Patent Publication Number: US-2018028900-A1

Title: Duel card game method of play

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     Not Applicable 
     STATEMENT REGARDING FEDERALLY SPONSORSHIP 
     Not Applicable 
     MIROFICHE APPENDIX 
     Not Applicable 
     BACKGROUND OF THE INVENTION 
     1) Field of the Invention 
     This present invention is in the technical field that relates to a method of play for a card game. More specifically a duel card game. 
     2) Description of the Related Art 
     There are a lot of methods in playing a card game. Some are simple and some are more technical. One method is the duel battle card game where in two opponents try to win by strategy, logic, and sometimes just luck of the card. One method of this card game was created by Richard Channing Garfield, U.S. Pat. No. 5,662,332A, of Wizard of the Coast Inc. with a publication date of Sep. 2, 1992. Here the cards have several features: the players can win by points, manna, attack cards, and spell cards. However, this method of card game requires the player to be more mature to know the rules of the game. The inventor even put it in the box that the game was for 13 years old and up. For younger children this kind of game is too complicated. Another method of the card game is poker, where in the cards or group of card&#39;s arrangement has a value. The person who arranges his or her card to the highest value wins the game. This method of a card game can take minutes to an hour in order to finish a single game, and as mentioned before, the players need to be old enough to understand the arrangements of cards. This game is not suitable for children under 6 years old. 
     Another related art that has been played by children for years is the game: “Rock, Paper, and Scissor” patented by Robert Simmons Jr. U.S. Pat. No. 6,843,477B2, publication date Jan. 18, 2005. Rock wins over scissors, scissors wins over paper and paper wins over rock. This is a simple game that can only last a few minutes. The winner can be decided quickly as compared to the other card games that require a lot more time to finish a game. This method of the game is quick, easy, and even 6 years old can play this game. 
     SUMMARY OF THE INVENTION 
     In accordance with the present embodiment of a duel card game, two or more players will try to win the other player&#39;s card by scoring more points than the other in a called category. To start, each player is given an equal amount of cards. A starter set contains 18 cards with 18 characters. Players can combine other sets or have a set of their own. There is no fixed number of playing cards in a game as long as an even number of cards is distributed to each player. Each card has one character that has six categories and each category is further divided into 3 sub categories also known as elements. Each player will choose one card from his or her own deck for the duel. The starting player, also known as the calling player is the one who chooses a category for the duel. He or she will choose a number of categories. Keep in mind that a minimum of two and in any order from the six categories may be chosen. The six categories are: CHARACTER, BEING, WORLD, ELEMENT, ETHOS and GIFT. 
     Aside from the six categories, the calling player can also use a spell on his or her card. Some cards have a spell and some cards don&#39;t. If the calling player wants to use the spell, he or she will say “I want to use a spell”, and then choose a number of categories from the six categories for the duel. Spells can alter the result of the duel. The player that wins the most categories wins the round and takes the opponents losing card. The winning player sets this card to his or her side. 
     If there is a tie where in both players win equally, both players can decide, if they want to keep the card and use it again in another duel or break the tie in a standoff. To break the tie, the players put the two tied cards down; then the next player will chose the next categories. The player who wins the next duel wins the tied cards. All in all, the winner of the tie will have 4 cards to set aside. Then another player will be the next calling player. 
     The cycle continues until all the cards are used. If a player still has a remaining card for the duel, he or she can use the card he or she won from the previous duel. The players who got the most points or the most number of cards wins the duel card game. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is the perspective view of one of the cards in accordance with the embodiment of the invention. 
         FIG. 2  is the expanded view of the Being category showing the three sub categories or elements. The two elements are shown, but it is on a different card in accordance with the embodiment of the invention. 
         FIG. 3  is the expanded view of the Element category showing the three sub categories or elements. The two elements are shown, but it is on a different card in accordance with the embodiment of the invention. 
         FIG. 4  is the expanded view of the Ethos category showing the three sub categories or elements. The two elements are shown, but it is on a different card in accordance with the embodiment of the invention. 
         FIG. 5  is the expanded view of the World category showing the three sub categories or elements. The two elements are shown, but it is on a different card in accordance with the embodiment of the invention. 
         FIG. 6  is the expanded view of the Gift category showing the three sub categories or elements. The two elements are shown, but it is on a different card in accordance with the embodiment of the invention. 
         FIG. 7  is the expanded view of the spells, showing the six spells on a different card in accordance with the embodiment of the invention. 
       
         
           
             
                 
               
                 
                     
                 
                 
                   REFFERENCE NUMERAL IN THE DRAWINGS 
                 
                 
                     
                 
               
              
                 
                     
                 
              
             
             
                 
                 
                 
                 
              
                 
                   10 
                   kind of character 
                   11 
                   drawing of the character 
                 
                 
                   12 
                   name of the character 
                   13 
                   points of the character 
                 
                 
                   20 
                   Being category 
                   21 
                   guardian 
                 
                 
                   22 
                   legend 
                   23 
                   spell caster 
                 
                 
                   30 
                   Element category 
                   31 
                   water 
                 
                 
                   32 
                   fire 
                   33 
                   Earth 
                 
                 
                   40 
                   Ethos category 
                   41 
                   courage 
                 
                 
                   42 
                   fear 
                   43 
                   resilience 
                 
                 
                   50 
                   World category 
                   51 
                   Adventure World 
                 
                 
                   52 
                   Magical World 
                   53 
                   Underworld 
                 
                 
                   60 
                   Gift category 
                   61 
                   strength 
                 
                 
                   62 
                   magic 
                   63 
                   knowledge 
                 
                 
                   70 
                   Spells 
                   71 
                   anti-spell 
                 
                 
                   72 
                   swap spell 
                   73 
                   protection spell 
                 
                 
                   74 
                   reverse spell 
                   75 
                   standoff spell 
                 
                 
                   76 
                   healing spell 
                 
                 
                   80, 81, 82 
                   shapes representing the 
                 
                 
                     
                   character 
                 
                 
                   83, 84, 85 
                   shapes representing being 
                 
                 
                   86, 87, 88 
                   shapes representing element 
                 
                 
                   89, 90, 91 
                   shapes representing ethos 
                 
                 
                   92, 93, 94 
                   shapes representing world 
                 
                 
                   95, 96, 97 
                   shapes representing gift 
                 
                 
                     
                 
              
             
           
         
       
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     One embodiment of the present invention is a method of playing a duel card game. Referring to  FIG. 1  is the overall picture of one of the character in the present invention of the duel card game.  10  is the character of the present invention,  11  is the illustration of the character,  12  is the name of the character, and  13  is the number of points of the character. To start the game, the cards are distributed evenly to all the players. There are no fixed number of cards the players can have, as long as, all of them have an equal number of cards to begin. After the cards are evenly distributed, the player who is the youngest, or oldest, or the player who received the first card starts the duel card game. All the players will take turns and have a chance to be the calling player. The starting player, also known as the calling player, will call out a minimum of two from the six categories. Referring to  FIG. 1  Character  10 , Being  20 , Element  30 , Ethos  40 , World  50  and Gift  60 . The other players will chose a character from his or her deck of cards for the duel and they will also place their chosen card in front of their own deck card. After all the players had chosen a card, all the players will say “1, 2, 3, draw”, and all the players will simultaneously reveal their cards. 
     The winner of a category will be decided by referring to the elements.
     a) If the player calls “Character” referring to  FIG. 1 . The characters are also designated with a shape. A hexagon  80  will win over diamond  81 . A diamond  81  will win over circle  82 . A circle  82  will win over hexagon  80 .   b) If the player calls “Being” referring to  FIG. 2 . There are 3 elements in Being: Guardian  21 , Legend  22  and Spell Caster  23 . Guardians will win over legends, legends will win over spell caster and spell caster will win over guardians. The elements are also designated with shapes ref.  83 ,  84 ,  85 : Guardians are represented by a hexagon  83 , legends are represented by a diamond  84  and spell casters are represented by a circle  85 . A hexagon will win over diamond. A diamond will win over circle. A circle will win over hexagon.   c) If the player calls “Element” referring to  FIG. 3 . There are 3 elements in “Element”: Water  31 , Fire  32  and Earth  33 : Water will win over fire, fire will win over earth, and earth will win over water. The elements are also designated with shapes ref.  86 ,  87  and  88 . Water is represented by a hexagon  86 , fire is represented by a diamond  87  and earth is represented by a circle  88 . A hexagon will win over diamond. A diamond will win over circle. A circle will win over hexagon.   d) If the player calls “Ethos” referring to  FIG. 4 . There are 3 elements in Ethos: courage  41 , fear  42  and resilience  43 . Courage will win over fear, fear will win over resilience and resilience will win over courage. The elements are also designated with shapes ref.  89 ,  90 ,  91 . Courage is represented by a hexagon  89 , fear is represented by diamond  90  and resilience is represented by a circle  91 . A hexagon will win over diamond. A diamond will win over circle. A circle will win over hexagon.   e) If the player calls “World” referring to  FIG. 5 . There are 3 elements in World: Adventure World  51 , Magical World  52 , and Underworld  53 . Adventure World will win over Magical World, Magical World will win over Underworld and Underworld will win over Adventure World. The elements are also designated with shapes ref.  92 ,  93  and  94 . Adventure World is represented by a hexagon  92 , Magical World is represented by a diamond  93 , and Underworld is represented by a circle  94 . A hexagon will win over diamond. A diamond will win over circle. A circle will win over hexagon.   f) If the player calls “Gift” referring to  FIG. 6 . There are 3 elements in Gift: strength  61 , magic  62  and knowledge  63 . Strength will win over magic, magic will win over knowledge, and knowledge will win over strength. The elements are also designated with shapes ref.  95 ,  96 , and  97 . Magic is represented by a hexagon  95 , knowledge is represented by a diamond  96 , and strength is represented by a circle  97 . A hexagon will win over diamond. A diamond will win over circle. A circle will win over hexagon   

     The player who wins the most categories in the duel will take the opponent&#39;s card and set it to his or her side. If there is a tie the players can decide if they want to play for the tie card or “keep” the card and use it again for another duel. If the players decide to duel for the tie cards, a standoff game will be played for them. Both cards will be put down and another duel round is played against the same player. The player that wins next duel gets the standoff cards and the opponent&#39;s battle card. The winner of the tie breaker gets 4 cards to set aside. 
     The calling player can also use a spell on the card referring to  FIG. 7 . 
     In  FIG. 7  the spells are: anti-spell  71 , swap spell  72 , protection spell  73 , reverse spell  74 , standoff spell  75 , and healing spell  76 . The spell has no points but it can alter the results of the duel. Some cards do not have any spell.
         Item  71  Anti-spell—cancels the spell that the opposing player uses.   Item  72  Swap spell—the players exchange cards before the battle begins.   Item  73  Protection spell—protects one category of the calling player&#39;s choice.   Item  74  Reverse spell—reverses the results of the duel.   Item  75  Standoff spell—makes all the cards equal. Need a tie breaker duel to determine the winner.   Item  76  Healing Spell—the player who wins the duel “heals” one card. He or she get one card from the opponent&#39;s previously won cards and can use it for another duel.       

     How do players use the spell? If the calling player wants to use a spell he or she will first say “I am going to use a spell or a similar term. Then he or she will proceed to choose the number of categories and the players start the duel. At the end of the duel, the players will consider the spell. Here are some examples: 
     If the calling player uses a protection spell, he or she must first say which category he or she is protecting. By protecting that category he or she already scored one point in one category. Provided the other player has an anti-spell. If He or she wins the most categories that player wins the duel. 
     If the calling player uses a reverse spell and the other player does not have an anti-spell or another reverse spell, the results of the duel will reverse. If a player wins the duel, the reverse spell will reverse the result, so that player loses the duel. Vice versa, if the player loses the duel, the reverse spell will reverse the result, and that player is actually the winner and takes the opponents losing card. 
     If the calling player uses the standoff spell, provided the other player does not have an anti-spell, the standoff spell will make all of the cards equal, so both players will put down their cards. The next duel is a tie breaker duel and will decide who will keep all the standoff cards. 
     If the calling player uses a healing card, provided the other player does not use an anti-spell, the winner of the duel will get one card from his opponent&#39;s previously won cards. 
     If there&#39;s a player who still has a card for a duel and the other player does not, the player who does not have a card can use a card from his or her previously won cards. After all the cards are used in the duel, there are two ways of winning: the player who has more cards, wins the game or the player who has the most points. The criteria of the winner by number of cards or by points should be decided before the players starts the duel card game. 
     
       
         
           
               
            
               
                   
               
               
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