Word card game

A card word game wherein each card has a numerical and alphabetical designation. In addition each card contains identifying indicia which places the card in one of at least three card groups. Each player takes turns creating words said words may only be created from letters contained within the same card group. In addition to creating new words each player during his turn may place letters from his hand on top of letters from the same group which have already been used to create words so as to form new words and receive the point values indicated on all the letters comprising said word. At the end of each players turn that player discards one playing card. The discarded card being placed upon discard pile designated for that card group. Each player at the beginning of his turn having the option of choosing a card from the draw pile or to take all the cards in any one discard pile.

FIELD OF THE INVENTION 
Generally this invention relates to word games and more specifically it 
relates to cards which may be used in a game to create words. 
BACKGROUND OF THE INVENTION 
Word games come in a variety of forms including those which use cubes with 
letters thereon or tiles or cards. Generally it is the purpose of these 
games to both provide entertainment and be challenging. In addition, where 
the games may be used by children they may have a very positive effect 
helping the child learn to spell. 
Most of these games simply provide each player with a certain number of 
letters and then in turn each player uses those letters to form words. In 
some games the player will draw from a draw pile or letter bank, the same 
number of letters which were used to create the word. Generally, each 
letter will have a number associated with it which points are totaled so 
that the players may compete. 
Some games discovered in the prior art combine letters with regular cards, 
distinguishing the deck of cards into groups made of hearts, diamonds, 
clubs and spades. Generally the purpose of this is to allow the same deck 
of cards to be used when playing a large variety of game. I have found 
that most of the strategy required in these games is primarily and 
sometimes only based on the players ability to create words from the 
letters provided with only slight strategy being required with regard to 
the placement of the letters or their arrangement. 
Because of the limited strategies required, players, and especially younger 
players, tend to loose interest in such games very quickly. Thus, they 
also loose the related benefit received from playing such word games. 
Accordingly it is an object of this invention to provide a card word game 
which includes a variety of strategic decisions; 
Another object of this invention is to provide a card word game which is 
easy to use and may be played by individuals of various ages and at 
different levels of expertise; 
Yet another object of this invention is to provide a card word game which 
is easy to use and may be played without the need for a large number of 
parts or game boards; 
Still another object of this invention is to provide a card word game which 
is easy and inexpensive to manufacture. 
Other objects and advantages of this game may be realized by study of the 
subject specification as well as by actually playing the said game. 
Similarly, variations may be made from the present disclosure which are 
within the spirit of this invention, said invention intended only to be 
limited by the appended claim. 
SUMMARY OF THE INVENTION 
It has been found that the objects of this invention may be accomplished by 
providing a deck of cards having indicia thereon which may be used to 
separate the cards into at least three distinct groups. Each group of 
cards contains all of the letters in the alphabet plus additional selected 
letters which are more frequently used and therefore necessary to create a 
variety of words. Each letter is given a point value which points may be 
totaled in order to measure one's success. Of particular importance is the 
fact that words may only be created from letters contained within the same 
group. Similarly, on any given turn a player may place new letters on top 
of an already formed word thereby substituting said new letter for the one 
already played, but again the replacement letters must be from the same 
group as the card which it is replacing. 
On each turn a player may create more than one word. This results in 
additional strategic decisions since play ends when one player has played 
all his cards or when there are no more cards left in the draw pile. When 
a round ends, players with cards remaining in their hand total the point 
value of said cards and subtract that point value from their prior total 
from previous rounds. Therefore, a player may accumulate letters within 
his hand with the hope of playing all his letters at the same time thereby 
surprising his opponents and leaving them with a significant number of 
cards in their hand to be subtracted from their previous total.

DESCRIPTION OF THE PREFERRED EMBODIMENT 
FIG. 1 shows four typical playing cards generally designated as 10. Cards 
12, 14 and 16 all contain the letter A and are identical with regard to 
their alphabetic as well numerical designation. However, the letters in 
the deck will have indicia which will separate them into different groups. 
In my preferred embodiment there are three groups and the distinguishing 
indicia would be the letter color. For example, 12 would be red, 14 green 
and 16 blue. Each card has a numerical designation 18 placed in opposing 
corners. The side of the cards shown in FIG. 1 is the face side and it is 
intended that the back of the cards would all be identical and of any 
preferred design. 
As shown in FIG. 1 cards 12, 14 and 16 have a numerical designation of "1". 
Similarly, card 20 which discloses the letter "E" also has a numerical 
designation of 1. Nevertheless, in my preferred embodiment the points for 
the letters range from 1-4. Letters having a value of one point would 
include the letters A, B, D, E, H, I, L, M, N, 0, P, R, S, T and U; 
letters with the value of two points would include the letters C, F, G, J, 
K, V, W and Y; letters having a value of three points would be the letters 
X and Z; and the letter having a value of four points would be the letter 
combination QU. 
In my preferred embodiment each color group contains 43 cards in the 
following quantities: A-4, B-1, C-1, D-2, E-5, F-1, G-1, H-1, I-4, J-1, 
L-1, M-1, N-2, 0-2, P-1, QU-1, R-2, S-2, T-2, U-2, V-1, W-1, X-1, Y-1, 
Z-1. Those letters appearing more than once in each color group are those 
letters which are most frequently used in the English Language when 
creating words. 
The play of the game begins by choosing a certain score, the first player 
to reaching that score at the end of round being the winner. For the 
purposes of this disclosure a round will be considered to begin when each 
player is dealt a hand of cards and when either one player has played all 
of his cards or when there are no remaining draw cards. The game consists 
of a series of rounds which result in the totaling of points toward the 
predetermined winning point value. In an alternate embodiment it is 
possible to simply play a one round game where there is no predetermined 
number that needs to be reached, and the winner is simply the person with 
the most points at the end of that round. 
Once these determinations have been made each player is dealt 12 cards 
which starts the first round. The cards remaining are placed in a draw 
pile. The top card from the draw pile is turned over thus starting the 
first discard pile. The player to the left of the dealer starts by either 
selecting a card from the draw pile or taking the card from the discard 
pile. Since going first may be advantageous, the dealer may be selected by 
cutting the deck, the player with the highest numerical designation being 
the dealer. After selecting a card the player may create a word and place 
that word in front of him. The player whose turn it is, is not limited to 
making one word but may continue to create words as long as he is able. 
This aspect of the game takes the emphasis off of trying to create one 
large word and instead helps the player appreciate the interaction between 
various letters so that the maximum number of words and letters may be 
used. However, each word can only consist of cards within the same color 
group. When a word is created the numerical values on the cards used to 
create the word are totaled and that player is credited with that amount. 
After the turn the player, assuming he has cards left in his hand, places 
a card either on the discard pile which was initially created if his 
discarded card is of the same group, or else he starts a new discard pile 
if his discard letter is of a different group. 
Play continues with the player to the left of the person who has completed 
his turn. The second player goes through the same steps as the previous 
player and play continues in the same fashion except for two significant 
variations. 
When a player taking his turn has previously created words which he has 
laid down that player may cover some of the letters used to create such 
word with letters of the same group in order to create a new word. The 
creation of new words may enlarge the first word but no words may be used 
which intercept a created Word horizontally. In my preferred embodiment a 
player may only substitute letters for those words Which he has already 
created. However, it is anticipated that one variation of the game could 
include the players being able to substitute letters for letters of the 
same color group in words created by any of the other players. When any 
letter substitution has been made the total numerical value of all the 
cards which create the new word are totaled and that value credited to the 
player making the substitutions. Although not necessary, in my preferred 
embodiment, it is also preferred that only one substitution for each 
letter in a word be allowed. 
Secondly, When a player decides to choose from a discard pile he must take 
all the cards in the discard pile. Any player on his turn may decide to 
pick up any one of the three discard piles, one for each group, and is not 
required to use any of those cards to make a Word at that time. 
When any player at the end of his turn has no cards remaining either 
because they have all been used to create words or because all but one 
card has been used to create a word and that single remaining card 
discarded, the round ends. Players With cards remaining in their hand 
total the numerical value of those cards and subtract that Value from 
their previous acquired totals. Should no player be able to play all of 
his cards, the round ends when the last card is taken from the draw pile. 
In my preferred embodiment the player selecting the last card from the 
draw pile has the opportunity to make his final words. It may be possible 
however, if desired to allow each player one turn to make all the words he 
possibly can after the draw pile is depleted. 
In my preferred embodiment the words created may not be proper names, 
foreign words, abbreviations, contractions or hyphenated words. After each 
round the deal rotates clock wise to the next player, the game continuing 
until the predetermined number of points is obtained at the end of a 
round. Should more than one player obtain the predetermined total by the 
end of a round, the player with the highest number is the winner. If a 
word is created which is comprised of six or more letters the player 
receives two times the total point value as indicated on the cards. Also, 
each word created must be comprised of at least three letters. 
Should there be a difference between the ability of the players, as may 
exist when a parent and child are playing, the parameters for the length 
of a required word and for doubling the point value may be varied. For 
example, the older or more adept player may be required to make words that 
contain at least four letter and only receive a double score for words of 
seven letters or more. Conversely, the less experienced or younger player 
may be allowed to create words of two letters and receive a double score 
for words with four letters or more. 
Should a player create a word, the spelling of which is in question, any 
other player may object to the word the spelling of which is then checked. 
If the spelling is correct the player that created the word receives the 
appropriate points while the player who objected has that same number of 
points subtracted from his total. Conversely, if the word is spelled 
incorrectly the player creating the word looses the total number of points 
in the word from his total and the player objecting successfully has the 
word point value added to his score. 
It should be appreciated that numerous variations may be made which are in 
harmony with the intent and disclosure o the subject invention. 
Accordingly, the preferred embodiment has been herein disclosed along with 
several possible alterations. However, it is intended that the scope of 
this invention be limited only by the appended claims.