Turns always begin with the player to the left of the player that completed the last Turn by discarding. A player that begins a Turn is not always the same player that completes it.
[0079] Point Cards (200) are acquired by drawing from either the top of the Draw Deck, or the top of the Discard Pile. All Turns include the actions of one player acquiring a card, followed by discarding a card of their choice. Therefore, players always begin and end a turn with 8 cards in their Hand.
[0080] Discarding is defined as a player either placing a Point Card (200) of their choice Face Up in the Discard Pile, or by placing an Indicator Card (400) in the Indicator Card Tray (114) of their Game Board (106). Indicator Cards (400) must be discarded in order (from 1 to 4) and are placed Face Up on top of one another.
[0081] As Turns are taken, each player's intent is to strengthening their Hand by gathering cards of similar Classified Sets (303) and high point values (304). By rule, at the first point in the Round of Play where a player discards an Indicator Card (400) instead of a Point Card (200), a Cycle of Bidding becomes part of each turn. As always, the player to the left of the player that completed the previous Turn by discarding, starts the next Turn. Rather than drawing, that person must start a Cycle of Bidding by bidding 1. They have no other choice. The player who completed the previously turn is NOT eligible to bid, only the other 3 players will participate. Each bidder (next player to the left) must either raise the bid by one, or Pass. As soon as a player passes, the previous bid becomes the winning bid, and that player gets to complete the Turn. Bids cannot go higher than 4, meaning that if every eligible player raised the bid, the first bidder gets the final decision to either raise the bid to the maximum 4, or Pass.
[0082] Players winning bids during the course of a Round of Play in the F
[0083] Players will be considering the potential cost of bidding and weighing the advantage of being able to complete the Turn against other factors. Players without an Indicator Card (400) showing in their Indicator Card Tray (114) are in a No Cost situation, since any number multiplied by zero is always zero.
[0084] As a Round of Play progresses, the cost of winning a bid increases. For example, if a player's bid is 4 and the Indicator Card (400) in front of them is 2 (400-2), then they will have to spend 8 points (42=8).
[0085] When a Cycle of Bidding is complete, the player that wins the right to complete the turn must track any points they have just spent by moving their Score Marker (116) ahead on the Points Spent Tracker (108) of their Game Board (106) by the amount they spent to win the bid.
[0086] All players earn points based on the makeup of their individual Hand at the end of the Round of Play. Earned Points are defined as the highest point total from any one Classification Set (302) of Point Cards (300) in their Hand.
[0087] Players also earn Bonus Points by Going Out and in other ways explained more fully herein. The first player to discard their 4 (marked F
[0088] The other three players can earn Bonus Points at the end of the Round of Play too, by winning or tying a Bid-Four Challenge which is explained more fully herein. A player that wins a Bid-Four Challenge gets 12 Bonus Points, and if they tie their Bid-Four Challenge, they get 8 Bonus Points.
[0089] The Bid-Four Challenge works as follows: When a Round of Play has ended, and before any Hands are shown, the player that Went Out asks if any other players (starting with the player to their left) would like to spend 4 points in order to challenge the Earned Point total of their Hand. Each player either challenges (moves their Score Marker (116) on their Points Spent Tracker (108) ahead by 4 points), or declines. Hands are then shown and Earned Point totals are compared. If any of the challengers have more Earned Points than the player that Went Out, they win the challenge (worth 12 Bonus Points). If the point totals are the same, they tie the challenge (worth 8 Bonus Points). It should be noted that the Bid-Four challengers are only comparing their Hand against the player that Went Out, not any other player.
[0090] At the end of each Round of Play, Net Points are calculated. Net Points=Earned Points+Bonus PointsPoints Spent. After a player Goes Out, the following steps take place: [0091] 1) Bid Four Challenges are declared or declined. [0092] 2) Earned Points are totaled (and compared). [0093] 3) Net Points are calculated. [0094] 4) Players move their Score Marker (116) on the Net Points Tracker (112) ahead to their accumulated score of the game. [0095] 5) Players reset their Points Spent Tracker (108) by moving their Score Marker (116) back to zero.
[0096] There are three special rules that players need to abide by during a Round of Play in the F
[0097] The second special rule states that the player that discards the first Indicator Card (400-1) of any Round of Play, does so at a cost of 4 points (defined as moving their Score Marker (116) on their Points Spent Tracker (108) ahead by 4 points). This rule is in place to add some cost to the player that takes the early lead in the race to Go Out. This rule also often delays the point in the Round of Play when the first special Rule (Cycle of Bidding required) kicks in.
[0098] The third special rule states that the first time any player discards the Indicator Card numbered 2 (400-2), means that any players that have not yet played an Indicator Card (400), must do so the next time they complete a turn. This rule is in place to make sure players don't have the option of bidding in a No Cost situation lasting the entire Round of Play.
[0099] There are three more rules that govern certain circumstance that may come up during a Round of Play. The first of these circumstantial rules regards instances when the Draw Deck runs out before the Round of Play is concluded. If this occurs, all the cards in the Discard Pile except the top card shall be removed, shuffled and placed Face Down in the Draw Tray (102) and the Round of Play proceeds.
[0100] The second circumstantial rule regards the rare occasion when a player may have a particularly bad Hand that earned less points than they spent. In that circumstance, the player will not have to subtract anything after the Round of Play is complete. The Score Maker (116) on their Net Points Tracker (112) will simply remain in place.
[0101] The third circumstantial rule is in place for an occasion when two or more players end up with a tied highest score above the winning threshold. In that circumstance, another Round of Play must be played, with all players remaining in the game.
[0102] By way of strategy, it's always desirable for a player to win a bid in order to complete a Turn, as it's the only way to improve their Hand, but in the F
[0103] Risk evaluation, the ability to pay attention to all cards, and reading what other players might be up to are all important elements of the F
[0104] When playing the F
[0105] Another thing players will need to pay close attention to when playing the F
[0106] As stated already, there is a cost of 4 points to the first player that discards an Indicator Card (400-1) during the Round of Play of the F
[0107] Players might consider a strategy to spend as few points as possible during a Round of Play in the F
[0108] Another thing to be aware of is that Wild Cards (500) have no point value. They are beneficial in the race to Go Out, but if a player does not think they are going to be the first to Go Out, they offer no benefit to that player's Hand.
[0109] Often the top card in the Discard Pile is of no value to a player, but that doesn't mean they shouldn't bid. The next card off the top of the Draw Deck is an unknown, and may not help their Hand, but winning the bid still does two things: 1) It keeps an opponent from completing the Turn, and 2) It enables a player to discard an Indicator Card (400) which will get them closer to Going Out.
[0110] In most cases it's wise for a player to make the effort to Go Out as soon as they can during a Round of Play in the F