Abstract:
The present invention is directed toward a method for playing a trading card game between a first player and a second player. In one embodiment, the method includes the steps of determining that the first player has an initiative, which allows the first player to perform a plurality of steps during a first cycle prior to the second player performing any of the steps during the first cycle. Subsequently, the second player can perform a plurality of steps during the first cycle. The initiative then shifts to the second player, at which time the second player can perform a plurality of steps during a second cycle prior to the first player performing any of the steps during the second cycle. In another embodiment, the method includes temporarily eliminating one of a first card and a second card from play and reorienting the deactivated card on the play area to be recognizable as a card that has been temporarily deactivated from play. The method can also include calculating a score of the game based on a difference between a value of the first card and a value of the second card.

Description:
BACKGROUND  
       [0001]     Playing card games have been popular for many years. However, with the advent of computer games, the relative simplicity of classic playing card games appears to have taken a backseat. Many of today&#39;s computer games do not require an opponent, allowing individuals to play alone with no personal interaction, one-on-one or group competition. Further, many of the old style playing card games are necessarily restricted by the inherent limitations of the standard 52-card playing card deck which can lack sophistication, creativity, diversity and complexity. Consequently, an increasing number of individuals appear to be gravitating toward somewhat more anti-social, less interactive computer games.  
       SUMMARY  
       [0002]     The present invention is directed toward a method for playing a trading card game between a first player and a second player. In one embodiment, the method includes the steps of determining that the first player has an initiative. The initiative allows the first player to perform a plurality of steps during a first cycle prior to the second player performing any of the steps during the first cycle. Subsequently, the second player can perform a plurality of steps during the first cycle. The initiative then shifts to the second player, at which time the second player can perform a plurality of steps during a second cycle prior to the first player performing any of the steps during the second cycle.  
         [0003]     In another embodiment, the method includes the steps of providing a plurality of cards to the first player including a first card and a second card that are substantially similar. The first card and the second card can have at least one of an attack value and a defense value. The method also includes providing a plurality of cards to the second player including a third card, with the third card having one of an attack value and a defense value that is measured against one of the attack value and the defense value of the first card, and the first player increasing at least one of the attack value and the defense value of the first card with the second card.  
         [0004]     In still another embodiment, the method includes the steps of providing a plurality of cards to the first player including a first card having a first value, providing a plurality of cards to the second player including a second card having a second value, the first player defeating the second card with the first card based on a comparison of the value of the first card and the value of the second card, the second card becoming temporarily deactivated from play, and reorienting the second card to be recognizable as a card that has been temporarily deactivated from play.  
         [0005]     In yet another embodiment, the method includes the steps of providing a plurality of cards to the first player including a first card having a first value, providing a plurality of cards to the second player including a second card having a second value, the first player defeating the second card with the first card based on a comparison of the value of the first card and the value of the second card, the second card becoming temporarily deactivated from play, and calculating a score of the game based on a difference between the first value and the second value.  
         [0006]     The present invention is also directed toward a trading card game that utilizes one or more of the above methods. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0007]     The novel features of this invention, as well as the invention itself, both as to its structure and its operation, will be best understood from the accompanying drawings, taken in conjunction with the accompanying description, in which similar reference characters refer to similar parts, and in which:  
         [0008]      FIG. 1  is a top view of one embodiment of a layout of a trading card game in progress having features of the present invention;  
         [0009]      FIG. 2A  is a top view of a first embodiment of a trading card having features of the present invention;  
         [0010]      FIG. 2B  is a top view of a second embodiment of a trading card having features of the present invention; and  
         [0011]      FIG. 3  is a flowchart of one embodiment of a cycle used during the trading card game. 
     
    
     DESCRIPTION  
       [0012]     The present invention is directed toward a trading card game that includes a plurality of trading cards (referred to herein as “cards”).  
         [0013]      FIG. 1  illustrates one embodiment of a layout of the trading card game  10  in progress. Although the trading card game  10  is described herein as a two-player game, this is for convenience of discussion only, and it is recognized that any number of players can play the trading card game  10 . In one embodiment, each player can have a deck consisting of a plurality of completely distinct cards  12 . Alternatively, each deck of cards  12  can include certain cards  12  that are duplicated within the deck. Any number of cards  12  can be used in the deck for each player. However, in one embodiment, each deck can include at least approximately 40 cards  12 . In yet another embodiment, each deck must include at least 60 cards  12 .  
         [0014]     For representative purposes, cards  12  showing an “F” are positioned with the face of the card facing upwards, and cards  12  showing a “B” are positioned with the backside of the card  12  facing upwards. Cards  12  that are face up are either “ready” or “exhausted”; cards  12  that are face down are “stunned”. In one embodiment, cards  12  are considered ready when they are upright and are face up. Further, cards  12  are considered to be “exhausted” when they are turned sideways and are face up. Cards  12  are stunned when they are turned sideways and are face down. In one embodiment, cards  12  enter the game readied, unless otherwise instructed.  
         [0015]      FIG. 1  is a representative layout of one embodiment of the trading card game  10 . In this embodiment which shows a two-player game, a first player has a first card region  14 A, and the second player has a second card region  14 B. Each card region  14 A,  14 B includes various subregions, although for ease of discussion, only the first card region  14 A will be described in detail herein. The subregions of the first card region  14 A can include a resource row  16 , a support row  18 , a front row  20 , a deck area  22  and a KO area  24 . These subregions  16 ,  18 ,  20 ,  22 ,  24  can be located in any position convenient for the first player provided that there is consistency from the first player&#39;s card region  14 A to the second player&#39;s card region  14 B. For example, the subregions  16 ,  18 ,  20 ,  22 ,  24  of each card region  14 A,  14 B can basically be mirrored. Moreover, each player may hold one or more cards  12  in that player&#39;s hand  25 . The cards  12  illustrated in  FIG. 1  are for convenience of discussion only, and will be referred to for purposes of describing the characteristics of the cards  12 , the subregions  16 ,  18 ,  20 ,  22 ,  24  and the overall play of the trading card game  10 .  
         [0016]     In the embodiment illustrated in  FIG. 1 , the resource row  16  is positioned closest to the first player. The support row  18  is the next row farther away from the first player and the front row  20  is the furthest subregion from the first player within the first player&#39;s card region  14 A. These three rows  16 ,  18 ,  20  are collectively referred to herein as the play area  26 .  
         [0017]     The deck area  22  includes one or more cards  12  that are drawn at various times during the game  10 , as explained below. The KO area  24  is where cards  12  that are “knocked out” are placed when they will no longer be used. The deck area  22  and the KO area  24  are positioned to the right side of the play area  26 , although the positioning of these areas  22 ,  24  can be varied.  
         [0018]      FIGS. 2A and 2B  are simplified illustrations of two embodiments of the cards  212 A,  212 B, respectively. Any of the cards can include some or all of the features illustrated on card  212 A in  FIG. 2A  and/or card  212 B in  FIG. 2B . Stated another way, each card can include one or more features shown on the cards  212 A,  212 B in  FIGS. 2A and 2B , but need not include all of the features. The types of cards  212 A,  212 B that can be included in the trading card game  10  can vary. In one embodiment, the inclusion or exclusion of certain features can distinguish one type of card  212 A,  212 B from another. Further, during the description of the types of cards  212 A,  212 B herein, reference will necessarily be made to the layout illustrated in  FIG. 1  for clarity.  
         [0019]     For example, the trading card game  10  can include one or more character cards, equipment cards, location cards and/or plot cards, as non-exclusive examples. In the embodiment illustrated in  FIG. 2A , the card shown is a character card  212 A. The character card  212 A can represent a hero, a villain, or any other type of character depending upon the design requirements of the trading card game. Each character card  212 A can indicate the name  228  of the character on the card  212 A, as illustrated in  FIG. 2A . Further, each character card  212 A can include one or more features described in greater detail below.  
         [0020]     Each character card  212 A can have a version  230  immediately under the name  228 . Some character cards  212 A have different versions  230  that represent various times in the history of that character. In one embodiment, for example, a player can have up to four copies of one or more versions  230  in that player&#39;s deck. In alternative embodiments, the player can have greater or fewer than four copies of one or more versions  230  in that player&#39;s deck.  
         [0021]     Character cards  212 A can be unique. In one embodiment, each player may have only one copy of a named character in play at a time, regardless of the version  230  of the character. When a specific character card  212 A is recruited as provided herein, any other character cards  212 A by the same name  228  that are controlled by that player are placed into that player&#39;s KO&#39;d area  24  (illustrated in  FIG. 1 ). Alternatively, a player may have more than one character card  212 A with the same name  228  in play at a time. Still alternatively, some character cards  212 A may not be unique.  
         [0022]     In the embodiment illustrated in  FIG. 2A , the card  212 A can include a recruit cost  232 A. A player may recruit a character card  212 A by spending resource points equal to the character&#39;s recruit cost  232 A, as explained in greater detail below.  
         [0023]     Most character cards  212 A are part of a team which can be indicated by a team name  234  that is provided on the character card  212 A. Character cards  212 A that are on the same team  234  can reinforce their fellow teammates and combine with them for team attacks, as set forth below. If no team name  234  appears, the character card  212 A may not be a member of a specific team.  
         [0024]     Further, in one embodiment, some of the character cards  212 A can include a flight symbol  236  indicating that the character card  212 A exhibits flight characteristics. For example, the flight symbol  236  can be a pair of wings, a specific color or any other suitable symbol or marking. A character card  212 A “with flight”, if positioned in the front row  20  (illustrated in  FIG. 1 ), can bypass or fly over an opposing front row character card  212 A of the second player to attack a character card  212 A in the support row  18  (illustrated in  FIG. 1 ) directly behind it (hereinafter referred to a “protected card”).  
         [0025]     Character cards  212 A can include a range symbol  238  indicating that the character card  212 A has “range”. The range symbol  238  can be any suitable recognizable symbol, color or other marking. The range symbol  238  indicates that the character card  212 A can attack one of the second player&#39;s cards from the support row  18  of the first player. As a further example, the first player&#39;s character card  212 A with both the flight symbol  236  and the range symbol  238  can attack the second player&#39;s protected card in the support row  18  of the play area  26  of the second player.  
         [0026]     An attack value  240  of a character card  212 A represents the ability of the character card  212 A to fight. Further, a defense value  242  of a character card  212 A represents the resistance to attack of the character card  212 A.  
         [0027]     The character card  212 A can also include graphics  244  illustrating the character that the character card  212 A represents. Alternatively, the graphics  244  can be provided for some other purpose.  
         [0028]     The character card  212 A can further include rules text  246 A that describes rules that are to be followed by the players, or a resultant effect of the character card  212 A, once the character card  212 A is activated.  
         [0029]      FIG. 2B  is a simplified illustration of a card  212 B and can be representative of an equipment card, a location card and/or a plot twist card. The specific card type  250  can be directly indicated on the card  212 B. In one embodiment for example, the equipment card  212 B can represent gear, weapons and vehicles that character cards  212 A can use. Somewhat similar to character cards  212 A, the equipment card  212 B can include a recruit cost  232 B. The equipment card  212 B can be recruited by spending resource points equal to the recruit cost  232 B of the equipment card  212 B, as explained below.  
         [0030]     In one embodiment, one character card  212 A may not be equipped with more than one equipment card  212 B at a time. In an alternative embodiment, one character card  212 A can utilize multiple equipment cards  212 B. Further, in one embodiment, the equipment cards  212 B cannot be moved between characters. However, in an alternative embodiment, equipment cards  212 B are transferable between various character cards  212 A. Moreover, in one embodiment, equipment cards  212 B can only equip character cards  212 A within that same player&#39;s control.  
         [0031]     In one embodiment of the game rules, when a character card  212 A is removed from play, any equipment card  212 B that is attached to the character card  212 A is placed in its owner&#39;s KO area  24 . Alternatively, the equipment card  212 B can be transferred to another character card  212 A, or utilized in another manner.  
         [0032]     Additionally, the equipment card  212 B can also include rules text  246 B that provides direction to the player regarding the effect of the card  212 B in the game  10 . In one embodiment, the equipment card  212 B also includes options text  247  that describes one or more options that the player has for use of the equipment card  212 B.  
         [0033]      FIG. 2B  can also represent a location card  212 B, depending upon the features appearing on the card  212 B. The location card  212 B can depict an important place within the context of the trading card game  10 . In one embodiment, the location card  212 B can be placed face down in the resource row  16  (illustrated in  FIG. 1 ) and may only be flipped face up from the resource row  16 . In other words, when a location card  212 B is positioned face down in the resource row  16 , at an appropriate time during the game, the location card  212 B can be flipped over to make activate its rules text  246 B. In one embodiment, once the location card  212 B is flipped up, it may not be turned face down again.  
         [0034]     The location card  212 B can also include a threshold cost  252 . The threshold cost  252  represents the minimum number of resources that must be in included in the resource row  16  for the player to be permitted to turn the location card  212 B up. The numeric value of the threshold cost  252  can vary. In one embodiment, the once the threshold cost  252  has been met, the location card  212 B can be turned up at any subsequent time. Further, any number of location cards  212 B can be turned up, as long as the threshold cost  252  for each has been satisfied.  
         [0035]     In accordance with one embodiment of the game  10 , once a location card  212 B is turned face up, it can stay in play and can continue to count as a resource on each turn. As an example, certain location cards  212 B can have powers that can be activated or they can provide continuing modifiers to the game  10 .  
         [0036]      FIG. 2B  can also represent a plot twist card  212 B. The plot twist card can be representative of a surprise situation that affects the game  10  or the character cards  212 A within it. For example, one player can play one of the plot twist cards  212 B from that player&#39;s resource row  16  as the player has a number of resources equal to or greater than the threshold cost  250  of the plot twist. In this embodiment, the plot twist card  212 B can be turned face up and the instructions on the card  212 B are followed.  
         [0037]     Further, in one embodiment, the plot twist card  212 B can be left in play and it can continue to count as a resource, but the plot twist card  212 B does not serve any other purpose unless it has an ongoing power icon  254  indicated on the card  212 B. A plot twist card can continue to have active powers when it is face up in the player&#39;s resource row  16 . In one embodiment, a plot twist card  212 B with an ongoing power icon  254  can be played as described in the rules text  246 B of the card  212 B. Any rules text can become effective as soon as the plot twist card  212 B is turned face up, and can continue to be in effect as long as the plot twist card  212 B remains face up in that player&#39;s resource row  16 .  
         [0038]     Further, the plot twist card  212 B can include flavor text  256 . The flavor text  256  can be in the form of a quote of a character depicted in the game  10 , or it can be information or data relating to a particular character in the game  10 , as non-exclusive examples. In one embodiment, the flavor text  256  has little or no effect on the game  10 .  
         [0039]     The plot twist card  212 B can also include a collector number  258  that provides the owner of the card  212 B with information regarding whether the card  212 B belongs to a particular set of cards. In addition, the collector number  258  can indicate the relative commonality or rarity of the card  212 B for collection and trading purposes.  
         [0040]     Plot twist cards  212 B can provide a one-time modifier to the trading card game  10 , and can remain in play afterward, functioning as a resource. Further, in one embodiment, plot twist cards  212 B may not be turned face down.  
         [0041]     In a non-exclusive alternative embodiment, the plot twist card  212 B can be played from the resource row  16  and/or directly from the player&#39;s hand  25  as long as the player has a number of resources in play equal to or greater than the threshold cost  252  of the plot twist card  212 B. The plot twist card  212 B can be shown to the other players and the instructions on the card  212 B followed. The plot twist card  212 B can then be placed in the player&#39;s KO area  24  instead of the player&#39;s resource row  16 . Further, plot twist cards  212 B can be unique, or they can be duplicative such that several copies of the same plot twist card  212 B may be in play at the same time.  
         [0042]     Importantly, any of the card types  250  that are described above can include features from any of the other card types  250 . To illustrate one representative non-exclusive example, in order to avoid repetition, it is recognized that although options text  247  was not specifically described in the context of the plot twist card  212 B, the plot twist card  212 B can include options text  247  on the card  212 B.  
       Playing the Game  
       [0043]     Although it is recognized that the rules of the game can vary widely depending upon the desires of the players, the rules of one embodiment of the game will now be described. In one embodiment of the trading card game, each player begins the game with a predetermined amount of endurance, e.g. 50 endurance, as one example. The endurance represents the staying power of that player&#39;s team of character cards. The object of the game is to reduce the opponent&#39;s endurance to zero. In this section, frequent reference will be made to the components of the game illustrated in  FIG. 1 .  
         [0044]     Each player can track his/her own endurance throughout the course of the game. The players can use any known method of determining which player will gain the “initiative” to start the game, as described below, such as by coin flip or roll of the dice. Each player can then draw an opening hand of a predetermined number of cards. In one embodiment, the opening hand consists of four cards, although this number can be greater or fewer than four.  
         [0045]     In accordance with one embodiment of the game, if a player is dissatisfied with the opening hand, that player may immediately place the cards on the bottom of that player&#39;s deck in any order and redraw four new cards. In one embodiment, each player may do this only once per game, and only at the start of the game.  
         [0046]     The game according to the present invention is played in cycles, phases and steps. During a cycle, players can put resources into play, recruit characters and fight battles. One player begins the cycle with the initiative. That player is able to perform his steps first that cycle.  
         [0047]      FIG. 3  is a flow chart illustrating an embodiment of one cycle  300  of the game, which includes various phases  360 ,  362 ,  370 ,  374  and steps  364 ,  366 ,  368 ,  372 . It is recognized that in different embodiments, this cycle  300 , including the indicated phases  360 ,  362 ,  370 ,  374  and steps  364 ,  366 ,  368 ,  372  can be re-ordered. Further, one or more of the indicated phases  360 ,  362 ,  370 ,  374  and/or steps  364 ,  366 ,  368 ,  372  can be omitted from the game entirely, or can be duplicated within one cycle  300 .  
         [0048]     During a draw phase  360 , all players draw a predetermined number of cards. For example, in one embodiment, each player draws two cards. However, greater or fewer than two cards can be drawn during the draw phase  360 .  
         [0049]     In one embodiment of the game, the player with the initiative (as determined above) begins a build phase  362 , and performs the three steps of the build phase  362  in order. Once the player with the initiative completes the build phase  362 , the next player completes the same three steps of the build phase  362  in order. This continues until each player has completed all three steps of the build phase  362 , which in one embodiment includes a resource step  364 , a recruit step  366  and a formation step  368 . Each step  364 ,  366 ,  368  of the build phase  362  is described in detail below.  
         [0050]     During the resource step  364 , the player may choose any one card from that player&#39;s hand  25  to put into that player&#39;s resource row  16  face down as a resource. The card can be placed to the right of the previous resource that was put into play. In one embodiment, any character cards  212 A or equipment cards  212 B placed into the resource row  16  may not be turned face up.  
         [0051]     At the start of the recruit step  366 , each card  12  in the player&#39;s resource row  16  generates one resource point. Resource points can be spent recruiting character cards  212 A and/or equipment cards  212 B. Any unspent resource points are lost at the end of the recruit step  366 . To recruit a character card  212 A or an equipment card  212 B, a number of resource points must be spent that is equal to the recruit cost  232 A of the card  212 A,  212 B. A newly recruited character card  212 A can be placed face up into either the front row  20  or support row  18 . Equipment cards  212 B must be attached to or associated with a corresponding character card  212 A.  
         [0052]     During the formation step  368 , the player can rearrange that player&#39;s character cards  212 A by moving them into new rows or new positions in that player&#39;s front row  20  and/or support row  18 .  
         [0053]     After each player has completed the build phase  362 , the player with initiative can then begin a combat phase  370 . The combat phase  370  includes an attack step  372 . During the attack step  372 , one or more of the character cards can attack the character cards of another player, one at a time. For example, the first player can choose one face up front row character card  212 A to be the attacker and an opposing unprotected character card  212 A to be the defender. An unprotected character card  212 A is a character card  212 A in the front row  20  or a character card  212 A in the support row  18  with no character card  212 A in front of it.  
         [0054]     As indicated previously, a character card  212 A with a flight symbol  236  can fly over a character card  212 A in the front row  20  to attack a protected character card  212 A behind it. Further, a character card  212 A with a range symbol  238  can attack from the support row  18 . Additionally, a character card  212 A with the flight symbol  236  and the range symbol  238  can attack from the front row  20  and/or the support row  18 , into either the front row  20  or the support row  18 .  
         [0055]     The attack begins by “exhausting” the declared attacker card. In one embodiment, a card becomes exhausted by turning the face up card sideways. Alternatively, other suitable means of showing that a card is exhausted can be utilized.  
         [0056]     To resolve an attack, first the attack value  240  of the attacker card is compared to the defense value  242  of the defender card. In one embodiment, if the attack value  240  of the attacker card is less than the defense value  242  of the defender card, nothing happens to the defender card. Further, if the attack value  240  of the attacker card is equal to the defense value  242  of the defender card, the defender will be stunned, as described in greater detail below. If the attack value  240  of the attacker card is greater than the defense value  242  of the defender card, the defender will be stunned and the defender player will take an endurance deduction equal to the difference between the attack value  240  and the defense value  242 .  
         [0057]     Second, the attack value  240  of the defender card is compared to the defense value  242  of the attacker card. In one embodiment, if the attack value  240  of the defender card is less than the defense value  242  of the attacker card, nothing happens to the attacker card. If the attack value  240  of the defender card is equal to or greater than the defense value  242  of the attacker card, the attacker card is stunned.  
         [0058]     In accordance with one embodiment of the game, when a character card  212 A is stunned, the player controlling the card  212 A loses endurance equal to the recruit cost of the character card  212 A. The character card  212 A is then turned face down in the exhausted state. A stunned character card  212 A can remain in the row and column that it occupies, but it no longer protects a character card  212 A in the support row  18  immediately behind it. A stunned character card  212 A still counts as a character card  212 A and retains its name  228 , version  230  and team name  234 . In one embodiment, a stunned character card  212 A cannot ready, cannot be attacked, and its rules text  246 A is inactive. Any player may look at any stunned character card  212 A at any time.  
         [0059]     When the attack value  240  of the attacker card is greater than the defense value  242  of the defender card, the player controlling the defender card loses endurance equal to the difference between the attack value  240  and the defense value  242  of the defender card.  
         [0060]     If an opponent controls no character cards  212 A or if all of his/her character cards  212 A are stunned, the opponent&#39;s endurance can be directly attacked. This is accomplished by declaring an attack as normal, but since there is no defender, the attack value  240  of the attacker card is subtracted from the opposing player&#39;s endurance.  
         [0061]     Once one attack is completed by one of the players, the same player may declare another attack. Attacks can continue in this manner until no more legal attackers remain, or until the player chooses not to make another attack. After the player is finished with all attacks, the next player in initiative order runs all his attacks.  
         [0062]     In one embodiment, if one opposing character card  212 A is larger than any single character card  212 A controlled by a potential attacker, character cards  212 A from the same team  234  can work together to take out a larger opponent. A team attack is a combined attack by multiple character cards  212 A on the same team  234  against a single defender. Any number of character cards  212 A can participate in a team attack, but they must all have the same team name  234  and each of the character cards  212 A must legally be able to attack the defender.  
         [0063]     To resolve a team attack, first the attack values  240  of all the attackers are added together and compared to a total of the defense value  242 . If the total of the attack values  240  of the attacker cards is equal to or greater than the defense value of the defender card, the defender will be stunned. In one embodiment, team attacks against character cards  212 A do not cause endurance loss.  
         [0064]     Second, the player controlling the defender card chooses one of the attacker cards. If the attack value  240  of the defender card is equal to or greater than the defense value  242  of the chosen attacker card, the chosen attacker will be stunned.  
         [0065]     When a strong attacker card is up against a weak defender card, there is the potential for large amounts of endurance loss. However, in one embodiment, a defending character card  212 A can be reinforced, preventing all endurance loss. A ready character card  212 A in the support row that is either directly behind or to the immediate left or right of a defending character card  212 A with the same team name  234  may be exhausted to reinforce the defender card. When an attack resolves against a reinforced character card  212 A, all endurance loss is reduced to zero. Reinforcement lasts until the end of an attack.  
         [0066]     A power-up is one way to increase the attack value  240  and/or the defense value  242  of a character card  212 A you control. You may power-up an attacker card or a defender card by discarding a substantially similar character card  212 A from your hand  25 . As used herein, a “substantially similar” card can have the same character and the same attack value  240  and/or defense value  242 , although the card may be a different version  230 , for example. As another example, the substantially similar card may have the same name  234  as the attacker card or defender card, although there may be other slight differences that would basically be inconsequential to the outcome of an attack, for instance. The powered-up character card  212 A gains plus 1 on the attack value  240  and plus 1 on the defense value  242  until the end of the attack. Character cards  212 A may be powered-up multiple times during an attack. In this embodiment, the discarded character card  212 A goes to that player&#39;s KO area  24 .  
         [0067]     In one embodiment of the rules, if an attacker card or a defender card is stunned or removed from play before an attack resolves, that card is no longer part of the attack. Further, if the attacker card is no longer part of the attack, when the attack resolves, nothing happens. For team attacks, the attack will still continue unless all attacker cards are removed from the attack. Additionally, if an attacker card is no longer part of a team attack, its attack value  240  is not included in the team&#39;s attack value  240 . In this embodiment, if the defender card is no longer part of the attack, when the attack resolves, nothing happens and the attacker card(s) ready so they can attack again. When a player declares an attack, but before the declared attacker card exhausts, each other player has the opportunity to respond by using powers or playing one or more plot twist cards  212 B. Sometimes, a response may make the declared attack illegal. When this happens, the attack is canceled and the declared attacker card is not exhausted. However, once the attack has begun, it is too late to make the attack illegal.  
         [0068]     During the recovery phase  374 , one or more of the following rules can apply. First, if any player has zero or less endurance, he is knocked out of the game. If all players have zero or less endurance, the player with the highest (closest to zero) endurance wins the game. If all players have zero or less endurance and there is a tie for the highest endurance, each of the tied players play another cycle.  
         [0069]     Second, starting with the initiative player, each player can choose one stunned character card  212 A under that player&#39;s control. The players recover their chosen character card  212 A and all remaining stunned character cards  212 A are put into their respective KO areas  24 . As used herein, to “recover” a stunned character card  212 A allows the player to turn the card  212 A face up exhausted.  
         [0070]     Third, all cards in play are readied, including the recovered card.  
         [0071]     Fourth, the initiative is passed clockwise to the next player.  
         [0072]     Fifth, the cycle  300  ends. The next turn begins with the draw phase  360 .  
         [0073]     In one embodiment of the trading card game, the cards can have powers. In this embodiment, there can be at least three types of powers which can be included in the rules text  246 A,  246 B. These types of powers can include a payment power, a triggered power and a continuous power.  
         [0074]     The payment power can be identified by a specific symbol or graphic, such as an arrow, for example. The payment power requires the player to pay a specific cost to generate the card&#39;s effect. The text preceding the symbol or graphic is the cost to use that power and the text after the symbol or graphic is the effect that is generated. There are many different costs that a payment power might require, such as paying endurance, discarding certain cards or exhausting character cards under that player&#39;s control. The player may generate the effect of a payment power as many times as that player can pay the cost before the symbol or graphic. In one embodiment, the cost is to activate the card, which can be accomplished by turning the card sideways (exhausting it).  
         [0075]     The triggered power can be identified by a particular keyword, such as “when”, “whenever”, or “at”, as non-exclusive examples. As soon as the trigger conditions are met, the triggered power automatically generates its effects. The triggered power can trigger multiple times in a cycle if the trigger condition is met multiple times.  
         [0076]     The continuous power can be always active, and can continue to generate game effects as long the continuous power is on a card that is face up in play.  
         [0077]     Whenever a player makes a play that generates an effect, each other player may respond by playing a plot twist card or by using powers. But sometimes more than one player will want to respond at the same time. A timing “chain” is used in order to sort out these types of situations. When a player generates an effect, the effect becomes the first link on the chain. As players respond with their own effects, more links are added to the chain. Finally, when all players are finished responding, the links of the chain start resolving one link at a time starting with the last link of the chain. Putting effects on the chain is governed by the rules of priority.  
         [0078]     In one embodiment, the rules of priority can be as follows. When a new phase  360 ,  362 ,  370 ,  374  begins, the player with initiative has priority. When a new step  364 ,  366 ,  368 ,  372  begins, the player whose step it is has priority. When an effect resolves it is removed from the chain and then priority is given to the player whose step it is. If the chain is not occurring within a step, the player with initiative has priority. When a player has priority, he may either put an effect on the chain or pass. When a player puts an effect on the chain, he retains priority. He may put another effect on the chain or pass. Once the player passes, priority is given to the next player. That player may either put an effect on the chain or pass. This continues until all players pass consecutively. Then the last effect put on the chain resolves. Priority is then given to the player whose step it is. If the chain is not occurring within a step, the player with initiative has priority.  
         [0079]     After each effect on the chain resolves, starting with the player who has priority, all players can add new effects to the chain. If a new effect is added, the chain continues to build until all players pass consecutively, at which point the chain starts to resolve again starting with the last effect added. When the first effect placed on the chain resolves, the chain is empty.  
         [0080]     As indicated previously, the trading card game  10  can alternatively be played by three or more players, as a non-exclusive example.  
         [0081]     While the particular trading card game  10  as herein shown and disclosed in detail is fully capable of obtaining the objects and providing the advantages herein before stated, it is to be understood that it is merely illustrative of the presently preferred embodiments of the invention and that no limitations are intended to the details of construction or design herein shown other than as described in the appended claims.