TRADING CARD GAME SYSTEM AND METHOD
20180178112 ยท 2018-06-28
Inventors
Cpc classification
A63F2300/206
HUMAN NECESSITIES
A63F3/0023
HUMAN NECESSITIES
International classification
Abstract
A game system relating to multi-player card games, the game system including: a game-board module having a plurality of peripheral edges, the plurality of peripheral edges containing at least one abuttable edge configured to be placeable in abutment with at least one other abuttable edge of the game system. In addition, the game-board module includes a first surface having a plurality of full spaces depicted thereon, each one identifying a positional piece location, the plurality of full spaces arranged in rows, and a plurality of half spaces, each one identifying one half of a positional piece location, the plurality of half spaces contiguous with the at least one abuttable edge and configured to form full spaces when the abuttable edge is abutted with at least one other abuttable edge of the game system.
Claims
1. A game system relating to multi-player card games, the game system including: a game-board module including a plurality of peripheral edges, the plurality of peripheral edges containing at least one abuttable edge configured to be placeable in abutment with at least one other abuttable edge of the game system, a first surface having depicted thereon, a plurality of full spaces each one identifying a positional piece location, the plurality of full spaces arranged in rows, and a plurality of half spaces, each one identifying one half of a positional piece location, the plurality of half spaces contiguous with the at least one abuttable edge and configured to form full spaces when the abuttable edge is abutted with at least one other abuttable edge of the game system.
2. The game system of claim 1, wherein the rows are in a contiguous relationship.
3. The game system of claim 1, wherein the plurality of full spaces of a row are arranged in a staggered relationship with respect to the plurality of full spaces of an adjacent row; and the full spaces are substantially square.
4. The game system of claim 1, further including first distinctive indicia defining at least one command zone.
5. The game system of claim 4, wherein The at least one command zone is located within the plurality of full spaces; and the at least one command zone adjoins at least one of the peripheral edges.
6. The game system of claim 1, further including second distinctive indicia defining at least one neutral-zone half-space within the plurality of half spaces.
7. The game system of claim 6, wherein each abuttable edge of the game-board module includes an edge length; and the at least one neutral-zone half-space is located near a midpoint of the edge length.
8. The game system of claim 6, wherein the neutral-zone half-space is configured to form at least one neutral-zone full-space when the abuttable edge is abutted with the at least one other abuttable edge of the game system.
9. The game system of claim 1, wherein the game-board module further includes a plurality of planar sections hingedly joined together such that the sections can be folded so as to overlie one another or unfolded to lie in a substantially common plane; when folded, a portion of the full spaces form at least one set of half spaces; and the at least one set of half spaces are contiguous with the at least one new abuttable edge and are configured to form a set of full spaces when abutted with at least one other abuttable edge of the game system.
10. The game system of claim 1, wherein the game-board modules are permanently joined together.
11. The game system of claim 1, further including a second surface having depicted thereon a second plurality of full spaces each one identifying a positional piece location, the second plurality of full spaces are arranged in rows, and a second plurality of half spaces, each one identifying one half of a positional piece location, the plurality of half spaces contiguous with the at least one abuttable edge and configured to form a set of full spaces when the abuttable edge is abutted with at least one other abuttable edge of the game system.
12. The game system of claim 1, further including a leaflet module including a plurality of peripheral leaflet edges, the plurality of peripheral leaflet edges containing at least one abuttable edge configured to be placeable in abutment with at least one other abuttable edge of the game system, a first leaflet surface having depicted thereon a third plurality of full spaces each one identifying a positional piece location, the third plurality of full spaces arranged in rows, and a third plurality of half leaflet spaces, each one identifying one half of a positional piece location, the third plurality of half leaflet spaces contiguous with the at least one abuttable edge of the leaflet module and configured to form a group of full spaces when the abuttable edge of the leaflet module is abutted with at least one other abuttable edge of the game system.
13. The game system of claim 12, wherein the game-board modules and the leaflet modules are permanently joined together.
14. The game system of claim 1, further including thematic indicia graphically depicting at least one theme related to the multi-player card game.
15. The game system of claim 1, wherein the game-board module is electronically displayed.
16. A game system, the game system including: a game-board module including a plurality of peripheral edges, the plurality of peripheral edges containing at least one abuttable edge configured to be placeable in abutment with at least one other abuttable edge of the game system, a first surface having depicted thereon a plurality of full spaces each one identifying a positional piece location, the plurality of full spaces arranged in rows, and a plurality of half spaces, each one identifying one half of a positional piece location, the plurality of half spaces contiguous with the at least one abuttable edge and configured to form full spaces when the abuttable edge is abutted with at least one other abuttable edge of the game system; wherein the rows are in a contiguous relationship; wherein the plurality of full spaces of a row are arranged in a staggered relationship with respect to the plurality of full spaces of an adjacent row; wherein the full spaces are substantially square; further including first distinctive indicia defining at least one command zone within the plurality of full spaces; wherein the at least one command zone adjoins at least one of the peripheral edges; further including second distinctive indicia defining at least one neutral-zone half-space within the plurality of half spaces; wherein each abuttable edge of the game-board module includes an edge length; the at least one neutral-zone half-space is located near a midpoint of the edge length; wherein the at least one neutral-zone half-space is configured to form at least one neutral-zone full-space when the abuttable edge is abutted with the at least one other abuttable edge of the game system; wherein the game-board module further includes a plurality of planar sections hingedly joined together such that the sections can be folded so as to overlie one another or unfolded to lie in a substantially common plane; when folded, a portion of the full spaces form at least one set of half spaces; the at least one set of half spaces are contiguous with the at least one new abuttable edge and are configured to form a set of full spaces when abutted with at least one other abuttable edge of the game system; further including a second surface having depicted thereon a second plurality of full spaces each one identifying a positional piece location, the second plurality of full spaces are arranged in rows, and a second plurality of half spaces, each one identifying one half of a positional piece location, the plurality of half spaces contiguous with the at least one abuttable edge and configured to form a set of full spaces when the abuttable edge is abutted with at least one other abuttable edge of the game system; further including a leaflet module including a plurality of peripheral leaflet edges, the plurality of peripheral leaflet edges containing at least one abuttable edge configured to be placeable in abutment with at least one other abuttable edge of the game system, a first leaflet surface having depicted thereon, a third plurality of full spaces each one identifying a positional piece location, the third plurality of full spaces arranged in rows, and a third plurality of half leaflet spaces, each one identifying one half of a positional piece location, the third plurality of half leaflet spaces contiguous with the at least one abuttable edge of the leaflet module and configured to form a group of full spaces when the abuttable edge of the leaflet module is abutted with at least one other abuttable edge of the game system; wherein each of the full spaces of the game system is about 89 millimeters square; and further including thematic indicia graphically depicting at least one theme related to the multi-player card game.
17. The game system of claim 17, further including set of instructions; and wherein the game system is arranged as a kit.
18. The game system of claim 17, further including at least one set of game cards each game card of the set including at least one game-card attribute, the at least one game-card attribute defining an action in accordance with the game rules such that the gameplay proceeds according to a series of steps taken by each player with respect to the games-card attributes in active play, the at least one game-card attribute at least enabling a mastery scheme allowing each player to assemble, from the set of trading cards, a custom subset of the game cards, the mastery scheme establishing a class-based structure within the custom subset at least including a hero-class and at least one other game-card class, a command-zone scheme by which players may position a game card from the hero-class in at least one command zone within a field of play, the game card from the hero-class, when so positioned, is capable of leveraging at least one game-card attribute of the at least one other game-card class within the field of play, and a resource scheme allowing a player to cost turn-by-turn gameplay actions.
19. A method relating to strategy games utilizing game cards, the method including the steps of: providing a set of game rules governing gameplay within a game-card strategy game; providing a set of the game cards useable during the gameplay, each game card of the set including at least one game-card attribute, the at least one game-card attribute defining an action in accordance with the game rules such that the gameplay proceeds according to a series of steps taken by each player with respect to the games-card attributes in active play, the at least one game-card attribute at least enabling a mastery scheme allowing each player to assemble, from the set of trading cards, a custom subset of the game cards, the mastery scheme establishing a class-based structure within the custom subset at least including a hero-class and at least one other game-card class, a command-zone scheme by which players may position a game card from the hero-class in at least one command zone within a field of play, the game card from the hero-class, when so positioned, is capable of leveraging at least one game-card attribute of the at least one other game-card class within the field of play, and a resource scheme allowing a player to cost turn-by-turn gameplay actions; providing a set of modular game-board components, the set of modular game-board components capable of forming the field of play on which the game-card strategy game may be played, the modular game board including features enabling the mastery scheme, the command-zone scheme, and the resource scheme during the gameplay.
20. The method of claim 19 further including the steps of: providing additional modular game-board components usable to alter the field of play; and providing additional game cards usable to alter the composition of game-card attributes within the set.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] The figures which accompany the written portion of this specification illustrate embodiments and methods of use for the present disclosure, a trading card game system and method, constructed and operative according to the teachings of the present disclosure.
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[0035] The various embodiments of the present disclosure will hereinafter be described in conjunction with the appended drawings, wherein like designations denote like elements.
DETAILED DESCRIPTION
[0036] As discussed above, embodiments of the present disclosure relate to card or tile games using a game-board structure and more particularly to a trading card game system and method as used to improve gameplay in various trading card strategy games.
[0037] Generally, the present disclosure relates to a trading card game system and method for two or more players. The system may include a modular game board and may further include a set of trading cards or collectable cards, which may be adapted as strategic positional pieces, or for use with the game board, or as positional pieces in other games. The customizable multi-part game board is a primary feature of the present system and may be combined with other board modules of the same design or expanded with the addition of leaflet modules.
[0038] The modular game board provides a platform on which a Trading Card Game (TCG) or Collector Card Game (CCG) cards may be played as strategically moveable and positional pieces. The modular game board is designed for a new TCG game, aspects of which are disclosed herein.
[0039] The modular game board is composed of two or more game-board modules. In the most basic configuration, the game-board module is one-half of a two-player field that when put together, creates a field of play for the associated trading-card game. The field of play is customizable using the basic game-board modules or by adding additional modules. If more than two players participate, or if a larger field is desired, the sides of each game-board module may fold under to allow alignment with additional board modules, also having folded sides. An aligned leaflet module may also be inserted to further enlarge the field of play. Additionally, there is an alternate design on the underside that may be used to cap the left and right ends of a folded board for more configurations. The game board, together with a player's deck of cards, is relatively compact and easy for players to transport when meeting for matches.
[0040] The spaces of the game board are offset in a brick-like running-bond pattern, ensuring there are no Blind Spots or Holes within the perceivable scope of any one position. This creates a more realistic Cone of range or line of sight that is suited for play with TCG or similar cards. Only an assignment of range and movement values (such as the ones developed for the game specifically designed for this board) would need to be attributed to each card. Each player's board may also represent their territory (with, for example, a graphic setting), where certain limitations or advantages may influence subjects in that territory. These preferred features make for an ideal, dynamic platform players of TCG's or similar games. The system provides a unique level of customization and may be digitally adapted or rendered across various electronic-device platforms.
[0041] The modular game-board design is suited to varying strategy games applications involving positionally-relevant pieces. The associated trading-card game disclosed herein has been designed with simple and unique methods of play. This trading-card game, in combination with the modular game board, provides game play that is able to maintain the viability of key-word mechanics, customization of deck strategies, and modifying effects that are associated with the deep, yet easy-to-understand, strategies attributed to the genre. The present system enables a more realistic interpretation of game play within the TCG or CCG genre of games.
[0042] Referring now more specifically to the drawings by numerals of reference, there is shown in
[0043] The game system 100 may further include a set of positional pieces associated with at least one strategy game usable with the customizable game board 102. In the following disclosure, the positional pieces are depicted as game cards 106; however, it should be noted that the positional pieces may also include other game-piece types, such as, for example, tokens, geometric shapes, objects, miniature figures, etc. Game cards 106 may be imprinted with a set of markings defining one or more game-card attributes 108. The game-card attributes 108 may indicate potential player actions available during the gameplay, in accordance with the game rules. The game-card attributes 108 are structured such that the gameplay proceeds according to a series of steps taken by each player with respect to the game-card attributes 108 in active play.
[0044]
[0045] The game-board module 104 includes a plurality of peripheral edges 110 including at least one abuttable edge 112 configured to be placeable in abutment with at least one other abuttable edge 112 of the game system 100, as shown. Each game-board module 104 may include a first surface 114 containing graphical delineations, including an arrangements of parallel lines or hash marks 116 defining a plurality of full spaces 118 for the placement of game cards 106 during gameplay. The plurality of full spaces 118 are arranged in rows 120, as shown. The rows 120 extend from one side of the board to the other and are referred to as battle lines 122. The closest battle line 122 to each player is referred to as their first line, the next their second line, the next their third line etc. In this configuration, the fourth line is the mid-point between the opposing sides and is referred to as the neutral line 124.
[0046] In addition, the game-board module 104 includes a group of half spaces 126, each one identifying one half of a positional piece location. The plurality of half spaces 126 fall along the neutral line 124 and are contiguous with the abuttable edge 112 and configured to form full spaces 118 when the abuttable edge 112 is abutted with at least one other abuttable edge 112 of the game system 100, as shown in
[0047] The rows 120 of full spaces 118 and half spaces 126 are arranged in a contiguous relationship, as shown. The plurality of full spaces 118 of a row 120 are arranged in a staggered relationship 128 with respect to the plurality of full spaces 118 of an adjacent row 120. Similarly, the row of half spaces 126 are arranged staggered relationship 128 with respect to the plurality of full spaces 118 of the adjacent row of full spaces 118. This offset arrangement of spaces reduces Blind Spots or Holes in the perceptible range of play. Thus, the layout of the modular game board 102 pushes action forward, hastening a conclusion for quicker matches. For example, if the first battle line contains seven spaces, a player may stash or hide allies they call in the corner, thus dragging out playing time. Even in larger configurations, the Barriers encourage allies to be move forward. Thus, with the progression of battle lines and fewer Blind Spots or Holes in which allies may hide, conflict are hastened, which in turn hastens matches.
[0048] In one embodiment of the present system, the full spaces 118 are substantially square, incorporating an area of about 89 millimeters by about 89 millimeters (3 inches by about 3 inches). The half spaces 126 incorporate an area of about 89 millimeters by about 44.5 millimeters (about 3 inches by about 1 inches). Upon reading this specification, it should be appreciated that, under appropriate circumstances, considering such issues as user preferences, design preference, structural requirements, marketing preferences, cost, available materials, technological advances, etc., other layout arrangements such as, for example, larger or smaller spaces, spaces of alternated shapes, geometries, digital and/or electronic renderings, etc., may be sufficient.
[0049] The first surface 114 may include first distinctive indicia 130 defining at least one command zone 132 within the plurality of full spaces 118. In the present disclosure, the command zone 132 is marked by a semi-circular border encompassing two adjacent spaces. Certain games using the game board 102 begin with players placing their chosen hero cards in a respective command zone. In the present disclosure, the command zone 132 adjoins at least one of the peripheral edges 110, as shown. The significance of the above-described arrangements will be highlighted in the later descriptions relating to Ally and Hero cards and mechanics of Venture and Range during gameplay.
[0050] The first surface 114 may further include second distinctive indicia 134 defining at least one neutral-zone half-space 136 within the plurality of half spaces 126 located along the neutral line 124. Each abuttable edge 112 of the game-board module 104 includes an edge length 138 (as indicated in
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[0052] In addition, the second surface 144 includes a group of half spaces 126, each one identifying one half of a positional piece location identified herein as game card location 146. The plurality of half spaces 126 fall along the abuttable edge 112 and are configured to form full spaces 118 when the abuttable edge 112 is abutted with at least one other abuttable edge 112 of the game system 100, as shown in
[0053] The rows 120 of full spaces 118 and half spaces 126 are arranged in a contiguous relationship, as shown. Moreover, the plurality of full spaces 118 of a row 120 are arranged in a staggered relationship 128 with respect to the plurality of full spaces 118 of an adjacent row 120. Similarly, the row of half spaces 126 are arranged staggered relationship 128 with respect to the plurality of full spaces 118 of the adjacent row of full spaces 118. It is noted that the rectangle of the secondary circle depicts another Command Zone, although with a slightly different look and alignment. The Command Zone may represent and be rendered as an additional space on the second surface 144, as shown. Upon reading this specification, it should be appreciated that, under appropriate circumstances, other layout arrangements such as, for example, implementing a Command Zone as a separate game component that is off the standard field, etc., may suffice. In this arrangement, a Command Zone of the second surface produces a half square. This half square may have indicia identifying it as part of the off board Command Zone, if such an off board Command Zone is used.
[0054] As diagrammatically illustrated in
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[0057] As illustrated in
[0058] The leaflet modules 152 may be constructed from a thin but durable material that may be folded, as required. Alternately, each game-board module 104 may include substantially rigid and planar sections connected together by living hinges 151, as shown in
[0059] Each leaflet expansion module 152 includes a first leaflet surface 156, having depicted thereon a third plurality of full spaces 118 each one identifying a game card location, the third plurality of full spaces 118 arranged in rows. In addition, each leaflet expansion module 152 includes a third plurality of half leaflet spaces 158, each one identifying one half of a game card location, the third plurality of half leaflet spaces 158 arranged to be contiguous with the abuttable edge 112 of the leaflet module and configured to form a group of full spaces 118 when the abuttable edge 112 of the leaflet module is abutted with at least one other abuttable edge 112 of the game system 100.
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[0063] In some embodiments of the game system 100, the game-board modules 104 and game cards may be electronically displayed or projected. In one embodiment, electronic game boards and game cards may be implemented as an online game or as a stand-alone computer application. For example, a non-transitory computer-readable medium may store instructions that, if executed by a computing system having a processor, cause the computing system to perform operations implementing the presently-described system in a virtual form. In one implementation of the present system, two electronic devices, such as computer tablets or similar screen-type devices, may be linked such that the two device screens form the two parts of an entire field.
[0064] Referring again to
[0065] The kit 170 may include at least one set of game cards 106, each game card 106 of the set including at least one game-card attribute 108, the at least one game-card attribute 108 defining an action in accordance with the game rules such that the gameplay proceeds according to a series of steps taken by each player with respect to the games-card attributes 108 in active play.
[0066] It is important to note that the above-described game-board modules and leaflets may be combined to form a single unitary game board, Thus, Complete or Whole renditions of the game may be made (including versions implemented in digital formats). Furthermore, games solely using positional pieces may also benefit from the customizability of the game board module.
[0067] As illustrated in
[0068] The following disclosure generally describes the rules and gameplay features of the trading card game 300 of game system 100. The goal of the trading card game 300 is to defeat the other player's hero by bringing their vitality to zero before they can do the same to the opposing hero.
[0069] Each player plans a strategy by assembling a custom card deck from the games card library. This constitutes a meta-game, since before engaging in any matches, players are challenged to construct the best strategies that may be developed from the mixing and matching of cards in the card library. The trading card game 300 utilizes a mastery system that functions to limit the sheer volume of cards available to a class, while allowing unprecedented choice and diversity for how classes may be structured. Upon choosing a hero class card, players are directed to allocate a limited number of points in that hero's associated mastery path. Points are allocated to unlock different path levels that grant the use of certain cards to be included in that hero's deck.
[0070] Additionally, points that are spent at the deepest path levels, unlock enhancements written on these cards from prior point selections that would be unavailable to other hero's with shallower secondary-selections on the same path. If points are not spent on certain levels or paths, the cards associated with those levels and paths will not be available to be integrated into that player's deck. after choosing a hero class and mastery path, players then have access to neutral cards and class common cards that they may elect to include or exclude from their deck, with a limit of three copies of any non-unique card, and one copy of any unique card to a predefined limit per deck. When a player is not be satisfied with the initial cards that they draw, the standard rules of the game allow for a Mulligan in which a player may reshuffle and redraw before beginning a match. Players may change heroes, classes, mastery selections and common cards as often as they like before but not during any match. From there, players may face opponents on the field of play attempting to execute the strategy of their deck and luck of drawing timely cards to secure their victory.
[0071] Before describing how to begin play, the following notes on what abilities and allies are provided. [0072] Abilities: Generally these are cards or actions that may be drawn or executed for a cost and usually have an instant effect such as damage healing or hindering the actions of other players. Most abilities are limited to a certain range of effect. M, they are called at a cost and when available after being drawn from a players deck and into their hand. [0073] Allies: Agents that function similarly to heroes but are called at a cost and commanded by heroes to move and influence the field of play. They are many times the primary agent by which to secure a victory. Complimentary abilities and stats vary among ally cards. [0074] Allies deemed as unique may only have one copy active on the field of play even if an opponent has the same copy in their hand.
Beginning the Trading Card Game
[0075] Command Zones:
[0076] Players begin the game with their chosen heroes located in their command zone (see
[0077] The command zone system is important because the advantages a player receives while their hero occupies the zone is significant enough to keep their hero from moving aimlessly at the start of a match where no allies may have yet been called or items and other objects such as tokens placed on the field (and not without great risk during a match), which promotes orderly and consequently easier to follow strategic play. In addition, the advantage system itself balances the integrity of executing trading card game deck strategy with the action attributed to strategic game board pieces.
[0078] While a player's hero remains in a command zone they are able to leverage that hero's unique abilities and other card abilities in their deck through a friendly ally position they may control on the field not just from their current hero position. In this way, a hero's forces can be seen as trained extensions and enables hero's the chance to use their abilities to attack each other directly though they are at opposing ends, and influence the field of play while strategically remaining as far from danger as possible. It is noted that heroes having the choice to attack other heroes directly, if able, is a common TCG strategy that would not be readily transferrable to positional board pieces without the novelty of the Command Zone A hero may be forced to abandon their command zone or they may choose to, but forfeit this advantage if they do so, until they are able to return.
[0079] Getting Startedthe Cost or Resource System:
[0080] Another defining element of the trading card game 300 is its cost or resource system. When players make mastery selections for their heroes they are also choosing the type of energy their hero has mastery in. There are four types of energy that govern the costs of allies and abilities that may be called onto the field, which are: *Ordanic, *Chronal, Arcane, and Primal. *Ordanic and Chronal denote creative terms.
[0081] The energy type path in which a hero has mastery is deemed as that hero's mastery energy. The remaining energy types are deemed as radical energy to that hero. The difference between mastery energy and radical energy is how they are acquired and stored. mastery energy and its capacity begins at the value one at the beginning of each game and grows at the start of each turn by a factor of one until reaching a predefined automatic limit. Upon reaching the auto-limit, mastery capacity may be increased by a player sacrificing a card at the beginning of a turn. Most importantly, when mastery energy is spent during a turn it always recharges to its maximum capacity at the beginning of the next turn. Radical energy has no limit however, and while it is gained at the start of each turn by a factor of one, it is spread over three energy types and does not recharge to its previous amount once spent but must be saved up all over again. In this way, abilities that require a different energy type from a hero's mastery may still be used but to lesser degree. This also serves to further diversify heroes of the same class while raising the level of unpredictability for how an opponent's class may be structured. With the physical game, color-coded energy blocks may be acquired from a pool and put back into the pool to keep track of and indicate the energy type resources that are being collected and spent.
Energy Resources Turn-by-Turn
[0082] Table 1 demonstrates how mastery energy and radical energy is gained and reacquired on a turn-by-turn basis. This example is through 10 turns and the hero has Ordanic energy as its mastery energy. Further to this example, a five-turn auto-limit has been placed on the mastery energy, after which the player must sacrifice a card to increase the capacity. Mastery energy recharges to its acquired maximum after use whereas radical energy does not but continues to supply one charge to be allocated each turn. It is also noted that radical energy may also be acquired randomly for an additional element of chance within the game rather than manually allocated. The auto-limit may be adjusted or removed and sacrificing may be implemented earlier or removed from the system, if desired.
TABLE-US-00001 TABLE 1 Radical Energy Mastery Energy Radical Energy Radical Energy gained/spent/stored gained/spent/stored gained/spent/stored gained/spent/stored Turn Arcane Ordanic Primal Chronal T1 0 0 0 +1 1 1 0 0 0 +1 0 1 T2 +1 0 1 +1 2 2 0 0 0 0 0 1 T3 0 0 1 +1 3 3 +1 0 1 0 0 1 T4 0 0 1 +1 4 4 0 0 1 +1 0 2 T5 0 0 1 +1 5 5 0 0 1 +1 0 3 T6 +1 0 2 0 5 5 0 0 1 0 3 0 T7 +1 0 3 0 3 5 0 0 1 0 0 0 T8 0 0 3 (Sacrifice) +1 6 6 +1 0 2 0 0 0 T9 +1 2 2 0 6 6 0 1 1 0 0 0 T10 0 0 2 (Sacrifice) +1 7 7 +1 0 2 0 0 0
[0083] As seen in Table 1, the capacity for mastery energy is refilled every time. While radical energy has no limit, it takes longer to gather. If the radical energy in the above example was placed solely into one radical energy category without being spent, that one category would have 10 energy available. There are several methods that may be employed to help balance the advantage of player one gaining resources and going first. The first may be that player two would get the opportunity to sacrifice for additional mastery energy after the auto-turn limit before player one who would be delayed one turn, the second is that on player two's first turn that they are awarded two radical energy to allocate instead of one for player one.
Starting the Game
[0084] By rolling a die with a higher number or other means to determine who goes first, each player draws x cards. The player who won the roll (player one) does not draw an additional card at this point since they are afforded the opportunity to go first but gains one mastery energy and allocates one radical energy. If no moves can be made, or are chosen to not be made, player one ends their turn.
[0085] Player two then follows suit but may draw a card at the start of their turn while gaining one mastery energy and allocating one radical energy. At the start of player one's second turn they may begin by drawing a card and gaining energy. From this point, as long as a player's hand is not full, each player will draw a card at the start of each of their turns. Up until turn x, players will gain mastery energy and increase their turn capacity for mastery energy by a factor of one at the start of each turn until turn x is reached. From that point, players will no longer automatically increase their mastery energy capacity but may choose to sacrifice a card from their hand in order to do so if they choose. Mastery energy will recharge to its full capacity at the start of each player's turn. Radical energy does not change, at the start of each turn players will continue to receive one radical energy they may allocate without limit, however, when radical energy is spent the limit is not recharged.
[0086] Any allies that are called onto the field from a player's hand enter play on a player's first battle line unless expressly written otherwise. Allies cannot move or attack in the same turn they are called unless otherwise indicated. At the beginning of each subsequent turn, if able, allies may then move, attack and activate abilities on the field in an effort to reduce the other hero's vitality to zero. If two heroes are reduced to zero at the same time the game is a draw.
Additional Rules
[0087] The trading card game uses key-words (that may be added to or amended) to indicate exceptions. If a card possesses the key-word the exception is allowed. For example, allies that are called from a player's hand generally may not move or use abilities on the same turn unless they possess the key-word haste which allows for this exception. Each card is like a schedule of rules that apply only when put into play. If there are any discrepancies between what is written on any opposing cards or effects in play, a card that specifically references or allows for an exception to a key-word or effect is the one that supersedes. For example, if an effect is in play that specifically does not allow a player's allies to benefit from haste then the exception of haste is not allowed. In large part what is written on each card includes most of the rules in the game but will vary based on the types of cards that are chosen and put into play. Players may reference the key-words and glossary to clarify what a key-word or special term written on a card means.
[0088] The diagram of
Command Zones, Battle Lines and Leveraging Abilities
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[0090] Each space is a range or distance of one. A friendly ally 210 may only attack if in a range of one. A game card 106 from the hero-class 208 (also referred to herein as a hero) has an ability that may strike in ally within a range of two. As illustrated in
[0091] Command zones afford each player's hero an equal advantage that neither one should abandon lightly. So long as heroes remain in their command zone they may leverage friendly ally positions to execute many of their ability attacks. Some or many ability attacks may be drawn and subsequently called from a player's hand. This means that for every hero's ability that reads, for example, in range of two, if a hero has an ally in play in enemy territory, that hero may use its ally's position as its point of range and any targets within range of two of that ally may be targeted. It is important to note that within range of two also includes line of sight. This works not just if a hero has an ally in enemy territory. If heroes have no allies in play or are not in their command zone, the point of range is always from the hero's position. Some abilities do however, only apply to the hero and cannot be leveraged but will clearly state from your hero's position. otherwise, the ability for a hero to leverage their forces from a command zone remains in effect. *Heroes may not benefit from an opposing hero's command zone. It should be noted, especially with regards to larger multi-player board configurations where players occupy the same side of the field, that when the blacked out half-squares of adjacent modules abut together to form the fully blacked out squares, the resulting space is representational of a barrier so that heroes on the same side of the field can't attack other heroes without leaving the command zone. Additionally allies called to the first battle line cannot so readily attack opposing heroes.
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[0093] Harm is an intentionally negative term that is synonymous with damage. if an ally has a weakness to a type of damage a (+) sign will precede the value and will be added to the total damage of an attack, if an ally has resistance to a type of damage a () sign will precede the value and will be subtracted from the total damage. Types of harm will be listed (if not listed, the value is zero).
[0094] Venture is a rating of an ally's ability to travel across terrain. Some allies may be quick to rush into danger but less skilled at navigating away from it. The first value is how many spaces an ally may move forward on a turn, the second value is how many spaces an ally may retreat or move laterally. Only one value may be used per turnthey are not combined. *if the second value is three an ally may move two spaces to the side and one space back for a total of three, but may not advance in the same turn.
[0095] Prowess is a rating of an allies overall fighting ability. Some are better at attacking and others are more skilled when defending or retaliating. As a general rule, allies go by the first value (attack) when they are the aggressor (usually on your turn), and the second value (retaliation) when attacked by an enemy (usually on enemy turn).
[0096] Allies do not retaliate when they are the target of abilities, they may only retaliate when physically attacked and in range. All attacks, no matter how high the damage value, deal only one point of damage to targets with durability unless additional durability damage is expressly written. Up to two allies may occupy the same space. Allies may not occupy the same space as a construct unless expressly written. If an ally occupies the same space as an enemy ally at any time and the opposing ally is able to retaliate, a conflict is implied and that ally must attack the enemy and is not able to venture past unless expressly written otherwise or if moving away from a shared space on another turn. Allies may not venture or continue to venture after attacking or using an ability unless expressly written otherwise. Traps may be placed face down on a space not occupied by an enemy or just off the field of play depending on the trap. When using a defensive ability on an enemy's turn, your hero must have the required energy still available from their previous turn as mastery energy does not recharge until the start of a players turn.
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[0098] The game instructions 155 may include the following descriptive keyword glossary, which is provided as a reference to rule descriptions and may also function to save space for less common and unique descriptions on the game cards.
Glossary of Game Terms
[0099] Term Description [0100] Ability: Cards that have an instant effect and are almost always used up on the turn they are called. [0101] ae: Arcane energy. Sub-sets include shadow and blood. [0102] All Harm: Refers to all damage sources. [0103] Ally: The bread and butter of most decks, an ally is an agent for a hero capable of attacking, defending and is needed to lay claim to a strategic position on the field from which a hero can effect change on the field. [0104] Ambush: After attacking an enemy, even if within that enemy's range, that enemy will not be able to inflict retaliation damage. [0105] AOE: Area of effect. Effects all spaces within its numbered range. [0106] Blink: May return to its owner's first line on its turn and back to its last position on its next turn if its last position remains unoccupied. [0107] ce: Chronal energy. [0108] Class: Any one of seven types for which cards and abilities are designed for their exclusive use: Magus, Warrior, Ciyan*, Varian*, Judge/Jagan*, Sage, and Ranger (* a creative term). [0109] Construct: Fortifications or tools of war that have durability instead of health built to bolster your forces. [0110] Deck: The library of minimum/maximum of cards plus a hero card that each player must put together to compete on the field of play. [0111] Defender: Even when being attacked by an enemy on an enemy's turn it is considered the aggressor. [0112] Defensive Ability: Cards that have an instant effect and are almost always used up on the turn they are called but which require a certain situation in order to be effective. [0113] Discarded/Defeated: Place in the graveyard. [0114] Discipline: The second tier on a mastery tree required to be selected before accessing the third tier. [0115] Durability: The representation of vitality for a structure or creation, if it reaches zero that structure or creation is destroyed. [0116] Entry: The first tier on a mastery tree required to be selected before accessing the second tier. [0117] Exile: Removed from the game. [0118] Flying (1): A distance of one space is added between this ally and allies without flying. This distance is ignored when that ally chooses to attack and when its target subsequently retaliates. May move over spaces not obstructed by anything else with flying (1) or higher but may not end a turn on a space occupied by two allies or a construct. [0119] Flying (2): A distance of two spaces is added between this ally and ally's without flying, and one space is added between this ally and ally's with flying (1). This distance is ignored when that ally chooses to attack and when its target subsequently retaliates. May move over spaces not obstructed by anything else with flying (2) or higher but may not end a turn on a space occupied by two allies or a construct. [0120] Flying (3): A distance of three spaces is added between this ally and allies without flying, two spaces between this ally and allies with flying (1), one space with allies with flying (2). This distance is ignored when that ally chooses to attack and when its target subsequently retaliates. May move over spaces not obstructed by anything else with flying (3) but may not end a turn on a space occupied by two allies or a construct. [0121] Frozen/Immobilized: May not venture, attack, or use any abilities. [0122] Graveyard: Refers to the designated spot where cards that have been defeated or discarded are stacked. As there are abilities that allow for cards to be retrieved from this stack it is important to keep these cards together. [0123] Hand: Refers to cards a player has drawn from their deck but has not yet put into play on the field. [0124] Haste: May venture, attack, or use abilities in the same turn it is called. [0125] Health: The representation of vitality for an ally or hero, if it reaches zero that hero or ally is defeated. [0126] Immunity: Un-damageable by a type of harm. [0127] Item: Items give their wielder or area of effect a permanent benefit so long as it remains in play. more often than not they effect a single target (Also Includes Armor and Weapons and Traps) [0128] Leech: Gains a portion of damage dealt as healing. [0129] Mastery Selection: The final tier on a mastery tree that grants a title & unlocks enhancements for aligned cards in a mastery path. [0130] Mastery Tree: The chart of optional paths to special calls available to class by the allocation of talents. [0131] me: Mastery energy. Refers to the energy type of a hero's chosen mastery. [0132] oe: Ordanic energy. sub-sets include light, white, holy, divine [0133] Path: Any leg leading to a mastery selection on a mastery tree. [0134] pe: Primal energy. Sub-sets include fire, frost, water, air, lightning (earth as well but its damage is classified as physical). [0135] Proficiency: The third tier on a mastery tree required to be selected before making a mastery selection. [0136] Protector: Cards in one of the two spaces behind may not be targeted by an enemy. [0137] Resurface: A tunneller that comes to the surface. [0138] Rooted: May not venture but may attack or use abilities if in range. [0139] Stealth: May not be targeted unless detectable by an enemy. [0140] Support Ability: Cards that have an effect on the field of play but are meant to remain effective beyond a single turn. [0141] Support Item: Items that usually affect the entire field. [0142] Talents: A point of mastery that may be allocated on the mastery tree. [0143] Tunnel: May only venture 1/1 and have a range of is un-targetable and un-damageable by allies and effects on or above the surface unless otherwise stated. May not attack allies on or above the surface but may attack others with tunnel. Allies that are tunneled cannot share the same space at any time. [0144] Turn Ability: A special ability that an ally may use in addition to (though before and not after) its regular attack. [0145] Unpreventable: Supersedes any harm reductions except immunity. [0146] Un-targetable: Cannot be targeted. [0147] xe: Radical energy. Refers to the energy types outside of a hero's chosen mastery.
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[0149] In addition, the method 500 may include the steps of: step four 504, providing additional modular game-board components usable to alter the field of play; and step five 505, providing additional game cards usable to alter the composition of game-card attributes within the set.
[0150] It should be noted that steps 504 and 505 are optional steps and may not be implemented in all cases. Optional steps of method of use 500 are illustrated using dotted lines in
[0151] Game cards 106 may be grouped within a library of cards. Other game elements, such as energy, etc. may be included with system. It is noted that the game board 102 may also provide a platform for strictly positional pieces similar to those used on a chess board. Alternately, tokens may be used in the game to represent a spawned or triggered ally or item or the reach of a construct such as a wall covering more than one space and of which a single card cannot fully represent. It should also be mentioned that the present game-board system lends itself to other TCG applications, sports-themed games (where the board is like a court or rink), and to military-themed TCG games. Cards and game boards may be bought, sold, or otherwise marketed using customary commercial methods. The game elements may be distributed through physical and online retailers and publishers of games. Digital versions of the game may be distributed by game console companies or by online retailers.
[0152] The embodiments of the system described herein are exemplary and numerous modifications, variations and rearrangements can be readily envisioned to achieve substantially equivalent results, all of which are intended to be embraced within the spirit and scope of the system. Further, the purpose of the foregoing abstract is to enable the U.S. Patent and Trademark Office and the public generally, and especially the scientist, engineers and practitioners in the art who are not familiar with patent or legal terms or phraseology, to determine quickly from a cursory inspection the nature and essence of the technical disclosure of the application.