Basketball card game

The present invention includes an apparatus and method for executing a sports card game. In the preferred embodiment, the apparatus comprises a basketball card game with a plurality of basketball play action events distributed to two players as a hand of cards and dice for generating random numbers. Each card describes one event and dice are used to determine the success of field goal attempts and possession after the tip-off and loose balls. The recurrence of one event on multiple cards is similar to the regularity with which the event occurs in a real basketball game. Also, the probability of rolling a number that results in a score corresponds to the nominal field goal percentage for a typical, real game of professional basketball. Additionally, players may strategically select a card to enter into play similar to selecting predetermined plays in real basketball. Other embodiments of the invention include a similar game played with representations of play action events, possibly cards, displayed on an electronic screen and a random number generated by an electronic device. Other embodiments of the invention also include play action events selected from other sports wherein the method of playing the game falls within the method disclosed herein.

BACKGROUND OF THE INVENTION 
1. Field of the Invention 
The invention relates to the field of sports games. More particularly, the 
invention is a basketball card game that uses dice and cards in 
combination to score and determine play action events. 
2. Description of Related Art 
There are a number of different types of games that represent various 
different sporting events, such as, basketball and baseball. Many known 
games commonly use game boards, playing pieces, spinner dials, dice, 
cards, and other devices for executing the game. U.S. Pat. No. 5,145,173 
issued to Crowder and U.S. Pat. No. 4,822,043 issued to Carter each 
describe a baseball card game played without a game board. U.S. Pat. No. 
5,123,653 issued to Murphy et al., U.S. Pat. No. 4,186,928 issued to Hunt, 
Jr., and U.S. Pat. No. 1,594,807 issued to Wurth each describe a 
basketball game played with a game board. In addition, Murphy et al. also 
uses cards. The prior art sports games can be typified by their complexity 
of play. The objective behind most of the prior art is to provide a game 
that simulates the flow of events in a real game of baseball or 
basketball. Accordingly, prior art games use a wide variety of methods to 
involve elements of both strategy and chance to achieve a realistic flow 
of events in the game. Playing a real game of baseball or basketball 
involves a tremendous number of variables dependent on both strategy and 
chance. Thus, the prior art games generally involve a complex arrangement 
of information that is manipulated by strategy, chance or both to yield a 
realistic flow of events in playing the game. 
Many known prior art basketball games require a game board to be played. 
Generally, the game board has the appearance of a basketball court, but it 
serves a multitude of purposes in executing the game. In Murphy et al., 
the game board designates spaces marked around the periphery of the game 
board. After a roll of dice, a player moves a token around the periphery 
of the game board and, depending on which space they reach, answers a 
selected trivia question. The game board also has a miniature basketball 
goal mounted to the game board and, if the trivia question is answered 
correctly, then the player shoots a miniature basketball at the goal in an 
attempt to score. In Hunt, Jr., the game board incorporates a series of 
offensive and defensive position spaces where a player may locate 
offensive and defensive athlete tokens. Also, multiple spinner dials are 
mounted to the game board. Using the spinner dials, players control 
movements of a ball token between offensive and defensive athletes 
positioned on the game board with the ultimate goal of moving the ball 
token into the spot designated as the basketball goal. In Wurth, the game 
board also incorporates several spinner dials that dictate the outcome of 
play action. The spinner dials address such play action topics as shots, 
fouls, jump balls, delays in play, out of bounds ball and other play 
actions. 
Since all known prior art basketball games use game boards, it can be 
implied from the art that a game board is necessary to yield a realistic 
flow of events. Unfortunately, the game boards are rather bulky and 
require tokens for playing the game that can easily become lost. To 
prevent such loss, the game boards and tokens are typically stored in a 
box that is similarly bulky. As indicated above, game boards are also 
known to include a basketball goal and playing the game includes tossing a 
miniature ball through the goal or snapping a chip from the board through 
the goal. Tossing a miniature ball or snapping a chip can be a difficult 
task that interrupts the flow of events simulating a real game and only 
slightly resembles shooting a basket in a real game of basketball. 
Similar to game boards, using a spinner dial to generate random events in a 
basketball game adds bulk to the game apparatus. Prior art games 
incorporate spinner dials directly into the game board, however, it would 
be within the general game art to use spinner dials separate from the game 
board. Even if a separate spinner dial were used, bulk is still added. The 
spinner dials used in the prior art dictate by an element of chance how 
the flow of events in a game will occur. To accomplish this objective, 
more than simply a few dials are incorporated into the game board, again 
adding to the bulk. Further, use of spinner dials overemphasizes the 
element of chance in playing the game. To accurately simulate the flow of 
a real basketball game, players in a game should possess at least some 
capability to strategically control the flow of events, similar to calling 
plays in a real game. Prior art games, particularly those with spinner 
dials, rely almost solely on the element of chance to control the flow of 
events. In a real game of basketball, the athletes have established 
shooting percentages, thus, it can be said that with each field goal 
attempted there is a specified chance of success. However, movement of the 
ball in a real game between athletes into a scoring position is largely a 
matter of skill and strategy. Accordingly, a game that leaves to chance 
the plays that are executed in a game is unlike a real game of basketball. 
Similarly, a game that incorporates an element of chance into a field goal 
attempt and a predominant element of strategy in the plays that are 
executed is more like a real game of basketball. 
Another mechanism for incorporating an element of chance in a prior art 
game is a die. The prior art teaches use of a common six-sided die or a 
pair of such dice, but the function of the die or dice differs widely 
among the art. In one basketball game (Murphy et al.) using a game board, 
the result from roll of a die indicates how far a player will move a token 
through designated spaces marked around the periphery of the game board. 
Depending on which space they reach, the player answers a selected trivia 
question to gain the opportunity to shoot a miniature basketball at a 
miniature goal in an attempt to score. Thus, the dice are used to select a 
trivia question. 
In a baseball card game (Crowder) without a game board, an imaginary 
pitcher plays against an imaginary batter. The pitcher is portrayed by a 
card bearing a matrix of batting results most favorable to the defensive 
player whom the pitcher represents. Similarly, the batter is portrayed by 
a card bearing a matrix of batting results most favorable to the offensive 
player whom the batter represents. The die is used to determine whether 
the pitcher card or the batter card will be used. An odd-numbered result 
of the die indicates the pitcher card, while an even-numbered result 
indicates the batter card. Thus, the dice are used simply to select what 
matrix will be used to establish a batting result. 
Yet another baseball card game (Carter) without a game board also uses 
dice, but the dice are specially adapted to the game. Instead of numerals 
between one and six on the six sides of one die, the die indicates the 
letter P on three sides and the letter B on three sides. Similar to the 
game described above, rolling a P on the die indicates a pitcher card will 
be used, while rolling a B on the die indicates a batter card will be 
used. Two other dice are also used, the six sides of which are numbered 
one through six, but one die is marked as being the die to read first. The 
result on the die read first constitutes the first digit in a two-digit 
number and the result on the die read second constitutes the second digit 
in a two digit number. The two-digit number is then used to select a 
batting result from a numbered list of batting results on the pitcher or 
batter card. Accordingly, the dice are used both to select what list will 
be used to establish a batting result and to select a batting result from 
the list. 
As seen from the description above regarding three prior art games using 
dice, the result shown on a die bears no independent significance in prior 
art sports games. Rather, the result shown on a die must be used in 
conjunction with some other game element such as a game board, list of 
questions, matrix of results or list of results. By linking the die result 
with some other element, the complexity of the game is increased, the die 
cannot determine a result by itself other than to tell a player how to 
manipulate another mechanism that will determine a play action event. 
Another common mechanism in prior art games are cards. The prior art 
teaches use of cards sized similarly to common playing cards, but the 
function of the cards and the indicia written thereon differ widely among 
the art. In one basketball game (Murphy et al.) using a game board, a 
player answers a selected trivia question from a card to gain the 
opportunity to shoot a miniature basketball at a miniature goal in an 
attempt to score. The position of a token on designated spaces marked 
around the periphery of the game board dictates what question must be 
answered from the list of questions on a card. Thus, the cards are used to 
select a trivia question that may qualify a player to attempt to score. 
The strategy element in a game of this type is practically nonexistent, 
while the chance element is associated with selecting a trivia question to 
ask. 
In one baseball card game (Crowder) without a game board, a player selects 
hypothetical team members from a group of athlete cards to which each is 
assigned performance criteria. The performance criteria are embodied in a 
matrix printed on each card, wherein the matrix reflects the increased 
likelihood of better skilled batters to successfully get on base, or the 
increased likelihood of better skilled pitchers to prevent a batter from 
getting on base. Either the pitcher or batter matrix is randomly selected 
using the result from roll of a die each time a new batter card is 
presented at bat, then a play action event is randomly selected from the 
matrix with the aid of standard playing cards. The standard playing cards 
act as a random number generator, wherein the number on a card taken from 
a draw pile of such cards dictates the row selected on the pitcher or 
batter matrix and the suit on a card dictates the column. Thus, the cards 
in a prior art game of this type are used to identify individual team 
members, provide performance criteria in a matrix, and generate a random 
character. The strategy element in playing a game of this type includes 
choosing athletes that perform the best and arranging the athletes in a 
playing order that is advantageous to winning the game. The chance element 
includes determining the play action events that occur in the game. 
Yet another baseball card game (Carter) without a game board also uses 
cards with a function similar to the baseball card game described above. A 
player selects hypothetical team members from a group of athlete cards to 
which each is assigned performance criteria. The performance criteria are 
embodied in a list printed on each card that is substantially similar in 
function to the matrix described above. Also, either the pitcher or batter 
list is randomly selected using a die, then a generic play action event is 
randomly selected from the list with the aid of two other dice. The 
generic play action event is then compared to other reference cards to 
determine the specific result in the flow of events considering other 
factors such as the stadium or field in which the imaginary game is being 
played. Thus, the cards in a prior art game of this type are used to 
identify individual team members, provide performance criteria in a 
matrix, and provide additional reference data that dictates the outcome of 
play action events. As described above, the strategy element includes 
choosing and arranging the batting order of athletes while the chance 
element includes determining the play action events that occur in the 
game. 
Thus, it can be seen from the above discussion that it would be an 
improvement in the art to provide a sports game played with compact 
apparatus that is simple to execute yet possesses a flow of events similar 
to real sports. Specifically, this means providing a simple, compact 
basketball card game wherein players strategically determine what play 
action events to enter as in real basketball and certain play action 
events are modified or dictated by an additional element of chance. 
SUMMARY OF THE INVENTION 
According to the present invention, an apparatus and method for executing a 
sports card game are disclosed. The game of the present invention includes 
play action events that a player may strategically select for entry into 
play and a random character generator for determining possession of a 
scoring opportunity and partially determining success of a scoring 
opportunity. One embodiment of the invention is a basketball card game 
including a plurality of basketball play action events distributed to two 
players as a hand of cards and dice for generating random numbers. Each 
card describes one event and the recurrence of one event on multiple cards 
is similar to the regularity with which the event occurs in a real 
basketball game. For example, four Slam Dunk Cards might be present among 
a total of sixty cards indicating that in real basketball about four plays 
out of every sixty result in a slam dunk. Cards not distributed to the 
players are stacked in a draw pile from which a player takes a new card to 
replace a card entered into play. Scoring is possible by playing a card 
that indicates a score or by rolling the dice. The probability of rolling 
a number that results in a score corresponds to the nominal field goal 
percentage for a typical, real game of professional basketball. Similarly, 
since three-point attempts in real basketball possess a lower percentage 
of success, if a player plays a Three-Point Attempt card the probability 
of a score is less. Other embodiments of the invention include a similar 
game played with representations of play action events, possibly cards, 
displayed on an electronic screen and a random number generated by an 
electronic device. 
It is an advantage of the present invention that the game includes a 
compact, easy-to-use deck of cards or plurality of play action events and 
two dice or a random number generator. 
It is a further advantage that the flow of events in the game resembles the 
flow of events in a real game of basketball. 
It is a still further advantage that the game includes a significant 
element of strategy and a lesser element of chance as in real basketball. 
The foregoing and other features and advantages of the present invention 
will be apparent from the following more particular description of 
preferred embodiments of the invention, as illustrated in the accompanying 
drawings.

DESCRIPTION OF THE PREFERRED EMBODIMENTS 
According to the present invention, an apparatus and method for playing a 
sports card game are disclosed. The apparatus and method are particularly 
conducive to a basketball card game, however, other embodiments are within 
the scope of the invention. The present invention involves a significant 
strategy element and flow of events resembling real sports games while 
providing a compact, easy-to-use apparatus and method. The preferred 
embodiment of such a sports game is described in FIGS. 1-4 and the 
explanation below. 
One element of the apparatus is a mechanism for generating a random 
character that, in the preferred embodiment, comprises two common 
six-sided dice (not shown). Another element of the apparatus is a 
plurality of play action events distributed as a hand to players that, in 
the preferred embodiment, comprises sixty cards each describing one of 
thirteen possible play action events that correspond to events from a real 
basketball game (see FIGS. 1 and 2). Each card (e.g., 110) preferably 
includes indicia of a play action event (e.g., "slam dunk"), the effect of 
playing the play action event (e.g., "automatic score"), and may include 
other instructions (e.g., "don't roll"). The number of each type of play 
action event in the preferred embodiment is shown in FIGS. 1 and 2 below 
the play action event, and is selected to approximate the occurrences in 
an actual sporting event (such as a basketball game). For example, four 
Slam Dunk Cards might be present among a total of sixty cards indicating 
that in real basketball about four plays out of every sixty result in a 
slam dunk. The basketball card game according to the present invention 
further includes multiple embodiments where the dice are replaced another 
type of random character generator. Also, the cards may be replaced by any 
mechanism for a player to strategically select one play action event for 
one turn of play from a plurality of play action events. Accordingly, use 
of the term "card" in the specification and claims includes 
Essentially, the basic method of playing the game according to the present 
invention involves the following steps: 
a) designating a player in possession of a scoring opportunity; 
b) all players receiving a hand of randomly selected play action events, 
where the hand is made up of a plurality of the play action events 
described above; 
c) executing a turn of play comprising the player in possession 
strategically selecting one play action event from their hand for entry 
into play, triggering generation of a random character, and a change in 
possession occurring wherein the scoring opportunity transfers from the 
player in possession to a different player; and 
d) executing additional turns of play for at least one predetermined 
period. 
Adding certain details to the method indicated results in the preferred 
embodiment of the method described in FIGS. 3 and 4. Notably, the basic 
method of playing the game is not limited to a basketball game since it is 
conducive to playing a soccer, hockey, tennis, volleyball, lacrosse, 
rugby, or water polo game as well as others. By simply making the play 
action events correspond to events from a different sport, the method can 
easily be adapted to a different sport and made to simulate the flow of 
events in a real game of the different sport. 
In the preferred embodiment, the random number is generated or the dice are 
rolled at predetermined moments in executing the method of playing the 
game. FIG. 1 displays nine play action events on cards 100 entered before 
rolling the dice and FIG. 2 display four play action events on cards 200 
entered after rolling the dice. Similarly, FIG. 3 displays the method of 
playing the game 300 when a card played before rolling the dice is 
selected and FIG. 4 displays the method of playing 400 when a card entered 
after rolling the dice is selected. 
Playing a basketball game begins as shown in FIG. 3 with the step 305 of 
rolling the dice to determine the first player in possession. This is 
analogous to a tip-off in real basketball. A player having possession in 
the game is likewise analogous to a team in a real game having possession. 
The player in possession has a scoring opportunity and the ability to 
enter cards into play, just as a team having possession can attempt a 
score and try preplanned plays to improve the likelihood of scoring. In 
the next step 310, five cards are dealt from a shuffled deck to each 
player and the remaining cards are placed in a draw pile from which 
players will take replacement cards. Since real basketball is played with 
two teams matched against each other, the preferred embodiment allows for 
two players, however, the game is also conducive to including three or 
more players. If three or more players are involved, each player takes a 
turn in sequential order and then possession returns to the first player 
in possession to start another round of sequential turns. The remaining 
discussion of the preferred embodiment assumes two players are playing 
with the understanding the game can easily be expanded to include three or 
more players. 
Regardless of the number of players, each player in possession must play 
one card and draw a replacement card before a change of possession occurs. 
Accordingly, step 315 requires the player in possession to strategically 
select one card from his hand to enter into play. Even though the cards 
indicate play action events rather than basketball plays, step 315 is 
roughly analogous to a real basketball team having a set of plays from 
which they can select one play to attempt. Depending on the circumstances, 
the selected play in real basketball may or may not be successful. 
Conversely, the cards 100 and 200 in the game indicate the result of 
selecting a play, that is, a play action event. While the result is 
predetermined on some cards, the players can still select when in the game 
they want a certain result, positive or negative, to occur. Thus, the next 
step in playing the game depends on the specific card selected by the 
player in possession. 
According to step 320, if the selected card is a Slam Dunk 110, Clutch "3" 
120, Double Dribble 130, Traveling 140, or 3 Seconds in the Key 150 card, 
then the card must be played before rolling the dice. In fact, selecting a 
card from step 320 will negate any need to roll the dice before changing 
possession to the other player as indicated by steps 325 and 330. The 
player in possession simply enters the card into play, takes a replacement 
card from the draw pile, then changes possession. Playing a Slam Dunk 110 
card gives the player in possession an automatic score of two points and 
playing a Clutch "3" 120 card yields an automatic score of three points as 
a successful three-point field goal. Playing a Double Dribble 130, 
Traveling 140, or 3 Seconds in the Key 150 card means that the player in 
possession loses his turn and possession changes without a scoring 
opportunity. Obviously, the player in possession will not want to play the 
cards that yield the negative result of losing his turn, however, as 
explained below, all cards must be played. Part of the game strategy is 
selecting when to play the cards in a hand whether they yield a negative 
or a positive result. A player may want to play some cards early, save 
others until the end of the game, and keep still others in reserve to 
counteract cards that his opponent may play. 
According to step 335, if the selected card is a Blocked Shot 160 or Loose 
Ball 170 card, then the card must be played before rolling the dice. 
Playing a Blocked Shot 160 card means that any score by the opponent in 
the preceding turn is negated and a loose ball occurs, indicating that 
possession is indeterminate. Similarly, playing a Loose Ball 170 card 
indicates that possession is indeterminate. After the step 340 of playing 
one of the step 335 cards and taking a replacement card, the players will 
both roll the dice as in step 345 with the player rolling the highest 
number becoming the player in possession. Accordingly, the step 330 
indicating "change possession" means either that possession changes from 
one player to the other or that possession changes from being 
indeterminate after a loose ball to being vested in the highest rolling 
player. Step 330 is not intended to require a possession change from one 
player to the other since it is possible for a player in possession to 
regain possession after possession becomes indeterminate from a loose 
ball. 
According to step 350, if the selected card is a Time Out 180 or a 3-Point 
Attempt 190 card, then the card must be played before rolling the dice. 
Playing a Time Out 180 card allows the player to slightly increase the 
likelihood of scoring. As indicated below, normally a score results from a 
roll of the dice yielding a total that is an odd number. Playing a Time 
Out 180 card is analogous to calling a time-out in real basketball where a 
special play can be devised to help score. Accordingly, a Time Out 180 
card allows the player in possession to select two even numbers, in 
addition to the odd numbers, that will result in a score. Also, a 3 Point 
Attempt card allows the opponent to disqualify one odd number as a scoring 
total on the dice since a successful three-point attempt is less likely 
than a standard field goal attempt in real basketball. After the step 355 
of playing one of the step 350 cards and taking a replacement card, the 
appropriate player will select numbers as in step 360 and the player in 
possession will roll the dice to attempt a score as in step 365. Finally, 
possession changes as in step 330. 
After change of possession as in step 330, players must account for any 
points earned or deducted as in step 370. Another element of the apparatus 
according to the present invention is a mechanism for keeping a running 
total of each player's score that, in the preferred embodiment, comprises 
the score card shown in FIG. 5. The score card 500 is adapted for use in a 
game played according to the basic method described above since it allows 
a simple, quick method of keeping a running total of each player's score. 
Since the score card includes a list 510 of a range of whole numbers that 
increase sequentially by one, the players need only circle the number that 
corresponds to their total score after a turn of play. The range of 
numbers begins with the lowest possible score of one point and extends to 
the highest typical score for the game. 
After accounting for points as in step 370, players must determine whether 
the game half is over as in step 375. If the half is not over (i.e., step 
375 equals "No"), then the new player in possession begins with the step 
315 of selecting a card from his hand for entry into play. Understandably, 
a point will come in the game when no cards remain in the draw pile for 
players to replenish their hands. Players continue using the cards from 
their hand without taking a replacement card until one player plays his 
last card and then the other player may play one final card. Playing of 
the one final card marks the end a half. The end of a half in the game 380 
is analogous to the end of a half in real basketball, in that the first 
player in possession at the start of the first half must give up 
possession to his opponent at the start of the second half. Accordingly, 
possession is already established at the start of the second half and the 
step 305 of rolling dice to determine possession is not necessary. 
Otherwise, the second half is started the same as the first half was 
started; the cards are reshuffled, dealt again, and a new draw pile 
established. 
The above description relates to the method of playing the game 300 when 
the selected card must be entered before rolling the dice. The method of 
playing the game 400 when the selected card must be entered after rolling 
the dice is displayed in FIG. 4. If the card selected in step 315 is not 
one of the cards indicated in steps 320, 335, or 350, then the player in 
possession must roll the dice as indicated in step 405 in an attempt to 
score. A player scores a standard field goal worth two points by rolling a 
total which is an odd number. If the player happens to roll doubles, where 
the result on each die matches the other, a three-point score will be 
awarded even though the total is an even number. 
According to steps 410, 415, and 420, if the card selected is an Offensive 
Rebound card, then the player in possession may only play the card if he 
did not score from rolling the dice. The no-score requirement is analogous 
to real basketball since an athlete can only get a rebound from a shot 
taken if the shot is missed. Assuming the player in possession did not 
score from rolling the dice, he plays the offensive rebound card, takes a 
replacement card, and rolls the dice again in a second attempt to score as 
indicated in steps 425 and 430. The change in possession then occurs as in 
step 440 and play proceeds with the step 370 of accounting for points 
indicated in FIG. 3. 
According to step 445, if the card selected is a Steal card, then the 
player in possession will get another chance to score. The player in 
possession enters the Steal card and takes a replacement card as indicated 
in step 425 and then rolls the dice again as in step 430 before changing 
possession as in step 440. 
According to step 450, if the card selected is a Foul card, then the player 
in possession will have to give his opponent an opportunity to score, but 
will regain possession. The player in possession enters the Foul card and 
takes a replacement card as indicated in step 455. Playing a Foul card 
means the player in possession has fouled his opponent, requiring the step 
460 of his opponent temporarily gaining possession and executing two foul 
shots. In real basketball, this would be analogous to the team formerly in 
possession fouling their opponent after the opponent gains possession of 
the ball. The team fouled will attempt a foul shot, but the fouling team 
will have a significant chance of regaining possession through a rebound. 
Foul shots are a high percentage shot in real basketball, accordingly, the 
opponent rolls the dice two times, once for each foul shot, with an 
improved likelihood of scoring one point each time. Except for two numbers 
that the player in possession will disqualify, any result on the dice will 
score one point. Notably, the foul shooting opponent is not allowed to 
play a card from his hand during his temporary possession. After executing 
the two foul shots, the player in possession regains possession and play 
continues with the step 370 of accounting for points. 
Also according to step 450, if the card selected is not a Foul card, then 
the only card remaining is a Change Possession card as indicated in step 
465. The Change Possession card is the one in greatest abundance and 
allows a player to satisfy the rule of playing one card in each turn of 
play without entering one of the other 12 cards, all of which have either 
a positive or negative effect on the player in possession. Essentially, 
the Change Possession card can be considered neutral as to any effect on 
the players. In real basketball, a change of possession occurs whenever a 
team makes a field goal or their opponent gets a defensive rebound, thus, 
playing a Change Possession card can also be considered analogous to real 
basketball. After entering the card, the player in possession takes a 
replacement card as in step 470, possession changes to the other player as 
in step 440, and play continues with the step 370 of accounting for 
points. 
Though not shown in the accompanying figures, another feature of the 
preferred method of playing the game increases its resemblance to real 
basketball. In real basketball, technical fouls are assessed for violating 
certain rules. One rule of play in the preferred method is that cards are 
played at their appropriate time, either before or after the step 405 of 
rolling the dice to attempt a score. Accordingly, violation of the timing 
for entering cards will result in a technical foul if called by the 
opponent. The opponent will receive temporary possession to execute one 
free throw wherein only one number is disqualified by the player that 
committed the technical foul. This is analogous to the best player in real 
basketball being permitted to make the free throw attempt following a 
technical foul. Players may be additionally encouraged to abide by the 
timing rules if two free throws are allowed for the second and subsequent 
technical fouls. Also, if a game ends with a tie, then overtime can be 
provided by dealing each player a few cards from a shuffled deck and 
placing a smaller number of cards in the draw pile than normal. This is 
analogous to providing a five-minute overtime period in a real basketball 
game. 
While the preferred embodiment is described as a card game that uses a pair 
of dice to determine the outcome of certain play action events, various 
modifications are possible within the scope of the present invention. For 
example, rather than using a pair of dice to generate a random number or 
character, an electronic device may be used instead. One suitable 
electronic device may simply simulate the rolling of dice. Another 
suitable electronic device may include different buttons for each 
appropriate play action event. In this manner, a "score" or "no score" 
indication may be made by pushing the appropriate play action button. Each 
button could provide odds that are the same as rolling dice, as described 
with respect to the preferred embodiment. In the alternative, any odds for 
a play action event may be programmed in to the electronic device. This 
option would allow an electronic device to more closely simulate a real 
game by providing the desired odds for each appropriate play action event. 
The applicable odds may be hard-programmed into such a device, or may be 
customizable by the user. 
Another variation that is within the scope of the present invention is a 
game implemented as a video game or as a computer game. The flow of the 
game would be similar to the flow of FIGS. 3 and 4, but would take place 
on a computer screen with the odds of the play action events being 
provided electronically. This game, which is preferably played so that 
opponents cannot see each other's hands, would be especially suited to 
play between players on a computer network such as the Internet. 
While the invention has been particularly shown and described with 
reference to preferred embodiments thereof, it will be understood by those 
skilled in the art that various changes in form and details may be made 
therein without departing from the spirit and scope of the invention. 
Accordingly, unless otherwise specified, any dimensions of the apparatus 
indicated in the drawings or herein are given as an example of possible 
dimensions and not as a limitation. Similarly, unless otherwise specified, 
any sequence of steps of the method indicated in the drawings or herein 
are given as an example of a possible sequence and not as a limitation.