Creative comparison card-game w/board-game variant

Amusement devices: games – Card or tile games – cards or tiles therefor – Word – sentence – or equation forming

Reexamination Certificate

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C273S429000

Reexamination Certificate

active

06328308

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates to wording games involving nouns and adjactives; and more specifically, it relates to multi-player games employing hand-held cards bearing words, possibly in conjunction with a playing-board and a player selecting device.
2. Relevant Prior-Art
Background research discovery provides some prior patent-art regarded as the closest inventions germane to this disclosure, chronologically for example, in U.S. Pat. No. 4,682,777(filed: July 1986) is shown a word-definition game employing a playing-board in combination with playing-cards, each card having a different word on one side (plus a definition of that very word on the opposite-side). Thus, players are in turn required to draw one of the cards of like color to the color of the board-space the player has randomly landed upon, whereupon that player is read a definition for a word beginning with randomly landed upon, whereupon that player is read a definition for a word beginning with the letter represented on that space. If that player guesses the word, they cover the space with a marker-tile and then must correctly spell the word. If spelled correctly, that player is awarded a marker of their assigned color; and upon collecting three such markers they may exchange them for a board-letter covering tile. That player's turn continues until they fail to guess or spell a word correctly; Hence, the player covering the most board-letters wins! There is no optional boardless embodiment of the game contemplated, and playing-board advancing spaces are arranged along the four-sides of the board, including spaces progressionally bearing a letter(counsant) of the alphabet; while the inward board area space is provided for reserve playing-cards.
In U.S. Pat. No. 5,645,280(filed: March 1996) is set forth a rather complex boardgame called “WORDOPOLY”™ for two or more players, involving playing-cards, some of which exhibit a word to be pronounced and defined aloud, a category of question to be answered by players, or may exhibit instruction for further play. Correct pronunciation and definition of the drawn word-card, or correct answer to the selected question, earns players a word-definition card. Hence, players earning entire sets of word-definition cards of particular colors acquire advantage in the game; since the player gaining vocabulary word-definition cards representative of all letter-spaces upon the game-board will win the game. The playing-board advancing spaces are arranged along the four-sides of the board, and include intermitent spaces progressionally bearing a letter from the alphabet; while the inward board area bears spaces for reserve playing-cards. There is no optional boardless embodiment of the game contemplated.
In U.S. Pat. No. 4,055,348(filed: October 1975) shows a icosahedron(20-facet) regular-polyhedron dice chance-divice, each facet(indicia-bearing area) of which bears at least one English alphabet-letter(consonate or vowel). Plus, U.S. Pat. No. 3,642,286(filed: December 1969) shows both cubical(sextahedron) and dodecahedron(12-facet) regular polyhedral dies, the facets of which bear indicia in the form arrows having at least two arrowheads; which are employed to point toward the required direction(s) of play-motion. Hence, none of the die devices are capable of singularly pointing toward the next player, as a way of randomly determining player selection.
Therefore, in full consideration of the preceding patent review, there is determined a need for another form of game-plan to which these patents have been largely addressed. The instant inventor hereof finds the preceding “discriptive wording” games far to involved and complex with details in strategy for popular commercial appeal. Hence, the instant inventor hereof believes their newly conceived card-game, tentatively referred to as “APPLES & ORANGES”™ (although may commercially become known as APPLES to APPLES™), currently being developed for production under auspices of Kirbygame-Mfg./Mkt.Co., exhibits a stimulating, yet far simpler and more merchandizable gameplan; as well as other advantages as shall be revealed in the subsequent portion of this instant disclosure.
II.) SUMMARY OF THE INVENTION
A.) The Basic Game-Plan Embodiment
In view of the foregoing revelation about the earlier invention art, it is therefore important to make it pellucid to others interested in the art that the object of this new invention is to provide a delightfully spontaneous if unpredictable creative and stimulating wording card-game playable by three or more persons, in a novel game-plan involving comparison and matching of things such as word elements representing things (single or plural), concepts, or graphic images. Thus in it's broadest sense, the unique game-plan hereof can be adapted as words devised to ask a question on one set of myriad playing-cards, while the counter-set of playing-cards carry a word/wording as an element devised to answer that question; —hence, competitive play action commences as players are compelled to try for what they perceive as a “best match-up” comparison of graphics such as a word(s) or pictorial indicia appearing upon a player's dealt hand of cards verses the word(s) indicia represented upon another player's counter-set of drawn cards.
Not another game of strategy or word defining, nor spelling, the basis of the present exemplified game, referred to herein as “QUICKPIK™”, calls for two sets of myriad cards, one set, will for sake of convenience herein, be referred to as the “apple-cards”(preferably red in color), each inscribed with a noun based term, such as a word(s) naming something, like—“a person (perhaps—ELVIS PRESTLEY), event (perhaps—WOODSTOCK), place (perhaps—YELLOWSTONE NAT.PARK), thing (perhaps—TELEPHONE BOOTH), or something in nature (perhaps—BABY ELEPHANT), etc.”. The other set of cards may be conveniently referred to as the “orange-cards” (preferably orange in color), each of which is inscribed with one or more adjective based term, such as a word(s) stating a descriptive characteristic, like—“MAGNIFICENT, HURTFUL, SILLY, STUPID, PUZZLING, DANGEROUS, CREATIVE, etc.”.
Accordingly, a further generic variant of this cardgame may be to provide a set of “response phrased” based wording faced cards (substantially equivalent in game-play to previously described apple-cards) to be compared by players relative to a card selected at random from a set of “open-ended statement phrased” based cards (substantially equivalent in game-play to previously described orange-cards). A still further generic-variant iteration may be, to provide a set of “object”-cards each bearing a different “pictographic icon” upon their faces (albeit substantially equivalent in game-play to the previously described apple-cards), as to be compared by players relative to a card selected at random from a set of “comparator”-cards each bearing a different pictograph or the previously stated descriptive word upon its card face (albeit substantially equivalent in game-play to the previously described orange-cards). Hence, with these features in mind, the essential principle of the game is to cause or motivate its players to make comparison of things very likely in a way they would not normally tend to compare; that is, to mindfully choose from a group of not necessarily similar or relevant features; —hence, comparing apples-&-oranges!
For example, of three random apple-cards possibly collectively stating the generally noun based words—“MULE, EDSEL, CANDY”, one might happen to randomly select from an assortment of generally adjective based orange-cards the term “UGLY”, a player might feel the defunct 1960's “EDSEL”-car was an attractive car (many would not agree) and rather choose aloud “MULE”. However, another player might opinion that the concept of “CANDY” is ugly (feeling it makes them fat and ugly), and would thus rather play that card. Therefore, it can be appreciated that even in the simplist iteration of this game as a pure card-game, such random combinations

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