Language selection

Search

Patent 3054602 Summary

Third-party information liability

Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.

Claims and Abstract availability

Any discrepancies in the text and image of the Claims and Abstract are due to differing posting times. Text of the Claims and Abstract are posted:

  • At the time the application is open to public inspection;
  • At the time of issue of the patent (grant).
(12) Patent Application: (11) CA 3054602
(54) English Title: APPARATUS AND METHOD OF PLAYING A SPORTS CARD GAME
(54) French Title: APPAREIL ET METHODE DE JEU DE CARTES SPORTIVES
Status: Compliant
Bibliographic Data
Abstracts

English Abstract


Provided herein is a sports card game kit comprising: (a) a plurality of cards
for playing a sports
game, at least a sub-set thereof having cards each comprising: (i) an initial
score associated
with the card that is designated to a player in possession of the card at an
outset of a card game
move, and (ii) an attack section comprising: pass criterion depicted by a
randomly generated
outcome or combination of outcomes, resulting from throwing a game piece, and
a number
representing, or used to determine, a number of points demerited and/or
awarded to the
player or opponent in response to meeting or failing the pass criterion. The
game kit optionally
comprises instructions for playing the sports card game; and score keeping
apparatus for
tracking the score of each player by manual entry using a writing implement or
by electronic
means. Further provided herein is a method for playing the sports card game.


Claims

Note: Claims are shown in the official language in which they were submitted.


CLAIMS
1. A sports card game kit comprising:
(a) a plurality of cards for playing a sports game, at least a sub-set thereof
having cards each
comprising:
(i) an initial score associated with the card that is designated to a player
in possession of
the card at an outset of a card game move, and
(ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of
outcomes,
resulting from throwing a game piece, and
a score adjuster number representing, or used to determine, a number of points

demerited and/or awarded to the player or at least one opponent in response to
meeting or
failing the pass criterion;
(b) instructions for playing the sports card game; and
(c) an optional score keeping apparatus for tracking the score of each player
by manual entry
using a writing implement or by electronic means.
2. The sports card game kit of claim 1, wherein the attack section is
further sub-divided
into two sub-sections, each sub-section comprising a header depicting a sports
term to which
the game pertains, and which is selected by the card owner at the outset of
his or her turn to
instigate an attack on an opponent, and each of the two attack sub-sections
having a espective
pass criterion and score adjuster number.
3. The sports card game kit of claim 2, wherein the number in at least one
of the attack
sub-sections is used to determine the number of points demerited and/or
awarded to the
player or opponent based on text instructions appearing in the at least one
attack subsection.
4. The sports card game of any one of claims Ito 3, wherein the initial
score positively
correlates to a skill level of the player whose initials are depicted on the
card.
5. The sports card game of any one of claims Ito 4, wherein the pass
criterion is a
randomly generated outcome or combination of outcomes resulting from throwing
a dice or
tossing a coin, and comprises a symbol depicting heads, tails or a combination
thereof.
6. A method for playing a sports card game comprising:

(a) providing a plurality of cards, at least a sub-set thereof having cards
each comprising:
(i) an initial score associated with the card that is designated to a player
in possession of
the card at an outset of the card game move, and
(ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of
outcomes,
resulting from throwing a game piece, and
a score adjuster number representing, or used to determine, a number of points

demerited and/or awarded to the player or opponent in response to meeting or
failing the pass
criterion;
(b) dealing one or more of the cards to each player of the game such that each
player has a
dealt hand;
(c) selecting a player to initiate a series of moves;
(d) carrying out the series of moves, each move comprising:
(i) playing a dealt card, and wherein at least one opponent plays a card from
their dealt
hand;
(ii) throwing a game piece to produce a randomly generated outcome or
combination of
outcomes;
(iii) comparing the randomly generated outcome or combination of outcomes to
the
pass criterion and awarding or demeriting points from the player's score or
the opponent's
score based on the score adjuster number, or a value calculated therefrom,
wherein the score
for each player is the initial score on the played card or the initial score
minus points previously
subtracted therefrom; and
(iv) the player or opponent removing a dealt card from play if no points
remain on the
played card;
(e) repeating steps (i) to (iv) of step (d) among players of the game in
sequence until only one
player has a card or cards remaining in their dealt hand; and
(f) optionally tracking the score of each played card in step (d) by manual
entry using a writing
implement or by electronic means.
21

7. The sports card game of claim 6, wherein the attack section is further
sub-divided into
two sub-sections, each sub-section comprising a header depicting a sports term
to which the
game pertains, and which is selected by the card owner at the outset of his or
her turn to
instigate an attack on an opponent, and each of the two attack sub-sections
having a respective
pass criterion and score adjuster number.
8. The sports card game of claim 6 or 7, further comprising determining the
number of
points demerited and/or awarded from the played card of the player or opponent
based on
additional text instructions appearing in the attack subsection selected.
9. The sports card game of claim 6 to 8, wherein the numerical value
representing an initial
score associated with each card correlates to a skill level of a player on the
card.
10. The sports card game of claims 7 or 8, wherein the game depicts
basketball and the
header in each attack sub-section on each card is a basketball move.
11. The sports card game of any one of claims 6 to 10, wherein steps (a) to
(e) are carried
out on a computing device or gaming console.
22

Description

Note: Descriptions are shown in the official language in which they were submitted.


APPARATUS AND METHOD OF PLAYING A SPORTS CARD GAME
TECHNICAL FIELD
The present disclosure provides a sports card game kit and a method for
playing a sport card
game.
BACKGROUND
Basketball is a thrilling sport of intense competition with a wide fan base.
The game requires
considerable stamina and skill to outplay an opponent and score points.
Basketball
incorporates various offensive moves and often the team that masters these
moves has a
strategic advantage over its opponent. Such moves also add cultural appeal to
the game and
fans who follow the game closely are often well versed in the intricacies of
their execution. The
moves are given catchy names, including "buzzer beater", "steal", "poster-
dunk", "dimer" and
"floater", among many others. Individual players often have signature moves
that contribute to
their fame. Other sports besides basketball incorporate their own sets of
offensive moves that
add thrill and excitement to a sporting event viewed by fans.
The ability to replicate the level of thrill and excitement provided by the
fast-paced moves of a
competitive sporting event in a card game would be desirable. Such a game
would capture the
appeal of a live game by allowing players to emulate the attack moves of real
offensive players
in a card game format.
SUMMARY
The present disclosure relates to a unique set of cards and a card game that
captures the
excitement of offensive moves associated with a competitive sport. In certain
embodiments,
the cards each have an attack section based on actual offensive moves carried
out by players
during a live sporting event. The attack section further comprises a pass
criterion associated
with each move. The pass criterion can include a particular sequence of heads
and/or tails
resulting from tossing a coin, although other game pieces, such as dice, can
be used to
randomly generate a particular outcome that is compared to the pass criterion.
In one
1
CA 3054602 2019-09-09

embodiment, meeting or failing the pass criterion results in the addition or
subtraction of
points from the card owner or an opponent from an initial score depicted on a
played card.
To play the game, each player is dealt a hand. One player initiates a move by
playing a card and
an opponent player likewise plays one of their dealt cards. If there is more
than one player, the
player initiating the move selects an opponent. The initiating player then
tosses or rolls a game
piece to generate a random outcome, which is then compared to a pass
criterion. In one
embodiment, if the pass criterion associated with a particular selected attack
move is met, then
the opponent is demented points and/or the card owner is awarded points. In a
further
embodiment, if the pass criterion is not met (referred to also as a "fail"),
the player will be
required to demerit points from his or her score and/or points are awarded to
the opponent. A
player removes a card from play when no points remain on the card (score =
initial score on
card ¨ (points awarded ¨ points subtracted)). The game is played until only
one player has a
card or cards remaining. Further optional variations for adding and/or
demeriting points to a .
given player of the game will be described herein.
Thus, according to one embodiment, there is provided a sports card game kit
comprising:
(a) a plurality of cards for playing a sports game, at least a sub-set thereof
having cards each
comprising:
(i) an initial score associated with the card that is designated to a player
in possession of
the card at an outset of a card game move, and
(ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of
outcomes,
resulting from throwing a game piece, and
a score adjuster number representing, or used to determine, a number of points

demented and/or awarded to the player or at least one opponent in response to
meeting or
failing the pass criterion;
2
CA 3054602 2019-09-09

(b) instructions for playing the sports card game; and
(c) an optional score keeping apparatus for tracking the score of each player
by manual entry
using a writing implement or by electronic means.
According to another embodiment, there is provided a method for playing a
sports card game
cornprising:
(a) providing a plurality of cards, at least a sub-set thereof having cards
each comprising:
(i) an initial score associated with the card that is designated to a player
in possession of
the card at an outset of the card game move, and
(ii) an attack section comprising:
pass criterion depicted by a randomly generated outcome or combination of
outcomes,
resulting from throwing a game piece, and
a score adjuster number representing, or used to determine, a number of points

demented and/or awarded to the player or opponent in response to meeting or
failing the pass
criterion;
(b) dealing one or more of the cards to each player of the game such that each
player has a
dealt hand;
(c) selecting a player to initiate a series of moves;
(d) carrying out the series of moves, each move comprising:
(i) playing a dealt card, and wherein at least one opponent plays a card from
their dealt
hand;
(ii) throwing a game piece to produce a randomly generated outcome or
combination of
outcomes;
3
CA 3054602 2019-09-09

(iii) comparing the randomly generated outcome or combination of outcomes to
the
pass criterion and awarding or demeriting points from the player's score or
the opponent's
score based on the score adjuster number, or a value calculated therefrom,
wherein the score
for each player is the initial score on the played card or the initial score
minus points previously
subtracted therefrom; and
(iv) the player or opponent removing a dealt card from play if no points
remain on the
played card;
(e) repeating steps (i) to (iv) of step (d) among players of the game in
sequence until only one
player has a card or cards remaining in their dealt hand; and
(f) optionally tracking the score of each played card in step (d) by manual
entry using a writing
implement or by electronic means.
The following provides a description of an embodiment of the disclosure and
should not be
construed as being limiting to the invention as claimed in any manner.
BRIEF DESCRIPTION OF FIGURES
Figure 1A shows a representative card of the game, including a section
depicting total points
assigned to the card, a jersey of a professional basketball team player, and
an attack section
specifying pass criterion for demeriting points from an opponent.
Figure 1B shows a further representative card of the game, including a section
depicting total
points assigned to the card, a jersey of a professional basketball team
player, and an attack
section with two sub-sections each specifying a pass criterion for demeriting
points from an
opponent with further instructions to the player regarding awarding and
dermeriting of points
based on whether the pass criterion is met.
Figures 2A-C depict a set of basketball cards depicting the jerseys of
basketball players that are
active.
4
CA 3054602 2019-09-09

Figures 3A-C depict a set of basketball cards depicting the jerseys of
basketball players that are
retro.
Figure 4 depicts an electronic score keeper for tracking the score of each
player throughout the
course of the card game.
DETAILED DESCRIPTION
The sports card game kit of the disclosure comprises a plurality of cards. A
representative card
30 is shown in Figure 1.A.
As shown, the card 30 has an initial score of 110 points that appears on the
upper rightmost
side thereof and is depicted by reference number 11. This initial score 11 is
a value assigned to
a player at the beginning of a move carried out during the course of the game,
and points are
added or subtracted from the initial score depending upon the outcome of a
coin or dice toss as
described in more detail below. In this example, the initial score 11 on card
30 is referred to as
"LL", meaning "LifeLine", but in other examples, the initial score can be
depicted as "HP",
meaning "health points" associated with the skill level of a player on the
card. In addition, in
this embodiment, the upper leftmost section of the card contains text
indicating a basketball
player's initials, an indication if the player's moves are "ACTIVE" or "RETRO"
and the position of
the player. On the representative card 30 in Figure 1A, the player's initial
is KI, the status of the
player is "ACTIVE" and the position is point guard (PG), which is represented
as "KI-ACTIVE-PG",
depicted by reference number 16.
The middle section of the representative card 30 comprises a depiction of a
basketball player's
jersey 18. The jersey depiction 18 comprises a player's initials, which in
this embodiment is
"KI", as well as the number of the basketball player. The middle section of
the card 20 may also
comprise an image associated with the sport to which the card game pertains.
On the card 30
shown, a basketball is depicted, although an image or images depicting other
sports can be
included if the card game pertains to a different sport.
CA 3054602 2019-09-09

The card 30 also comprises an ATTACK section 12 appearing at the bottom
portion of the card.
The ATTACK section 12 is sub-divided into two subsections, referred to herein
as first attack
sub-section 13 and second attack sub-section 14. In this example, first attack
subsection 13 is
labelled with the header JELLY and pertains to an offensive move employed
during a basketball
game. In this example, JELLY pertains to a basketball move that comprises an
acrobatic layup.
The second attack subsection 14 is labelled STEAL and pertains to a move in
which a defensive
player actively takes the ball from an opposing team member by catching an
opponent's pass or
by a deflective move, thereby causing the opposing team to lose possession of
the ball
(turnover) by his actions.
The first attack subsection 13 comprises a pass criterion 22 depicting a
randomly generated
combination of outcomes resulting, in this embodiment, from tossing a coin. In
this example,
the randomly generated combination of outcomes is (H, H), meaning that a pass
criterion is met
(referred to herein also as "success") if the coin toss results in two
consecutive heads. The pass
criterion is not met (referred to herein also as "fail") if the two coin
tosses result in any other
combination besides two consecutive heads. As discussed below, however, other
pieces
besides a coin can be used to generate the combination of outcomes. Further,
other elements
of the card can be used to determine whether the pass criterion is met or not.
The first attack subsection 13 labelled JELLY further comprises a score
adjuster number 24. In
this case, the score adjuster number 24 is a value representing the number of
points demented
from an opponent of the player in possession of the card in response to
meeting the pass
criterion 22. The score adjuster number 24 is 60 in this example, meaning that
60 points will be
demented from the opponent's score if two heads (H, H) are consecutively
thrown by the
owner of card 30.
Likewise, the second attack subsection 14 called STEAL comprises pass criteria
28. In this case,
however, the pass indicia 28 is (T, T), meaning that the pass criterion is met
if the coin toss
results in two consecutive tails. The pass criterion is not met (or failed) if
the two coin tosses
result in a combination that is not two consecutive tails. In this example,
the score adjuster
6
CA 3054602 2019-09-09

number 26 is 50, meaning that 50 points will be demented from the opponent's
score if two
tails (T, T) are consecutively thrown by the owner of card 30.
A further representative card generally depicted by reference number 200 is
shown in Figure
1B. The card 200 has many features in common with card 30 described above and
like
reference numbers depict the same or similar elements. For example, card 200
has an initial
score 11 or "LifeLine" (referred to as "LL") in the upper right corner, which
in this case is 140
points. The player's initials are PG, the status of the player is "ACTIVE" and
the position is
shooting guard (SG)/small forward (SF), which is represented as "PG-ACTIVE-
SG/SF", depicted
by reference number 16 at the top of the card 200.
The middle section of the representative card 200 comprises a depiction of a
basketball player's
jersey 18, which comprises the player's initials and number ("PG" 13), as well
as a depiction of a
basketball.
The bottom section of card 200 also comprises an ATTACK section 12. The ATTACK
section 12 is
sub-divided into first and second attack subsections, respectively 13 and 14.
In this example,
first attack subsection 13 is labelled with the header JUMP SHOT and pertains
to a basketball
move in which a player leaps vertically with the ball in hand above his head
and throws the ball
so that its trajectory forms a high arc towards the hoop so as not to be
intercepted by another
player. The second attack subsection 14 is labelled 3-POINT and pertains to a
field goal made
from beyond a three-point line (line forming an arc around the basketball
hoop).
The pass criterion 22 of the first attack subsection 13 labelled JUMP SHOT is
(H) and the score
adjuster number 24 is 35. However, in this instance, a set of instructions 34
DOUBLE OR
NOTHING appear in a box adjacent to pass criterion 22. This means that if
heads (H) result from
the coin toss, then double the damage is inflicted on the opponent
corresponding to two times
the score adjuster number 24 of 35 (i.e., DOUBLE or 70 points). If heads are
not tossed (fail),
then the card owner does not inflict any damage on the opponent (i.e.,
NOTHING). Thus, in this
embodiment, the pass criterion 22 cannot be read alone to determine whether a
pass or fail
7
CA 3054602 2019-09-09

results since the number of points demented to the opponent is dependent on
the instructions
34 in an adjacent box of subsection 13.
The pass criterion 28 of the second attack subsection 14 labelled 3-POINT is
(T, T) and the score
adjuster number 26 is depicted as 30X. This means that if two tails result
from the coin toss,
then 30 points are demented from the opponent each time tails result from the
tosses, which
in this case is two. Thus, if the pass criterion of two tails is met, then 60
points would be
demented from the opponent.
Furthermore, instructions 32 of the second attack subsection 14 state IF FAIL
TAKE 10 DAMAGE
FROM LL in a box adjacent to pass criterion 28. This means that if two tails
(T, T) do not result
from the coin toss, then 10 points are demented from the player in possession
of card 200.
The foregoing provides examples of two different cards in the basketball card
game deck.
Figures 2A-C and Figures 3A-C provide additional examples of cards for playing
the basketball
game. Figures 2A-C depict players that are RETRO and Figures 3A-C show cards
depicting
ACTIVE players. The RETRO cards in Figures 2A-C are shown by reference numbers
220, 230,
240, 250, 260, 270, 280, 290, 300, 310, 320, 330 and 340 and described in
Table 1 below. The
ACTIVE cards in Figures 3A-C are shown by reference numbers 350, 360, 370,
380, 390, 400,
410, 420, 430, 440, 450, 460, 470, 480 and 490.
The basketball card game is played as follows. The cards are initially
shuffled and dealt. The
minimum number of cards that can be dealt is one per player and the minimum
number of
players is two. One player is selected to make the first move by tossing a
coin or by any other
suitable selection means (e.g., throwing a dice). The selected player
initiates a move by playing
a dealt card and selecting another player as an opponent. The opponent also
plays a card from
their dealt hand. If the game has only two players, then the opponent is the
second player by
default. With reference to Figure 1B, the initial score 11 of the player
making the first move of
the game is as indicated by the initial score on the card. Likewise, the
initial score of the
opponent is indicated on the card that he or she plays. Optionally, the
initial score is entered
8
CA 3054602 2019-09-09

on an electronic score keeper or recorded manually on a score sheet, which is
described in
more detail below.
A move is then initiated by the player making the first move by selecting one
of the two attack
sub-sections 13, 14 of the card being played. For example, in Figure 18,
either a JUMP SHOT or
3-POINT can be selected. A game piece, such as a coin or dice, is subsequently
thrown to
produce a randomly generated outcome or combination of outcomes. When the game
piece is
a coin, the outcome is heads or tails, or a sequence of heads and tails if the
coin is tossed more
than once. The coin can be designed and manufactured specifically for the game
or can be a
coin issued by a government mint. Alternatively, the game piece is a 6-face
dice with three of
the faces labelled H and the remaining three faces labelled T. Other game
pieces could be
utilized as would be appreciated by those of skill in the art.
The number of times that the game piece is tossed or rolled depends on the
pass criterion 22 or
28 specified in the selected attack subsection. For example, if the pass
criterion is (H), then the
game piece is tossed once. On the other hand, if the pass criterion is (H, H),
then the game
piece is tossed or rolled twice. Further, if the pass criterion is (H, 0),
then if heads are first
tossed, tossing continues until tails are tossed (represented by the infinity
symbol).
In one embodiment, if the game piece toss meets the pass criterion 22 (when
JELLY is selected
for example), a number of points are subtracted from the opponent's score
(either the initial
score or a subsequent score tracked during the course of the game), that
corresponds to the
score adjuster number 24. For instance, in the simple example illustrated in
Figure 1A, if two
heads are tossed (indicated by (H, H)), then 60 points are demented from the
opponent's score.
In this case, the pass criterion is (H, H) and the score adjuster number 24 is
indicated as 60.
As discussed above, however, additional instructions may appear in a sub-
section describing
how the score adjuster number should be applied. For example, in Figure 1B,
the additional
instructions are DOUBLE OR NOTHING, meaning that the score adjuster number 24
is doubled if
the (H) pass criterion is met. In this case, the score adjuster number 24 is
35 and so 70 points
would be demented from the opponent upon tossing a head (H). If the pass
criterion is not
9
CA 3054602 2019-09-09

met, then no damage is inflicted on the opponent. Thus, the instructions for
point addition or
subtraction can be indicated only by reference to the pass criterion and score
adjuster (e.g.,
Figure 1A) or are determined from a combination of the pass criterion, the
score adjuster and
additional text instructions (e.g., Figure 1B).
After the game piece is tossed the requisite number of times, and points are
added or
subtracted from the player's and/or opponent's respective cards, the next
player is given a
turn. The move described above is repeated by the next player. The same cards
are used by
both players from the previous move unless all points associated with the
cards are depleted.
The next player selects an attack move from the two attack subsections, tosses
a game piece
and points are awarded or demented from the player and/or opponent depending
on the
outcome of the toss and the pass criterion as well as the instructions in the
selected attack
section of the player's card if such instructions are provided.
When the number of points associated with a card being played is depleted, the
card is
removed from play. The score of a given card in play can fluctuate depending
on the number of
points awarded or demented and the score associated with a card can be tracked
on a score
sheet manually or electronically. An example of an electronic score keeper is
shown in Figure 4
and depicted by general reference number 500. If more than one card is dealt,
then a new card
is selected from a player's dealt hand to replace the removed card. This
sequence of moves is
repeated until only one player of the card game has cards remaining. The last
player with cards
remaining is the winner of the game.
As will be appreciated, a variety of cards can be included in the deck, each
with differing attack
moves described in the attack section. A description of the RETRO card moves
of the cards of
Figures 2A-C is provided in Table 1 below:
CA 3054602 2019-09-09

Table 1: Retro card set description of moves
Card Attack Pass Score Additional First attack sub-
section
= name in subsection criterion adjuster
instructions move/instructions
Figures
2A-C/ref.
no.
MJ- Triple (T, 00) 25 IF ATTACK FAILS Pass criterion
- A coin is tossed
RETRO- Double GO TO SLEEP (H) and if tails
result from a first toss,
PG (220) TO WAKE UP then the player
keeps flipping the
coin until heads are tossed. Add
up the number of tails tossed and
times by 25. Demerit total number
calculated from opponent's score.
Additional instructions - Once H is
tossed, then the other player gets
a turn. If the other player tosses a
T, then he keeps on tossing until H
is tossed. For each T tossed,
he/she demerits his/her opponent
by 25 points.
MJ- Legendary (H, H) 40 IF SUCCESS ADD Pass criterion -
A coin is tossed
RETRO- dimer 10 HP PUT OTHER twice and if
heads are tossed
PG (220) TO SLEEP twice, then 40
points are
subtracted from the opponent's
score.
Additional instructions ¨ if pass
criterion is met, 10 points are also
added to the player's score and
the opponent is put to sleep,
meaning that the opponent does
not play and misses a turn. The
player thus gets a second
consecutive turn.
11
CA 3054602 2019-09-09

DN- Post fade- (H) 10 IF SUCCESS ADD Pass criterion - A
coin is tossed
RETRO-PF away 30 HP and if heads result on
a first toss,
(230) then 10 points are
subtracted from
the opponent's score.
Additional instructions ¨ if pass
criterion is met, 30 points are
added to the player's score
DN- Three (H, 0o) 30 N/A Pass criterion - A
coin is tossed
RETRO-PF point and if heads result
from a first
(230) toss, then the player
keeps flipping
the coin until tails are tossed. Add
up the number of heads tossed
and times by 30. Demerit total
number calculated from
opponent's score
Additional instructions ¨ N/A
WC- Score (T, T, T) 100 IF SUCCESS, ADD Pass criterion - A
coin is tossed
RETRO-C board 20 HP POINTS and if three
consecutive tails
(240) result, then 100
points are
subtracted from the opponent's
score.
Additional instructions ¨ if pass
criterion is met, 20 points are
added to the player's score.
WC- Learn (H) N/A IF SUCCESS, Pass criterion ¨ not
applicable
RETRO-C LEARN AN HP
(240) OPPONENT'S Additional
instructions ¨The
ATTACKS player views/acquires
the
opponent's attack and can use it in
the next round if desired.
DW- Fast break (H, H) 40 If attack fails, go Pass criterion
¨ If two heads are
RETRO- to sleep (else put tossed, then 40
points are
SG (250) yourself to sleep) subtracted from
the opponent's
12
CA 3054602 2019-09-09

(H) to wake up score
Additional instructions ¨ If pass
criterion is not met, then the
player goes to sleep, meaning that
he misses a turn. After the player
has missed a turn, he/she can
resume only after he/she has
tossed heads at the beginning of
their next turn. If tails are tossed,
then the player misses another
turn.
DW- Free (H, 00) 25 KEEP FLIPPING Pass criterion - A
coin is tossed
RETRO- throw TILL 1sT TAIL and if heads result
from a first
SG (250) toss, then the player
keeps flipping
the coin until tails are tossed. Add
up the number of heads tossed
and times by 25. The resultant
product is subtracted from the
opponent's score.
Additional instructions ¨ Clarifies
what is meant by the pass
criterion.
BR- Rebound (T, T, T) 40X IF ATTACK FAILS, Pass criterion ¨
If three tails are
RETRO-C GO TO SLEEP (H) tossed, then 40
points are
(260) TO WAKE UP subtracted from the
opponent's
score for each tail, totalling 120
points.
Additional instructions - If demerit
criterion is not met, then the
player goes to sleep, meaning that
he or she misses a turn. After the
player has missed a turn, he/she
can resume only after he/she has
tossed heads at the beginning of
13
CA 3054602 2019-09-09

their next turn. If tails are tossed,
then the player misses another
turn.
BR- Two way (H) 40 IF SUCCESS ADD Pass criterion ¨ If
heads are tossed
RETRO-C 30 HP on a first throw, then
40 points are
(260) deducted from an
opponent.
Additional instructions - if pass
criterion is met, then 30 points are
added to the player's score.
_
OR- Learn (H) N/A IF SUCCESS, Pass criterion ¨
rolling heads on
RETRO- LEARN AN HP first toss
PG (270) OPPONENT'S
ATTACKS Additional
instructions ¨ if
demerit criterion is met, the player
can view/acquire the opponent's
attack indicated on the card for
their next turn.
OR- Triple- (T, *0) 25 IF ATTACK FAILS, Pass criterion - A
coin is tossed
RETRO- double GO TO SLEEP (H) and if tails result
from a first toss,
PG (270) TO WAKE UP then the player keeps
flipping the
coin until heads are tossed. Add
up the number of tails tossed and
times by 25. Demerit total number
calculated from opponent's score.
Additional instructions - If demerit
criterion is not met, then the
player goes to sleep, meaning that
he misses a turn. After the player
has missed a turn, he can resume
only after he has tossed heads at
the beginning of his next turn. If
tails are tossed, then the player
misses another turn.
_
14
CA 3054602 2019-09-09

MJ- Clutch (T, T, T) 100 IF ATTACK FAILS Pass criterion ¨
If three tails are
RETRO- GO TO SLEEP (H) tossed, then 100
points are
SG (280) TO WAKE UP subtracted from the
opponent's
score
Additional instructions - - If
demerit criterion is not met, then
the player goes to sleep, meaning
that he misses a turn. After the
player has missed a turn, he can
resume playing only after he has
tossed heads at the beginning of
his next turn. If tails are tossed,
then the player misses another
turn.
MJ- Take flight (T, 00) 30 KEEP FLIPPING Pass criterion - A
coin is tossed
RETRO- TILL 15T (H) and if tails result
from a first toss,
SG (280) then the player keeps
flipping the
coin until heads are tossed. Add
up the number of tails tossed and
times by 30.
Additional instructions - Clarifies
what is meant by the pass
criterion.
KM- Post-Up (H, oe) 20 EACH TIME YOU Pass criterion - A
coin is tossed
RETRO-PF GET (H) ADD 10 and if heads result
from a first
(290) HP toss, then the player
keeps flipping
the coin until tails are tossed. Add
up the number of heads tossed
and times by 20. The resultant
value is subtracted from the
opponent's score.
Additional instructions ¨ For each
head that is tossed, the player
adds 10 points to his or her own
CA 3054602 2019-09-09

score.
KM- Dimer (H, H) 40 IF SUCCESS ADD Pass criterion - If
heads are tossed
RETRO-PF 10 HP PUT OTHER twice, then 40 points
are deducted
(290) TO SLEEP (H) TO from an opponent.
WAKE UP
Additional instructions ¨ If two
heads are tossed, player adds 10
points to his score; the opponent
misses a turn and after a missed
turn he or she tosses a coin and if
heads then he or she can resume
playing, otherwise he or she
misses another turn.
JE ¨ Midder (H) 30 TRIPLE OR Pass criterion - heads
are tossed
RETRO-SF NOTHING on a first throw.
(300)
Additional instructions ¨ If heads,
then 90 points are deducted from
an opponent (triple points). If
heads are not tossed, then no
points are deducted from the
opponent (nothing).
JE ¨ Big poster (T, T) 40 N/A Pass criterion - If
two tails are
RETRO-SF tossed, then 40 points
are
deducted from an opponent.
Additional instructions ¨ N/A
TD ¨ Triple (H, .-3) 20 EACH TIME YOU Pass criterion - A
coin is tossed
RETRO-PF Double GET (H) ADD 10 and if heads result
from a first
(310) HP toss, then the player
keeps flipping
the coin until tails are tossed. Add
up the number of heads tossed
and times by 20. The resultant
product is subtracted from the
opponent's score.
16
CA 3054602 2019-09-09

Additional instructions ¨ For each
head that is tossed, the player
adds 10 points to his or her own
score.
KAJ- Sky Hook (H, 00) 35 IF ATTACK FAILS, Pass criterion - A
coin is tossed
RETRO-C GO TO SLEEP (H) and if heads result
from a first
(320) TO WAKE UP toss, then the player
keeps flipping
the coin until tails are tossed. Add
up the number of heads tossed
and times by 35. The resultant
product is subtracted from the
opponent's score.
Additional instructions - If pass
criterion is not met, then the
player goes to sleep, meaning that
he misses a turn. After the player
has missed a turn, he can resume
playing only after he has tossed
heads at the beginning of his next
turn. If tails are tossed, then the
player misses another turn.
Two Way (H) 40 IF SUCCESS ADD Pass criterion ¨ If
heads result on a
RETRO-C 20 HP first toss, demerit 40
points from
(320) an opponent
Additional instructions ¨ If pass
criterion is met, 20 points are
added to the card owner's score
KB- Mid-range (H, H, H) 80 IF SUCCESS ADD Pass criterion ¨ If
heads tossed
RETRO- dead eye 10 HP three times in a row,
demerit 80
SG (330) points from an
opponent
Additional instructions ¨ If pass
criterion is met, 10 points are
added to the card owner's score
17
CA 3054602 2019-09-09

KB- Mid-range (T, 0.3) 20X KEEP FLIPPING Pass criterion - A
coin is tossed
RETRO- fade away UNTIL 1s1 (H) and if tails result
from a first toss,
SG (330) then the player keeps
flipping the
coin until heads are tossed. Add
up the number of tails tossed and
times by 20. The resultant product
is subtracted from the opponent's
score.
Additional instructions ¨ provides
a clarification of pass criterion
LB- Dimer (H, H) 40 IF SUCCESS PUT Pass criterion - If
two heads are
RETRO-SF OPPONENT TO tossed, then 40 points
are
(340) SLEEP 2 TURNS deducted from an
opponent.
Additional instructions ¨ if pass
criterion is met, then opponent
also misses two turns.
LB- Three (T, T) 40X N/A Pass criterion - If
two tails are
RETRO-SF point tossed, then 80 points
are
(340) deducted from an
opponent (40
points/tail).
Additional instructions ¨ N/A
As noted above, the score of each player can be tracked electronically. An
example of an
electronic tracking device is shown in Figure 4. The electronic tracking
device 500 has a
keyboard 505 and displays the score of each player on respective displays.
Four displays 510,
520,530 and 540 are shown for displaying the scores of four respective players
of the game. In
another embodiment, a sheet of paper is used to track the score associated
with the card being
played for each player. The game can also be played on a computer, console or
a portable
electronic device, such as a Smartphone, tablet, iPadTM or other portable
electronic device
rather than using physical cards. In such embodiment, the randomly generated
outcome is
created by an electronic event.
18
CA 3054602 2019-09-09

In further embodiments, two teams can play the game, one of which is assigned
Eastern
Conference and the other Western Conference.
If there are more than two card players, an opponent may be selected from two
or more
opponents, as discussed above. Alternatively, if there are two or more card
players, multiple
opponents may be selected.
Although basketball cards are described above, other competitive sports can be
depicted on
the cards, including, but not limited to, tennis, hockey, soccer or football.
The claims appended hereto should not be limited by any of the specific
embodiments set forth
above and shall be construed to include all possible embodiments and
equivalents to which
such claims are entitled.
19
CA 3054602 2019-09-09

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(22) Filed 2019-09-09
(41) Open to Public Inspection 2021-03-09

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $50.00 was received on 2023-09-11


 Upcoming maintenance fee amounts

Description Date Amount
Next Payment if standard fee 2024-09-09 $277.00
Next Payment if small entity fee 2024-09-09 $100.00

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $200.00 2019-09-09
Maintenance Fee - Application - New Act 2 2021-09-09 $50.00 2021-08-05
Maintenance Fee - Application - New Act 3 2022-09-09 $50.00 2022-08-20
Maintenance Fee - Application - New Act 4 2023-09-11 $50.00 2023-09-11
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SHAROBIM, JACOB
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

To view selected files, please enter reCAPTCHA code :



To view images, click a link in the Document Description column. To download the documents, select one or more checkboxes in the first column and then click the "Download Selected in PDF format (Zip Archive)" or the "Download Selected as Single PDF" button.

List of published and non-published patent-specific documents on the CPD .

If you have any difficulty accessing content, you can call the Client Service Centre at 1-866-997-1936 or send them an e-mail at CIPO Client Service Centre.


Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative Drawing 2021-02-01 1 13
Cover Page 2021-02-01 2 50
Maintenance Fee Payment 2021-08-05 1 33
Change of Agent 2021-11-01 6 244
Office Letter 2021-12-15 1 192
Office Letter 2021-12-15 2 212
Maintenance Fee Payment 2022-08-20 5 91
Abstract 2019-09-09 1 20
Description 2019-09-09 19 713
Claims 2019-09-09 3 100
Drawings 2019-09-09 9 274
Office Letter 2024-03-28 2 188
Maintenance Fee Payment 2023-09-11 1 33