Card toy for two player games
Abstract
Provided herein is a card toy for two player games that enables the players to quickly determine whether or not a combination is attained even with a variety of combinations. The card toy for two player games includes one play field for playing the game and a deck of cards for each player. Each deck of cards includes two sorts of cards, monster cards and skill cards. A combination indicator and a decision mark indicator are disposed along one side of each monster card and each skill card. In placing the cards in a standby area 9 , the cards are overlapped one on another by shifting the cards such that some of the decision marks in the combination indicators of the respective cards may be arranged in a matrix.
Claims
exact text as granted — not AI-modified1 . A card toy for two player games comprising two decks of a plurality of cards to be respectively used by two players, a game proceeding according to rules of play whereby:
the plurality of cards in each deck include a plurality of standby cards to be used in the game, each standby card having a combination indicator shown on a card surface; each player has a hand of a plurality of cards; each player places on the player's play field a group of standby cards picked up from one or both of the player's deck and hand such that all of the combination indicators of the respective standby cards can be recognized at a glance on the play field; and a predetermined effect can be exerted when a predetermined combination is attained by a combination of the combination indicators shown on the group of standby cards placed on the play field, wherein the combination indicator of each standby card includes one or more sorts of one or more decision marks disposed along one side of the card surface; and wherein the combination indicators of the respective standby cards are configured such that some of the decision marks in the combination indicators of the respective standby cards may be arranged in a matrix when the standby cards in the group of standby cards are placed on the play field by overlapping the standby cards one on another with the one side of the card surface of each standby card being shifted in one direction such that all of the combination indicators shown on the respective standby cards can be seen alongside of one another.
2 . The card toy for two player games according to claim 1 , wherein
when an arrangement of the decision marks DM disposed along one side of the card is defined as a row, and an arrangement of the decision marks DM located in one direction is defined as a column when the cards are overlapped one on another with one side of the card being shifted in one direction, the rules of play include a rule whereby the predetermined effect can be exerted when the decision marks are arranged in the matrix according to the predetermined combination in a different direction from a direction in which the rows extend.
3 . The card toy for two player games according to claim 2 , wherein the rules of play further include a rule whereby the predetermined effect can be exerted when the decision marks arranged in the matrix are located in one or more columns according to the predetermined combination.
4 . The card toy for two player games according to claim 2 , wherein:
the plurality of cards include a plurality of attack cards each capable of delivering an attack; each attack card has on a card surface a plurality of attack values indicative of a plurality of offensive power levels to be exerted by the attack card; and when a point which the player can obtain when the decision marks are arranged in the matrix according to the predetermined combination is defined as one combination point, the rules of play include a rule whereby the number of one or more combination points obtained by the player determines which of the attack values for the attack card can be applied in the attack.
5 . The card toy for two player games according to claim 3 , wherein:
the plurality of cards include a plurality of attack cards each capable of delivering an attack; each attack card has on a card surface a plurality of attack values indicative of a plurality of offensive power levels to be exerted by the attack card; and when a point which the player can obtain when the decision marks are arranged in the matrix according to the predetermined combination is defined as one combination point, the rules of play include a rule whereby the number of one or more combination points obtained by the player determines which of the attack values for the attack card can be applied in the attack.Join the waitlist — get patent alerts
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