Note: Descriptions are shown in the official language in which they were submitted.
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ADVENTURE CARD GAME
Background Of The Invention
Traditional playing cards have been in existence for centuries. A tra-
ditional deck of playing cards includes four suits, namely clubs, diamonds,
spades and hearts. Each suit comprises an Ace, Two, Three, Four, Five, Six,
Seven, Eight, Nine, Ten, Jack, Queen and King for a total deck of 52 cards.
Traditional cards have facilitated many games of chance including
Poker, Blackjack, Cribbage, Pinochle, etc. In each instance, the rank and suit
of
the card is depicted on its face. While it is understood that new games of
chance
utilizing traditional cards may be developed, the ability to create
corresponding
new and unique game enhancements is quite limited. That is, traditional cards
no longer provide a great deal of versatility. The ability to provide
versatility is
more important given the proliferation of electronic gaming devices, namely
video poker machines. Indeed, video poker machines are now more popular
than live games of chance. Correspondingly, there is a need for modified
playing
cards which benefit both live games of chance and wagering games facilitated
by electronic gaming devices.
Summary of the Invention
A card game that simulates a excursion by a group of players to ac-
quire various types of treasure.
In accordance with one aspect of the invention the game is com-
prised of a deck of cards having indicia printed of the face of each card.
In accordance with yet another aspect of the invention, a number of
cards are treasure cards that indicate the type and value of the treasure to
be
collected.
In accordance with yet another aspect of the invention, a number of
cards are stash card to be used to protect the treasure that a player has ac-
quired.
In accordance with yet another aspect of the invention, a number of
cards are mishap cards that indicate the hazards that players may need to over-
come during the excursion.
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In accordance with yet another aspect of the invention, a number of cards are
rescue
cards to be used by players to repair or remedy a mishap that has occurred.
In accordance with yet another aspect of the invention, a number of
cards are treachery cards that players do not want to be in possession of when
cards are Treachery cards that players do not want to be in possession of
when the time comes to tally up the score.
In accordance with yet another aspect of the invention, a number of
cards are to be used to sidetrack and annoy the other players during the
excursion.
The present invention thus provides a card game that allows players to
go on a journey in search of treasure and to overcome unforeseen obstacles to
win
the game.
Brief Description Of The Drawings
The drawings illustrate the best mode presently contemplated of carry-
ing out the present invention.
In the drawings:
Fig. 1 illustrates the face of a Begin Your Adventure card utilized in a
card game played according to the present invention;
Fig. 2 illustrates the face of a End Your Adventure card utilized in a
card game played according to the present invention;
Fig. 3 illustrates the face of a Treasure 10k card utilized in a card
game played according to the present invention;
Fig. 4 illustrates the face of a Treasure 25k card utilized in a card
game played according to the present invention;
Fig. 5 illustrates the face of a Treasure 50k card utilized in a card
game played according to the present invention;
Fig. 6 illustrates the face of a Treasure 75k card utilized in a card
game played according to the present invention;
Fig. 7 illustrates the face of a Treasure 100k card utilized in a card
game played according to the present invention;
Fig. 8 illustrates the face of a Stash 25k card utilized in a card game
played according to the present invention;
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Fig. 9 illustrates the face of a Stash 50k card utilized in a card game
played according to the present invention;
Fig. 10 illustrates the face of a Stash 75k card utilized in a card game
played according to the present invention;
Fig. 11 illustrates the face of a Stash 100k card utilized in a card game
played according to the present invention;
Fig. 12 illustrates the face of a Snatch A Stash card utilized in a card
game played according to the present invention;
Fig. 13 illustrates the face of a Pick A Pocket card utilized in a card
game played according to the present invention;
Fig. 14 illustrates the face of a Forced Trade card utilized in a card
game played according to the present invention;
Fig. 15 illustrates the face of a Blind Swap card utilized in a card game
played according to the present invention;
Fig. 16 illustrates the face of a Chaos card utilized in a card game
played according to the present invention;
Fig. 17 illustrates the face of a Double Trouble card utilized in a card
game played according to the present invention;
Fig. 18 illustrates the face of a Winfall card utilized in a card game
played according to the present invention;
Fig. 19 illustrates the face of a Mother Load card utilized in a card
game played according to the present invention;
Fig. 20 illustrates the face of a Mishap card further identified as Cave
In utilized in a card game played according to the present invention;
Fig. 21 illustrates the face of a Mishap card further identified as Snake
Bite utilized in a card game played according to the present invention;
Fig. 22 illustrates the face of a Mishap card further identified as Sud-
den Darkness utilized in a card game played according to the present
invention;
Fig. 23 illustrates the face of a Mishap card further identified as Bridge
Out utilized in a card game played according to the present invention;
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Fig. 24 illustrates the face of a Mishap card further identified as Con-
fused utilized in a card game played according to the present invention;
Fig. 25 illustrates the face of a Rescue card further identified as Shore
Up Cave utilized in a card game played according to the present invention;
Fig. 26 illustrates the face of a Rescue card further identified as Anti
Venom utilized in a card game played according to the present invention;
Venom utilized in a card game played according to the present invention;
Fig. 27 illustrates the face of a Rescue card further identified as Light
A Torch utilized in a card game played according to the present invention;
Fig. 28 illustrates the face of a Rescue card further identified as Re-
pair Bridge utilized in a card game played according to the present invention;
Fig. 29 illustrates the face of a Rescue card further identified as
Hired Help utilized in a card game played according to the present invention;
Fig. 30 illustrates the face of a Treachery 25k card utilized in a card
game played according to the present invention;
Fig. 31 illustrates the face of a Treachery 50k card utilized in a card
game played according to the present invention;
Fig. 32 illustrates the face of a Treachery 75k card utilized in a card
game played according to the present invention;
Fig. 33 illustrates the face of a Treachery 100k card utilized in a card
game played according to the present invention;
Fig. 34a illustrates page one of a flow chart style graphic containing a
general multistage break down of the method of play according to the present
in-
vention.
Fig. 34b illustrates page two of a flow chart style graphic containing a
general multistage break down of the method of play according to the present
in-
vention.
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ADVENTURE CARD GAME
Detailed Description of the Invention
The present invention is comprised of but not limited to a single deck of
cards with indicia on the face of each card allowing players to simulate a
search for
treasure.
Accordingly the card deck of is operated between at least four to a plu-
rality of players.
While the number of cards in the deck can vary, the method of the card
game is a six card game using at least one deck of 135 cards. Each deck of
cards
include multiples of thirty three different cards, each having its own unique
title and
purpose.
The thirty three cards are further identified as being:
Treasure Mishap, Rescue, Begin Your Adventure, End Your Adventure, Stash, Pick
A Pocket, Blind Swap, Treachery, Hired Help, Winfall, Mother Load, Snatch A
Stash, Forced Trade, Chaos and Double Trouble.
The subsets of card titled "Treasure" with cards identified with values of
10k, 25k, 50k, 75k, 100k as well as "Treachery" and "Stash" cards that are
further
broken into sets and identified with values including: 25k, 50k, 75k, 100k.
The subset of cards titled "Mishap" are further identified as: Cave In,
Confused, Bridge Out, Snake Bite and Sudden Darkness.
The subset of cards titled "Rescue" include cards identified as: Shore Up
Cave, Repair Bridge, Anti Venom and Light a Torch.
In the present invention the number value on the cards are used to determine
an
overall score.
To start the 135 cards of the present invention are shuffled into a ran-
dom order and six cards are dealt face down to each player. The remaining
cards
are placed face down in the center of the playing table to be used as the Draw
deck.
The player on the dealers left begins play by removing the top card from the
Draw
deck and placing it with the other six cards that they were dealt. The player
must
then inspect their hand of cards in a private manner to determine which single
card
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from their hand will be placed somewhere on the table. Information specific to
each card is as follows:
The indicia on the face of each game card in Fig. 1 to 33 contain infor-
mation necessary to assist players to identify and properly employ each card
throughout the game. The indicia numbered 35 represents the rule card
identifica-
tion number (R.C.). The indicia numbered 36 represents basic information perti-
nent to each card. The indicia numbered 37 represents the title of each card.
The
indicia numbered 38 represents the border area of each card. The indicia num-
bered 39 represents the subtitle of each card. The indicia numbered 40
represents
monetary value of each card.
In this deck there are fifteen Begin Your Adventure cards as shown in
Fig. 1. All players must place a Begin Your Adventure card face up in front of
them before they can collect any treasure. A player is allowed a free turn
following
the placement of their Begin Your Adventure card.
In this deck there are six End Your Adventure cards as shown in Fig.
2. To end a round of play an End Your Adventure card must be placed of top of
a
players own Begin Your Adventure card. Players may not use an End Your Ad-
venture card while a Mishap card is on their Begin Your Adventure card.
In this deck there are four Stash 25k cards as shown in Fig 8, three
Stash 50k as identified in Fig. 9, two Stash 75k as identified in Fig. 10 and
one
Stash 100k as identified in Fig. 11. Stash cards are used to protect a players
col-
lected treasure from all types of theft (except one) Single of multiple tabled
Treas-
ure cards may be switched for a single Stash card. The value of the treasure
to be
stashed must be equal or higher than the value of the Stash card replacing it.
The
higher value of the treasure is lost during the trade. The switched Treasure
card
(s) are then discarded and the Stash card is placed face up beside your Begin
Your Adventure card. Stashed treasure may never be used to pay for Hired Help
or to be used in a trade between players.
In this deck there are two Snatch a Stash cards as identified in Fig. 12.
Using a
Snatch a Stash card allows you to remove one tabled Stash card from any one
player of your choice.
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The Stash card is then placed face up beside your Begin Your Adven-
ture card. You now own that Stashed treasure.
In this deck there are three Pick a Pocket cards as identified in Fig. 13.
Using a Pick a Pocket card allows you to remove one unstashed tabled Treasure
card from any one other player that has one. If there are no tabled Treasure
cards
then this card may be discarded without effect.
In this deck there are three Forced Trade cards as identified in Fig.
14. Using a Forced Trade card allows you to switch one of your unstashed
tabled
Treasure cards of low value for an unstashed tabled Treasure card of a higher
value belonging to any one player of your choice.
In this deck there are three Blind Swap cards identified in Fig. 15. Us-
ing a Blind Swap card allows you to blindly choose one card from the hand of
any
one player of your choice. The chosen player must then do the same to you.
In this deck there are three Double Trouble cards as identified in Fig.
17 Using a Double Trouble card allows you to remove a matching pair of un-
stashed Treasure cards from any one player of your choice that has two or more
matching Treasure cards in their collection.
In this deck there are three Chaos cards as identified in Fig. 16. Using
a Chaos card forces all players to blindly choose one card from the hand of
the
player on their right.
In this deck there are three Winfall cards as identified in Fig. 18 - Us-
ing a Winfall card allows you to collect one lowest denomination unstashed
tabled
Treasure card from every player that has one. You may (if necessary) remove
any Mishap card that is on your Begin Your Adventure card. You may also take
an-
other turn .
In this deck there is one Mother Load card as identified in Fig 19. Us-
ing a Mother Load card allows you to remove one highest denomination unstashed
tabled Treasure card from every player that has one. You may (if necessary )
re-
move any Mishap card that is on your Begin Your Adventure card. You may also
take another turn.
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In this deck there are groups of cards titled Mishap. Mishap cards
consist of five subgroups: Cave In, as identified in Fig 25, three cards in
deck.
Confused, as identified in Fig. 24, four cards in deck. Bridge Out, as
identified in
Fig 23, three cards in deck. Sudden Darkness, as identified in Fig 22, three
cards
in deck. Snake Bite, as identified in Fig 21, three cards in deck.
You may place any Mishap card from your hand face up on top of any
other players Begin Your Adventure card. Players who have received a Mishap
card may not continue to collect any treasure, or use Double Trouble, Stash,
Snatch a Stash, Pick a Pocket or Forced Trade cards.
In this deck there are groups of cards titled Rescue. Rescue cards
consist of five subgroups titled Anti-Venom, as identified in Fig 26, four
cards in
deck. Light a Torch, as identified in Fig 27, four cards in deck. Repair
Bridge, as
identified in Fig 28, four cards in deck. Shore Up Cave, as identified in Fig.
25, four
cards in deck. Hired Help, as identified in Fig. 29, seven cards in deck. Any
player receiving a Mishap card must get it removed ( Rescued ). There are four
methods of removing a Mishap card from on top of your Begin Your Adventure
card.
(1) Discarding the Mishap card along with its matching Rescue
card.
(2) Discarding this Mishap card a long with a Hired Help Res-
cue card and one of your tabled treasure cards.
(3) Discarding the Mishap card along with a Mother Load card.
(4) Discarding the Mishap card along with a Winfall card. Any
tabled Mishap card may be exchanged for a different Mishap card. The re-
placed Mishap card is then discarded.
Mishap cards Rescues cards
Cave In Shore Up Cave
Snake Bite Anti Venom
Sudden Darkness Light a Torch
Bridge Out Repair Bridge
Confused Use any Rescue card.
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Hired Help-Discarding this card along with your lowest valued
unstashed tabled Treasure card allows you to remove any Mishap card that is on
your Begin Your Adventure card. If you have no tabled treasure you may not use
this card.
In this deck there are four Treachery 25k cards, as identified in Fig
30, three Treachery 50k cards, as identified in Fig. 31, two Treachery 75k
cards, as identified in Fig. 32 and one Treachery 100k cards, as identified in
Fig. 33. These are undesirable cards. If you are holding any of these cards in
your hand when a round of play ends you must subtract the value of each card
from your score. To discard these cards from your hand is costly.
Discarded Treachery card payments:
Treachery 25k-all unstashed treasure cards ( lowest denomination )
& one missed turn.
Treachery 50k-all unstashed treasure cards (two lowest denomina-
tions) & one missed turns.
Treachery 75k - all unstashed treasure cards (three lowest denomi-
nations) & two missed turns.
Treachery 100k - all unstashed treasure cards (four lowest denomi-
nations) & two missed turns.
Each time that a Treachery card is discarded, all players must pass
the worst card from their hands face down to the player on their left.
Missing a turn reminders - Each time you are required to miss a fu-
ture turn. You must remove the equal number of cards from your hand and place
them face down in front of you as a reminder. Each time that a missed turn has
passed, one of these cards is replaced into your hand .
In this deck there are fifteen Treasure 10k cards as identified in Fig.
3, nine Treasure 25k cards as identified in Fig. 4, six Treasure 50k cards as
identi-
fied in Fig.5, three Treasure 75k cards as identified in Fig. 6 and one
Treasure
100k card as identified in Fig.7.
The game progresses as each player in turn draws and places game
cards on the table.
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Players must utilize the cards they are holding while recognizing the
treasure cards, as identified in Fig. 3 to 7, that they and the other players
have col-
lected. When the time comes, that they or another player uses an End Your Ad-
venture card, as recognized in Fig. 2, and the scores are recorded, One player
will
be recognized as the winner.