US1982534A - Card game - Google Patents

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US1982534A
US1982534A US723558A US72355834A US1982534A US 1982534 A US1982534 A US 1982534A US 723558 A US723558 A US 723558A US 72355834 A US72355834 A US 72355834A US 1982534 A US1982534 A US 1982534A
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card
cards
value
trick
game
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Grace M Parker
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/02Cards; Special shapes of cards

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  • This invention relates to card games and more particularly to a pack of cards for a card game comprising two or more groups all having the same numerical values but otherwise differentiating each from the other, and desirably by colors.
  • Fig. 1 is a view representing the faces of each 10 of the cards of one of the groups (herein twelve in number) and three additional cards not confined to any group;
  • Fig. 2 is a similar view representing a slight modification both in the number of the cards of the group (herein thirteen), and the indicia thereon;
  • Fig. 3 is a view representing the faces of one card of each of the groups and indicating differentiations therebetween (herein of color).
  • My invention in its preferred embodiment is an improvement upon the card game of the patent to Paul L. Mansfield, No. 1,530,568, March 24, 1925, of which patent I am the assignee and with respect to which patent I have been associated from the inception of the game of such patent in the development and all practical embodiments thereof.
  • the cards in the several groups should be distinguished each from every other one of the groups in some suitable manner, but preferably by a color scheme, as indicated in the said patent to Mansfield, No. 1,530,568, though my invention is not limited in this respect.
  • Fig. 3 I have indicated at 1, 2, 3, 4, four groups of cards, said figure showing the lowest strength card of each of said groups, and indicating that the groups are differentiated by a color scheme.
  • strength as herein used, I refer to the numerical order of the cards or what is ordinarily the value of the number, this term being employed to avoid confusion with what I hereinafter refer to as the value" or the count in playing or scoring the game, which value or count is in fact different from and may be markedly different from the strength of the card number.
  • the count cards are the scoring cards or the cards which are of value in scoring.
  • Fig. 3 I have indicated the use of the colors red, green, black and yellow, but it is to be understood that any other suitable colors may be used instead, and that, if additional groups are employed, such other additional colors may be used as are desired. While my invention is not limited to a differentiation by colors, such scheme of differentiation is best adapted to the purposes of the game. Aside from the matter of color or other substitute differentiation of the several groups, the cards of the several groups are desirably alike, and I will describe one group of cards as constituting the preferred embodiment of this feature of the game, the same being shown in Fig.
  • the number of cards in a group may be varied within the scope of my invention, but in any case the number of cards in each group is the same as in every other group.
  • Fig. 1 Referring first to the group of Fig. 1 as contrasted with that of Fig. 2, I have in Fig. 1 represented twelve cards in a group, namely, the first twelve cards appearing in Fig. 1 reading 86 from the upper left hand corner of the sheet.
  • Each card of the group is given a number and while the numbers may be selected in accordance with any suitable scheme, I desirably provide cards in what I designate as a broken sequence, 90 by which I mean a group in which the numbers are in at least substantial part thereof in exact sequence, as for example, 1, 2, 3, or for example,
  • the main purpose of such omission is to reduce the chance of capture of certain count cards, to improve the play by a better proportioning or balancing of the various elements thereof, and preferably in the case of the 6 card because of its likelihood of confusion with the 9 card.
  • Figs. 1 and 2 those cards marked with the value of dollars may be marked instead. with some other measure of value, such, for example, as bushels, quintals or monies of other nations, etc. etc.
  • the dollars indications of $5000, $10000, $30000, $40000 may be varied from, but preferably each is a multiple of, $5000 for convenience in bidding and counting. 1
  • the cards of each group otherthan the count cards bear the same number not only in the upper left hand comer and the lower right hand corner, but on the centre of the face of the card, desirably surrounded by a rectangle or some ornamental bordering, whereas the count cards havexthe number indicating the dollar value only in the said diagonally op-' posed corners, with the preferable addition of a picture or an emblem in the centre of the card.
  • the pack of cards herein disclosed is clearly difi'erentiated physically and in purpose and in possibility of usage in play from the pack commonly and commercially known as playing cards.
  • the game of my invention may be played in the general manner indicated in the said patent to Mansfield No. 1,530,568, but with certain very important changes to which I will presently refer, and which I regard as the most important features of the game.
  • each card of the red color has the color designation Red disclosed in red on its face
  • the green card has "Green
  • the black card has Black
  • the yellow card has Yellowf, and so on if more than four groups of cards are provided.
  • the index numbers in diagonally opposite cor ners already referred to. are also in the color of their own group.
  • Fig. 1 the taking strength or capturing strength of each card is that represented by the order in which it appears in the group, for example, the card $5000 of Fig. 1 would be taken by the 7 card. The card $10000" would be taken by the 11 card, etc.
  • An exceedingly important and striking feature of the game of my invention lies in the provision of cards, preferably two in number (though as to this my invention is not restricted to the exact number thereof), by which the value or count possibility of the trick that is being played may, during the playing of that trick, be increased or diminished in value, preferably by doubling the value or by cancelling the value, though the increase and the decrease may be other than by doubling or cancelling,
  • the said groups herein shown as four in number, constitute the four suits of the game, and in addition to the said complete suits whether they are four in number or not, I provide certain additional cards which are not suit cards and which I will now proceed to describe.
  • Such cards I have represented in Fig. 2 wherein at 5a the bull card is represented as having in the center a large picture of the head of a bull and in diagonally opposite corners a smaller representation thereof, and wherein at 6a I have similarly represented a bears head.
  • the use of the bull and bear cards enables the increase or decrease in value of a trick to be brought about in a wholly novel manner, particularly in a combination wherein the tricks vary greatly in value owing to the great difference in the value of the count cards.
  • my game is one arousing much greater interest in that as the values of the various tricks necessarily widely differ, so is the skill of the players drawn upon in determining whether, as the second or third player, he should double or cancel the value of that trick if he holds the bull" or bear card.
  • the game provides for the possibility of the playing on a single trick, first, of the card which doubles the value of the trick, and thereafter the playing by an opponent of the card which cancels the value of the trick.
  • the reverse condition would not obtain, since the value of the trick having been cancelled by the playing of the card 6 or Go, doubling would, of course, have no effect.
  • I provide one other card which is a card of special capturing power but which has no counting value. It is preferably the highest card of the entire pack as the game is played.
  • Such a cardI have represented at 7 in Figs. 1 and 2 as a "tiger" card.
  • I have represented the head of a tiger together with the word 'Iiger", and in Fig. 2, I have represented the head of the tiger only.
  • the "tiger" card is regarded as a trump card, and preferably as the highest trump card, and therefore will take any trick, but a player holding the tiger” card must follow suit and hence cannot play the tiger card if something other than trumps is led and he has a card in that suit.
  • Fig. 1 there are fifty-one cards. This provides twelve cards for each player and three other cards which are in dealing laid aside as a nest, being preferably the last three cards remaining undealt after each player has been dealt twelve cards.
  • the player at the left of the dealer begins by bidding in order to get the right to name the color of the trumps. According to the preferred rules of the game, the bidding begins at some relatively high number, such as 175 (meaning $175,000) and continues until no one will bid higher. It is possible with the disclosed embodiment of the game of the invention to count $400,000.
  • the highest bidder names the trump colorand has the option of exchanging three of his cards for the cards in the "nest, and he may name the trump card after he has looked at the nest.
  • the highest card played takes the trick.
  • the bull and bear cards can only be played when the player is unable to follow suit, but these cards are nevertheless extremely valuable and effective, as it requires excellent judgment to determine whether the players partner is likely to take that trick, especially.
  • the holder of the bull or bear card is the second or third player, and thus he is faced with the predicament of permitting a very valuble trick to go to his opponent if he refrains from playing the bear" card, whereas on the other hand it may develop that his partner will have won the trick and he himself destroys the value of that trick when he should not have done so. Likewise, it requires excellent judgment to determine when the bear" card should be played. While the tiger card may be regarded as the highest trump, it may upon agreement be given a value of the lowest trump.
  • I may instead of using dollars as the measure of value, use some other money value, such as pounds sterling, francs,'

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Description

Nov. 27, 1934.
G. M. PARKER 1,982,534
I CARD GAME Filed May 2, 1934 2 Sheets-Sheet 1 IBLACK gammy 3BLACK w MOV'IQI MOE/198i L MOVIES 91:
1 L MOV'IQ 1 BLACK 7 BLACK 8 BLACK 9'BI.A,CK
11 BBBBEI I I L WWII 399st ,g qgog 899301 i r a TIGER 9 THIS CARD THIS CARD 1 a DOUBLE-S CANCEL6 I; 1 4 VALUE VALUE 7 E YELLOW 11 or OF THIS TRICK! THIS TRICK! MGI'IJA J 6 7 Inveaaibr Patented Nov. 27, 1934 UNITED STATES PATENT OFFICE 8 Claims.
This invention relates to card games and more particularly to a pack of cards for a card game comprising two or more groups all having the same numerical values but otherwise differentiating each from the other, and desirably by colors.
In order that my invention may be readily understood, I have disclosed two embodiments thereof in the accompanying drawings wherein Fig. 1 is a view representing the faces of each 10 of the cards of one of the groups (herein twelve in number) and three additional cards not confined to any group;
Fig. 2 is a similar view representing a slight modification both in the number of the cards of the group (herein thirteen), and the indicia thereon; and
Fig. 3 is a view representing the faces of one card of each of the groups and indicating differentiations therebetween (herein of color).
My invention in its preferred embodiment is an improvement upon the card game of the patent to Paul L. Mansfield, No. 1,530,568, March 24, 1925, of which patent I am the assignee and with respect to which patent I have been associated from the inception of the game of such patent in the development and all practical embodiments thereof.
While not limiting my invention to such embodiments, I will describe the preferred embodiments of the game of my present invention and the best manner of playing the game, as an improvement upon the game of the said Mansfield patent, No. 1,530,568.
In the card pack, I provide two or more groups of cards (preferably four groups), though less than four or more than four may be employed under certain circumstances. Whatever the number of groups, the cards in the several groups should be distinguished each from every other one of the groups in some suitable manner, but preferably by a color scheme, as indicated in the said patent to Mansfield, No. 1,530,568, though my invention is not limited in this respect.
In Fig. 3, I have indicated at 1, 2, 3, 4, four groups of cards, said figure showing the lowest strength card of each of said groups, and indicating that the groups are differentiated by a color scheme. By the term strength as herein used, I refer to the numerical order of the cards or what is ordinarily the value of the number, this term being employed to avoid confusion with what I hereinafter refer to as the value" or the count in playing or scoring the game, which value or count is in fact different from and may be markedly different from the strength of the card number. What I term the count cards are the scoring cards or the cards which are of value in scoring.
In Fig. 3, I have indicated the use of the colors red, green, black and yellow, but it is to be understood that any other suitable colors may be used instead, and that, if additional groups are employed, such other additional colors may be used as are desired. While my invention is not limited to a differentiation by colors, such scheme of differentiation is best adapted to the purposes of the game. Aside from the matter of color or other substitute differentiation of the several groups, the cards of the several groups are desirably alike, and I will describe one group of cards as constituting the preferred embodiment of this feature of the game, the same being shown in Fig.
1. There I have also shown three additional cards which are not confined to any one group, but which are shown as a part of Fig. 1 in order to keep the number of sheets of drawings at a minimum.
The number of cards in a group may be varied within the scope of my invention, but in any case the number of cards in each group is the same as in every other group.
Referring first to the group of Fig. 1 as contrasted with that of Fig. 2, I have in Fig. 1 represented twelve cards in a group, namely, the first twelve cards appearing in Fig. 1 reading 86 from the upper left hand corner of the sheet.
Each card of the group is given a number and while the numbers may be selected in accordance with any suitable scheme, I desirably provide cards in what I designate as a broken sequence, 90 by which I mean a group in which the numbers are in at least substantial part thereof in exact sequence, as for example, 1, 2, 3, or for example,
7, 8, 9, but with at least one omission, but preferably not more than two omissions through the series which I term the broken sequence and which in Fig. 1 extends from 1 through 11, but omitting a 4 card and a 6 card.
Referring to the omission of one or more cards and to the omission of two cards in Fig. 1, I point out that the main purpose of such omission is to reduce the chance of capture of certain count cards, to improve the play by a better proportioning or balancing of the various elements thereof, and preferably in the case of the 6 card because of its likelihood of confusion with the 9 card.
While from the group of Fig. 1 the 4 card and the 6 card have been omitted, it is to be understood that my invention is not limited to the omission of said particular cards or in fact to the omission of two cards, but I preferably do .omit two cards and in doing so I preferably omit the 4" card and the 6 card. I may, however, omit only one card, and this is indicated in Fig. 2, wherein the broken sequence shows the omission of the 6" card but the inclusion of the 4" card. In the event that only one card is omitted in establishing the so-called broken sequence, the omission may be of some other card than the "6" card.
I have referred to the cards of the group of Fig. 1 as in a complete or exact sequence from 1 to 11 excepting for the 4 card and the 6" card. However, there is no "5" card and 10" card, strictly speaking, though in the so called broken sequence" occur in place thereof one card marked $5000" and another card marked $10000. Preferably beyond what I have referred to as the broken sequence I provide some additional cards which desirably are multiples of the $5000 card, which are herein shown as three in number, being designated respectively, $15000, $30000 and $40000, both in Figs. 1 and 2.
Referring to both embodiments of my invention, shown respectively in Figs. 1 and 2, those cards marked with the value of dollars may be marked instead. with some other measure of value, such, for example, as bushels, quintals or monies of other nations, etc. etc. The dollars indications of $5000, $10000, $30000, $40000 may be varied from, but preferably each is a multiple of, $5000 for convenience in bidding and counting. 1
Those cards which are herein shown marked with the value of dollars but which may be marked with other measures of value, are the count cards, and it is this fact which gives a zest and excitement to the game, inasmuch as the value or count of the various tricks will differ very greatly, and this feature is accentuated because of the use in the game of certain other cards which I shall presently refer to and which are employed to increase or to diminish the count or value of some particular trick whereon said card is played. The complications therefore arising from the presence of the various relatively large money values and the fact that the value of a trick as being played may he suddenly doubled (or otherwise increased in other embodiments of my invention) or entirely or partially swept away, are unique and exciting.
Of course, within the scope of my invention, still other cards may be employed, or even fewer cards than shown, and the increase in the money or other measure of value may be in some other scale than involved in the use of five as a multiple.
Referring to the indicated value in dollars, I desirably emphasize the figures 5, 10, 15, 30 and 40, in the scheme shown, and herein such emphasis is obtained by printing the figures 5, 10, etc. larger than the ciphers, though of course my invention is not limited in this respect. This aids also in indicating the sequence or so-called broken sequence, more quickly to the players.
It will be observed-that the cards of each group otherthan the count cards bear the same number not only in the upper left hand comer and the lower right hand corner, but on the centre of the face of the card, desirably surrounded by a rectangle or some ornamental bordering, whereas the count cards havexthe number indicating the dollar value only in the said diagonally op-' posed corners, with the preferable addition of a picture or an emblem in the centre of the card.
As an appropriate emblem I have on each of the cards marked with a value in dollars, in the form of my invention shown in Fig. 1, represented the front of a bank building and the same is true of the illustration in Fig. 2, but my invention is in no wise limited in this respect. I might, for example, show instead a bag of money or the dollar sign, or some other emblem that would be appropriate with respect some other measure of value, if the s me be em loyed.
While I have dicated the money or other measure of value, $5000, $10000, etc. it will be understood that such numbers or amounts are representative merely, and that inaccordance with my invention the value of the cards numbered sequentially or in so-called broken sequence may be any other suitable numbers having values other than those arising from the mere superiority in magnitude in sequence.
The pack of cards herein disclosed is clearly difi'erentiated physically and in purpose and in possibility of usage in play from the pack commonly and commercially known as playing cards. The game of my invention may be played in the general manner indicated in the said patent to Mansfield No. 1,530,568, but with certain very important changes to which I will presently refer, and which I regard as the most important features of the game.
It-will be understood that whatever the colors employed, I desirably make the number on each card in the proper color of that group, and I I also desirably place on each card the name of the color printed in its own color. For example, each card of the red color has the color designation Red disclosed in red on its face, the green card has "Green, the black card has Black, and the yellow card has Yellowf, and so on if more than four groups of cards are provided. The index numbers in diagonally opposite cor ners already referred to. are also in the color of their own group.
Referring to either Fig. 1 or Fig. 2, it will be understood that the taking strength or capturing strength of each card is that represented by the order in which it appears in the group, for example, the card $5000 of Fig. 1 would be taken by the 7 card. The card $10000" would be taken by the 11 card, etc.
An exceedingly important and striking feature of the game of my invention lies in the provision of cards, preferably two in number (though as to this my invention is not restricted to the exact number thereof), by which the value or count possibility of the trick that is being played may, during the playing of that trick, be increased or diminished in value, preferably by doubling the value or by cancelling the value, though the increase and the decrease may be other than by doubling or cancelling,
The said groups, herein shown as four in number, constitute the four suits of the game, and in addition to the said complete suits whether they are four in number or not, I provide certain additional cards which are not suit cards and which I will now proceed to describe.
For this purpose I have represented in Fig. 1 one card indicated by the reference character 5 bearing the legend This card doubles value of this trick, and another card indicated by the reference character 6 which bears the legend This card cancels value of this trick. While the playing of such cards would be of considerable interest in a game wherein the value of each trick is the same as the value of each other trick or in other words, where each trick counts merely as "one of the total number of tricks that may be played,-the use of cards such as indicated at 5 and 6 lend extraordinary interest to the game and challenge the judgment and skill of the players, as, for example, the one playing the third hand. Let it be assumed that the $30000 card (not in trumps) has been played by the first hand and the $40000 card of the same suit by the second hand, and that the third hand holds the card having power to cancel the value of a trick. Shall the third hand (if it is unable to followsuit), cancel the value of the trick which thus far has been taken by hand No. 2, or shall it play a trump card if it holds one, with the risk that the fourth hand may hold and play a higher trump or may play the Tiger card indicated by reference character I and not yet referred to? The situations may become very complex and the skill of the players holding the card which increases (or doubles) the value of the trick and the card which diminishes (or cancels) the value of the trick, are taxed to the utmost.
I have referred to the two cards identified by reference characters 5 and 6 as the cards which respectively increase and lessen the value of any trick whereon the same is played. If desired. said cards may bear some picture or emblem as, for example, a bull upon the card that doubles (or increases) the value of a trick, and a "bear" upon the card that diminishes (or cancels) the value of a trick. Such cards I have represented in Fig. 2 wherein at 5a the bull card is represented as having in the center a large picture of the head of a bull and in diagonally opposite corners a smaller representation thereof, and wherein at 6a I have similarly represented a bears head. Preferably I employ the words "Bull" and Bear, and although the said cards preferably do not in the, embodiment of Fig. 2 have the legend thereon that they respectively double and cancel the value of the trick wherein the card is played, this is the purpose of these two cards respectively in Fig. 2.
As I have already stated, the interest incident to the playing of such cards as those just described would be considerable where each trick has the same value as each other trick, but when taken in connection with the fact that the count cards represent large money values, the interest and excitement are very greatly accentuated.
So far as I am aware, I am the first to provide cards that respectively increase and diminish the value of a trick as being played, and particularly where the count cards or value cards in the trick vary from those in other tricks.
Referring, for ease of description but without limitation of my invention in doing so, to the said cards which respectively increase and diminish the value of a trick, as the bull" card and bear" card, the feature of greatest importance in the game of my invention is the presence of these cards, and their employment in a game wherein the cards have different count value is entirely new so faras I am aware. Any player may have the opportunity of destroying the value of count cards .in-a trick going to an opponent and he can use his power perhaps on any one of a number of different tricks. He must use his skill and use of such card in a combination wherein there are special count cards in the pack creates a very novel feature and the possibility of very skilful play. Thus the use of the bull and bear cards enables the increase or decrease in value of a trick to be brought about in a wholly novel manner, particularly in a combination wherein the tricks vary greatly in value owing to the great difference in the value of the count cards. Irrespective therefore of the mere idea of decreasing or increasing the value of the trick, my game is one arousing much greater interest in that as the values of the various tricks necessarily widely differ, so is the skill of the players drawn upon in determining whether, as the second or third player, he should double or cancel the value of that trick if he holds the bull" or bear card.
The game provides for the possibility of the playing on a single trick, first, of the card which doubles the value of the trick, and thereafter the playing by an opponent of the card which cancels the value of the trick. The reverse condition would not obtain, since the value of the trick having been cancelled by the playing of the card 6 or Go, doubling would, of course, have no effect. a
It will be understood, of course, that any player must follow suit if he can and therefore there may be times when although holding either the bull" or the "bear" card he cannot play the same upon a trick. Therefore such player at the very beginning of the playing of the hand has an opportunity to exercise his skill by discarding from a weak hand so that he may be in a position to play the bull or bearf' card on a critical position.
In addition to the said two cards identified by reference characters 5, 6, and 5a, Go, I provide one other card which is a card of special capturing power but which has no counting value. It is preferably the highest card of the entire pack as the game is played. Such a cardI have represented at 7 in Figs. 1 and 2 as a "tiger" card. In Fig. 1 I have represented the head of a tiger together with the word 'Iiger", and in Fig. 2, I have represented the head of the tiger only. The "tiger" card is regarded as a trump card, and preferably as the highest trump card, and therefore will take any trick, but a player holding the tiger" card must follow suit and hence cannot play the tiger card if something other than trumps is led and he has a card in that suit.
It will be observed that in the embodiment of the invention shown in Fig. 1, there are fifty-one cards. This provides twelve cards for each player and three other cards which are in dealing laid aside as a nest, being preferably the last three cards remaining undealt after each player has been dealt twelve cards. The player at the left of the dealer begins by bidding in order to get the right to name the color of the trumps. According to the preferred rules of the game, the bidding begins at some relatively high number, such as 175 (meaning $175,000) and continues until no one will bid higher. It is possible with the disclosed embodiment of the game of the invention to count $400,000. The highest bidder names the trump colorand has the option of exchanging three of his cards for the cards in the "nest, and he may name the trump card after he has looked at the nest. The highest card played takes the trick. As already stated, the bull and bear cards can only be played when the player is unable to follow suit, but these cards are nevertheless extremely valuable and effective, as it requires excellent judgment to determine whether the players partner is likely to take that trick, especially. if the holder of the bull or bear card is the second or third player, and thus he is faced with the predicament of permitting a very valuble trick to go to his opponent if he refrains from playing the bear" card, whereas on the other hand it may develop that his partner will have won the trick and he himself destroys the value of that trick when he should not have done so. Likewise, it requires excellent judgment to determine when the bear" card should be played. While the tiger card may be regarded as the highest trump, it may upon agreement be given a value of the lowest trump.
As already stated, I may instead of using dollars as the measure of value, use some other money value, such as pounds sterling, francs,'
etc., or I may use some other measure of value, such, for example, as bushels. The essence of the attractiveness of the game is that the players not only have the usual interest of capturing a trick, but the ability under certain circumstances, of increasing (or doubling) the value of a trick which ones partner is going to capture, and in a like manner has the ability to decrease (or cancel) values which are going to the opponents. The cards to accomplish this and which have been fully described, peculiarly cooperate in a combination wherein the values or count of the other card may greatly vary. The foregoing characteristics are preferably employed in a pack of cards the difierent suits whereof are distinguished in part or wholly by color, and
moreover in association with other cards which have no value or count but have capturing power and which are preferably in a broken sequence. To the foregoing features an increased interest is added by the use of a special wild" card herein represented as the tiger card.
Having thus described one illustrative embodiment of my invention, it is to be understood that although specific terms are employed, they are used 'in a generic and descriptive sense and not for purposes of limitation, the scope of the invention being set forth in the following claims.
I claim: I
1. The combination, in a pack of cards each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, all groups having the same numerical characters, said groups being diflerently colored one from another, and a"bull card and a "bear card, the playing of which respectively increases and diminishes the value of the trick whereon the same is played.
2. The combination, in a pack of cards each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, the respective cards of each group having the same capturing indications, and an additional card the playing of which doubles the value of a trick whereon it is played.
-wise be the value or count of that trick.
3. The combination, in a pack of cards each of which constitutes an actual implement of play and together constituting a card game, of I two or more groups of such cards, the respective cards of each group having the same capturing indications, and an additional card the playing of which cancels the value of the trick whereon it is played.
4. The combination, in a pack of cards each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, all groups having the same numerical characters upon the faces of the respective cards but otherwise differentiated each from every other, each said group constituting a sequence or set of cards forming a suit, and an additional card, not a suit card, the playing of which on a trick increases the value or count of that trick.
5. The combination, in a pack of cards each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, all groups having the same numerical characters, said groups being differently colored one from another, each said group constituting a sequence or set of cards forming a suit, and at least one additional card, not a suit card, the playing of which on any trick changes what would other- 6. The combination, in a pack of cards each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, all groups having the same numerical characters as the predominant characteristics upon the face of 'each card, but otherwise differentiated each from every other, each said group constituting a sequence or set of cards forming a suit, and a card, not a suit card, of special capturing power, in addition to the said group cards, and another card, not a suit card, indicating that it increases the value of a trick whereon it is played.
'7. The combination, in a pack of cards, each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, each said group constituting a sequence or set of cards forming a suit, the respective cards of each group having the same capturing indications, and one or more 5 additional cards, not a suit card or cards, the playing of which on any trick varies the count or value of that trick.
8. The combination, in a pack of cards, each of which constitutes an actual implement of play and together constituting a card game, of two or more groups of such cards, the respective cards of at least two of the groups having the same capturing indications, each said group constituting a sequence or set of cards forming a suit, and one or more additional cards, not a suit card or cards, the playing of which on any trick varies the count or value of that trick.
GRACE M. PARKER.
US723558A 1934-05-02 1934-05-02 Card game Expired - Lifetime US1982534A (en)

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Cited By (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US2569701A (en) * 1948-01-12 1951-10-02 George A Thompson Deck of playing cards
US2598969A (en) * 1948-10-05 1952-06-03 Elaine F Burton Apparatus for playing card games
US5125667A (en) * 1991-04-12 1992-06-30 Richards Jerry C Method of playing a card game based on odd numbers
US5310347A (en) * 1992-11-23 1994-05-10 Chester Brand Card game for spelling improvement and education
US6102403A (en) * 1999-01-20 2000-08-15 A&L Associates Creative Games, Llc Method for playing high-low card game
US20050275167A1 (en) * 2004-06-09 2005-12-15 Vision Gaming & Technology, Inc. Method of playing a game of war
US20050277457A1 (en) * 2004-06-09 2005-12-15 Wilson Tammy L Method of playing a gaming machine featuring interruptible play
US8678392B1 (en) * 2013-08-07 2014-03-25 Hebah Abdullah Alhazza Card game and method for playing the same
US20140203508A1 (en) * 2013-01-23 2014-07-24 Anita Pedde Game of Inheritance

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US2569701A (en) * 1948-01-12 1951-10-02 George A Thompson Deck of playing cards
US2598969A (en) * 1948-10-05 1952-06-03 Elaine F Burton Apparatus for playing card games
US5125667A (en) * 1991-04-12 1992-06-30 Richards Jerry C Method of playing a card game based on odd numbers
US5310347A (en) * 1992-11-23 1994-05-10 Chester Brand Card game for spelling improvement and education
US6102403A (en) * 1999-01-20 2000-08-15 A&L Associates Creative Games, Llc Method for playing high-low card game
US20050275167A1 (en) * 2004-06-09 2005-12-15 Vision Gaming & Technology, Inc. Method of playing a game of war
US20050277457A1 (en) * 2004-06-09 2005-12-15 Wilson Tammy L Method of playing a gaming machine featuring interruptible play
US7458583B2 (en) * 2004-06-09 2008-12-02 Vision Gaming & Technology, Inc. Method of playing a game of war
US20090079133A1 (en) * 2004-06-09 2009-03-26 Vision Gaming & Technology, Inc. Method of playing a game of war
US20140203508A1 (en) * 2013-01-23 2014-07-24 Anita Pedde Game of Inheritance
US8678392B1 (en) * 2013-08-07 2014-03-25 Hebah Abdullah Alhazza Card game and method for playing the same

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