Patent Publication Number: US-2022212089-A1

Title: Pura Vida Monsters

Description:
COPYRIGHT NOTICE 
     A portion of the disclosure of this patent document contains or may contain material that is subject to copyright protection. The copyright owner has no objection to the photocopy reproduction by anyone of the patent document or the patent disclosure in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever. 
     FIELD OF THE DISCLOSURE 
     The present disclosure relates to card games. More specifically, the present disclosure is a unique method of executing various card-matching scenarios where players combine sets of cards with differing values to accomplish unique objectives, as well as alternative embodiments of the same. 
     BACKGROUND OF THE DISCLOSURE 
     Card games have increased in popularity with countless creative derivations on the original 52 playing card deck. However, games have emerged that no longer use the original 52 cards. UNO®, Skip-Bo® and Apples to Apples® are among the most popular card games of recent times that use their own uniquely developed cards. There are many such games in existence now with customized cards and countless rule-executing strategies and scoring systems. Some games are played cooperatively where players work together to achieve a common objective while others have players compete against each other with one being declared the winner. As the number of these types of card games continues to grow so too does their complexity. 
     While some find a more complex and challenging game a rewarding experience, others do not. Many popular card games are out of reach for children who are not of age and maturity to play them. Sophisticated card games like Magic: The Gathering® are too complex for children, while card games like Cards Against Humanity®, Exploding Kittens® and Unstable Unicorns® are too graphic or mature. With many newly developed games catering to a more mature audience an issue has arisen where new card games can only be enjoyed by members of certain age groups, while excluding the younger populations. 
     The present disclosure aims to resolve this disparity by providing a unique method of executing various card-matching scenarios that lacks over-complexity and is generally more suitable for younger players. The method provides for multiple card-matching scenarios where players of more inclusive age groups can enjoy card games that are played cooperatively or competitively. Much of the complexity commonly found in other games has been eliminated in favor of providing a more inclusive and entertaining experience for people of all age groups. Another benefit of the present disclosure is the ability to educate and inform people of all ages on the unique culture, environment, and history of regions normally lacking representation. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       Several preferred embodiments of the present disclosure are shown in the accompanying drawings wherein: 
         FIG. 1  shows a diagram representing an illustrative scoring system for integrating the card combination scoring system into the method of the present disclosure. 
         FIG. 2  shows an illustration of a three-card set of one embodiment of the present disclosure. 
         FIG. 3  shows illustrations of three-card sets forming authentic characters of one embodiment of the present disclosure. 
         FIG. 4  shows an illustration of a predetermined game-ending three-card set and a three-card set of an illustrative wild card of one embodiment of the present disclosure. 
         FIG. 5  is an example of a three-player game following one embodiment of the present disclosure. 
         FIG. 6  is a flowchart describing the process for playing a cooperative scenario of an embodiment of the present disclosure. 
         FIG. 7  is a flowchart describing the process for playing a first competitive scenario of an embodiment of the present disclosure. 
         FIG. 8  is a flowchart describing the process for playing a second competitive scenario of an embodiment of the present disclosure. 
     
    
    
     DETAILED DESCRIPTION OF THE DISCLOSURE 
     All illustrations of the drawings are for the purpose of describing selected versions of the present disclosure and are not intended to limit the scope of the present disclosure. 
     The present disclosure is a unique method of executing various cooperative or competitive card-matching scenarios where players combine three sets of unique cards depicting fictional characters, personalities, animals, objects, or any other indicia, to accomplish one of three endgame objectives. 
     Some embodiments of the present disclosure are made to represent regional personalities, animals, folklore, or traditional figures. For example, one embodiment of the present disclosure depicts legendary figures from Costa Rican folklore, using copyrighted artistic renderings comprising three separate cards: a top (head), a middle (body), and a bottom (feet). For this embodiment, each card is given a unique word indicator: the head has a name paired to it, the body has an adjective paired to it, and the feet has an origin paired to it. 
     For the present disclosure, any combination of top, middle, and bottom cards is possible. The three cards are separated, whose combination with other cards gives a predetermined score. For example, one embodiment has a total of twenty-one three-card sets, yielding sixty-three different head, body, and feet cards. The present disclosure can comprise of an infinite number of cards and card combinations, thus allowing for expansions to the game and increased artistic freedom. The number of cards representing characters, objects, animals, and so on could be increased or decreased to, for example, increase or decrease the difficulty and duration of the card game under any given scenario. 
       FIG. 1  shows an illustrative scoring table for various three-card combinations of an embodiment of the present disclosure. A single three-card combination of the embodiment can result in a completed card set. Each of these completed sets is given different score values that are determined before the game begins and depends on the color, symbol, name of the head, adjective of the body, and origin of the feet, for example. Each set in this embodiment is given the same color and symbol on its three cards, thus rendering a completed set. Alternate sets are formed by combining cards with matching colors or symbols, thereby creating new and unique combinations. An alternative embodiment of the present disclosure replaces existing symbols or colors with other indicia such as numbers, alternate symbols or graphics, or even different colors. 
     One embodiment of the present disclosure utilizing Costa Rican folklore contains at least three card-matching scenarios, a cooperative, first competitive and second competitive scenario. These scenarios are illustratively labeled: Monster&#39;s War™ Everybody Against the Pelona™, and Crazy Monster™. These names are for illustrative purposes only and are changed depending on the indicia and artwork on the card&#39;s surfaces. 
       FIG. 7  is a flowchart describing the process for playing a first competitive scenario of an embodiment of the present disclosure. The first competitive scenario, hereinafter referred to as Monster&#39;s War™, is designed for people ages five years and up. Monster&#39;s War™ is played with two or more players in a single game, depending on the number of cards and players available. The objective of Monster&#39;s War™ is to score as many points as possible with the player scoring the most points determined to be the winner. Monster&#39;s War™ is initiated by shuffling all available cards into a single card deck and then placing the deck face-down between the players of the game. The starting player is then determined, with the youngest player starting play. That player proceeds to draw a single card from the surface of the card deck and places it separately from the card deck in a face-up position. Player turn is performed in a clockwise rotation, with every player taking their turn in a similar manner. Upon drawing cards, if a three-card set may be formed by a player, the player who formed the three-card set is able to steal a card from any player of their choice. If a player is unable to form a three-card set from the drawn card, their turn ends and the next player&#39;s turn begins. Note that formed sets by any players are placed aside for scoring once the endgame conditions are met. Cards can only be used once—meaning if a three-card set is formed, the cards used to form the set are no longer available outside of the formed three-card set. 
       FIG. 2  shows an illustrative depiction of a formed three-card set. To form a three-card set, the player must match a top card  1 , a middle card  2 , and a bottom card  3  with the same indicia  4  as depicted. Each three-card set formed is worth a predetermined value, in one embodiment this three-card set may be worth 1 point, with other values assigned to other three-card sets. 
       FIG. 3  shows illustrations of three-card sets forming authentic characters of one embodiment of the present disclosure. Like the three-card set in  FIG. 2 , the authentic character three-card set consists of a top card  1 , a middle card  2 , and a bottom card  3 . The cards also contain matching indicia  4 , but together form a complete set of matching depictions—in this embodiment, depictions of characters from local Costa Rican folklore. 
       FIG. 4  shows an illustration of a predetermined game-ending three-card set and a three-card set of an illustrative wild card of one embodiment of the present disclosure. For this first competitive scenario, the formation of these predetermined authentic characters, for this embodiment the Pelona and the Sloth, may be worth 3 points each. Like the three-card sets in  FIGS. 2 and 3 , the wild card  6  top card  1 , middle card  2 , and bottom card  3  may combined to form a three-card set or authentic character worth a predetermined value of points. However, the wild card  6  also has the added benefit of combining with any other two cards of matching indicia  4  to form a complete three-card set or can combine two of the wild card&#39;s  6  cards with a single card to create a complete three-card set worth a predetermined value. 
     Importantly, for this first competitive scenario once a card is used to form a three-card set, it cannot be used again. If a player notices that they could have formed a three-card set after their turn, they must wait for their next turn to do so—which risks that their card may stolen if another player forms a three-card set. This scenario uses all available cards in the card deck and the endgame is triggered when the player who draws the last card from the card deck cannot create any additional three-card matches. The players then tally their points, and the winner is determined to be the player with the highest score. 
     This scenario also allows for ties if the condition is met where two or more players have the same score at the end of the game. 
     To add complexity to Monster&#39;s War™, players can agree to add additional conditions where formed authentic characters  5  are worth a greater value of points than typical three-card sets. 
       FIG. 6  is a flowchart describing the process for playing a cooperative scenario of an embodiment of the present disclosure. The cooperative scenario, illustratively named Everybody Against the Pelona™, is designed for people ages three years and up. This scenario is played in a solo manner or cooperatively with up to six players. Everybody Against the Pelona™ uses the same cards as Monster&#39;s War™ but limits the available cards to only those of a predetermined indicium  4 . Some examples of predetermined indicia could be cards of only specific colors, symbols, or any other designation. Importantly, a Pelona, or predetermined game-ending three-card set  7 , must be present to trigger this scenario&#39;s endgame conditions. The wild card(s)  6  may also be present and serve the same function as in Monster&#39;s War™. 
     For this scenario, the player(s) must form five authentic characters  5 , previously defined above, before the Pelona  7  is formed. The scenario is initiated by shuffling the available cards into a single card deck, including the Pelona  7  and wild card(s)  6 . The card deck is then placed face-down between the player(s). Like Monster&#39;s War™, the youngest player begins play. The order of play is again in a clockwise rotation with the youngest player making the first move. The cycle continues as cards are drawn. If a card from the Pelona  7  set is drawn from the card deck by a player, then a formed authentic character  5  is removed from the player(s) formed authentic character pile, thereby increasing the number of formed authentic characters  5  needed; however, if no authentic characters  5  may removed then there is no penalty to the player(s). 
     The first endgame trigger for this scenario is if the player(s) form five authentic characters  5  before the Pelona  7  is formed, which results in a win. The second endgame trigger for this scenario is if the Pelona  7  is formed before the five authentic characters  5  are formed, which results in a loss. Importantly, if playing with more than one player, any player can contribute to the five authentic character  5  requirement. 
       FIG. 8  is a flowchart describing the process for playing a second competitive scenario of an embodiment of the present disclosure. The second competitive scenario, illustratively named Crazy Monsters™, is designed for people ages four and up. Crazy Monster™ is played by two to five players and uses all available cards of the present disclosure. The endgame objective is the same as Monster&#39;s War™, to score as many points as possible. 
     For this scenario, the players separate the available cards into three card decks: the top deck  8  comprising of top cards  1 , the middle deck  9  comprising of middle cards  2 , and the bottom deck  10  comprising of bottom cards  3 . Each card deck is shuffled thoroughly and placed face down with the top deck  8  placed above the middle deck  9  and the middle deck  9  placed above the bottom deck  10 . Player order is identical to the two previous scenarios, with the youngest player beginning play and turn order moving in a clockwise rotation. Each player draws three cards on their first turn, one from each card deck. After each player has successfully drawn a card from the three card decks, the players are then required to position their three drawn cards face-up to form a top pile  11  comprising of top cards  1 , middle pile  12  comprising of middle cards  2 , and bottom pile  13  comprising of bottom cards  3 . 
     The players are attempting to form three-card sets, previously defined, with the cards from each deck. The randomness of the draw adds a level of suspense and complexity to the game that the first competitive scenario lacks. As in Monster&#39;s War™ the player must match the top card  1 , the middle card  2 , and the bottom card  3  to create a three-card set. However, importantly, players cannot use cards underneath the surface cards  14  of their piles to create three-card sets and do not remove their cards from the piles when three-card sets are formed. Instead, the players keep trac of their scores while playing and continue adding cards to their card piles. This ensures that only the surface cards  14  and drawn cards from the card decks are combined to create three-card sets. The scoring system is the same for this scenario as Monster&#39;s War™ in that each three-card set is worth a predetermined value, authentic characters  5  are worth a different value, and predetermined three-card sets and formed wild card  6  three-card sets are worth an even greater value of points. 
     The endgame trigger for this scenario is similar to Monster&#39;s War™, when the player who draws the last card from the card decks cannot create any additional three-card matches. Players then tally their scores with the player having the highest score being declared the winner. Ties are also acceptable in this scenario. 
     Although the disclosure has been explained in relation to its preferred embodiment, it is to be understood that many other possible modifications and variations can be made without departing from the spirit and scope of the disclosure as hereinafter claimed.