US-12623138-B2 - Game systems and methods
Abstract
A method can comprise a first player selecting a player main character card, an opponent selecting an opponent main character card, and/or conducting a battle phase. Each main character card can comprise a hit point value, an attack value, a defense value, and an agility value. The battle phase can comprise the first player rolling a number of attack dice equal to the first player main character's attack value, determining a number of successful attacks based on the attack dice roll, the opponent rolling a number of defense dice equal to the opponent main character's defense value, determining a number of successful blocks based on the defense dice roll, and comparing the number of successful attacks and successful blocks. In response to the number of successful attacks being greater than the number of successful blocks, the method can further comprise decreasing the hit points of the opponent's main character card.
Inventors
- Robert Coovert
Assignees
- THE UPPER DECK COMPANY
Dates
- Publication Date
- 20260512
- Application Date
- 20240319
Claims (20)
- 1 . A method of playing a game on a game surface, comprising: selecting, by a first player, a player main character card from a player main character deck comprising at least three player main character cards, wherein the player main character card comprises a player hit point value, a player attack value, a player defense value, and a player agility value; selecting, by a second player, which is an opponent of the first player, an opponent main character card from an opponent main character deck comprising at least three opponent main character cards, wherein the opponent main character card comprises an opponent hit point value, an opponent attack value, an opponent defense value, and an opponent agility value; drawing, by the first player, a number of player action cards from a player action deck to create a player hand from which the first player plays cards, wherein the player action deck comprises between 40 and 60 action cards including at least one training card, at least one equipment card, at least one single use card, at least one permanent card, at least one instant card, and at least one upgrade card; drawing, by the opponent, a number of action cards from an opponent action deck to create an opponent hand from which the opponent plays cards, wherein the opponent action deck comprises between 40 and 60 action cards including at least one training card, at least one equipment card, at least one single use card, at least one permanent card, at least one instant card, and at least one upgrade card; and conducting a first battle phase during which the first player is an attacking player and the opponent is a defending player, comprising: rolling, by the first player, a number of player attack dice that is equal to the player attack value; determining a player number of successful attacks, wherein a successful attack occurs for each of the player attack dice showing an attack activation value after being rolled; rolling, by the opponent, a number of opponent defense dice that is equal to the opponent defense value; determining an opponent number of successful blocks, wherein a successful block occurs for each of the opponent defense dice showing a defense activation value after being rolled; comparing the player number of the successful attacks and the opponent number of successful blocks; and at least one of: in response to the player number of the successful attacks being greater than the opponent number of successful blocks by a player attack number, decreasing opponent hit points of the opponent main character card by the player attack number; or in response to the opponent number of the successful blocks being greater than or equal to player number of successful attacks, maintaining the opponent hit points of the opponent main character card.
- 2 . The method of claim 1 , wherein, before the comparing the player number of the successful attacks and the opponent number of successful blocks, the first battle phase further comprises: comparing the player agility value and the opponent agility value; and at least one of: in response to the player agility value being greater than the opponent agility value by a player agility difference, the first player rerolling a player agility number of the player attack dice equal to the player agility difference, wherein the determining the successful attacks includes the first player rolling the player attack dice and the rerolling the player agility number of the player attack dice; or in response to the opponent agility value being greater than the player agility value by an opponent agility difference, the opponent rerolling an opponent agility number of the opponent defense dice equal to the opponent agility difference, wherein the determining the successful blocks includes the opponent rolling the opponent defense dice and the rerolling the opponent agility number of the opponent defense dice.
- 3 . The method of claim 1 , further comprising: conducting a second battle phase during which the first player is the defending player and the opponent is the attacking player, comprising: rolling, by the opponent, a number of opponent attack dice that is equal to the opponent attack value; determining an opponent number of successful attacks, wherein a successful attack occurs for each of the opponent attack dice showing the attack activation value after being rolled rolling, by the first player, a number of player defense dice that is equal to the player defense value; determining a player number of successful blocks, wherein a successful block occurs for each of the player defense dice showing the defense activation value after being rolled; and comparing the opponent number of the successful attacks and the player number of successful blocks for the second battle phase; and at least one of: in response to the opponent number of the successful attacks being greater than the player number of successful blocks by an opponent attack number, decreasing player hit points of the player main character card by the opponent attack number; or in response to the player number of the successful blocks being greater than or equal to the opponent number of successful attacks, maintaining the player hit points of the player main character card.
- 4 . The method of claim 1 , wherein in response to decreasing the opponent hit points of the opponent main character card by the player attack number, the method further comprises: ending a round of the game in response to reducing the opponent hit points to zero.
- 5 . The method of claim 4 , further comprising: positioning the opponent main character card facedown in a results area of the game surface; and positioning the player main character card faceup in the results area of the game surface.
- 6 . The method of claim 1 , further comprising determining an unblockable number of the player attack dice showing an unblockable attack value, and subtracting the unblockable number from the opponent hit points of the opponent main character card regardless of the opponent number of successful blocks.
- 7 . The method of claim 1 , further comprising conducting a training phase before the first battle phase, comprising: playing, by the first player, a training card from the player hand, which increases at least one of the player attack value, the player defense value, and the player agility value.
- 8 . The method of claim 7 , wherein the player attack value, the player defense value, and the player agility value are disposed in a value section that is along and proximate a bottom edge of the player main character card, wherein the player attack value is disposed in a value section first position, wherein the player defense value is disposed in a value section second position, and wherein the player agility value is disposed in a value section third position.
- 9 . The method of claim 8 , further comprising: positioning the training card under the player main character card, with a training card bottom edge protruding below the bottom edge of the player main character card, wherein at least one of: a value increase to the player attack value is proximate to the training card bottom edge and aligned with the value section first position of the player main character card, a value increase to the player defense value is proximate to the training card bottom edge and aligned with the value section second position of the player main character card, or a value increase to the player agility value is proximate to the training card bottom edge and aligned with the value section third position of the player main character card.
- 10 . The method of claim 1 , further comprising conducting a preparation phase before the first battle phase, comprising: playing, by the first player, an upgrade card from the player hand; selecting, by the first player, an upgraded player main character card associated with the player main character card from a player upgraded main character deck comprising at least three player upgraded main characters; and upgrading the player main character card to the upgraded player main character card, wherein the upgraded player main character card comprises at least one of an upgraded player hit point value that is greater than the player hit point value, an upgraded player attack value that is greater than the player attack value, an upgraded player defense value that is greater than the player defense value, or an upgraded player agility value that is greater than the player agility value, wherein, in response to upgrading the player main character card, the rolling the player attack dice comprises rolling a number of player attack dice equal to the upgraded player attack value.
- 11 . The method of claim 1 , further comprising conducting a preparation phase before the first battle phase, comprising: playing, by the first player, an equipment card from the player hand, which affects, during each turn, at least one of the number of player attack dice rolled, the number of opponent defense dice rolled, the player number of successful attacks, the opponent number of successful blocks, the player attack value, the player defense value, or the player agility value; and placing the equipment card in a first equipment card section of the game surface in response to the playing the equipment card.
- 12 . The method of claim 1 , further comprising conducting a preparation phase before the first battle phase, comprising: playing, by the first player, a single use card from the player hand, which comprises an effect that affects at least one of the number of player attack dice rolled, the number of opponent defense dice rolled, the player number of successful attacks, the opponent number of successful blocks, the player attack value, the player defense value, or the player agility value; and discarding the single use card in response to the playing the single use card.
- 13 . The method of claim 12 , wherein the effect of the single use card is determined by a roll of one or more dice.
- 14 . The method of claim 12 , wherein the single use card is an instant card, wherein the effect of the instant card is immediate in response to the playing the single use card and is played in any desired phase of a turn of the game.
- 15 . The method of claim 14 , wherein during the preparation phase, the first player is able to play up to one action card, wherein the instant card does not count toward the up to one action card.
- 16 . The method of claim 1 , further comprising conducting a preparation phase before the first battle phase, comprising: playing, by the first player, a permanent card from the player hand, which affects at least one of the number of player attack dice rolled, the number of opponent defense dice rolled, the player number of successful attacks, the opponent number of successful blocks, the player attack value, the player defense value, the player agility value, or hit points remaining of the player hit point value; and placing the permanent card in a permanent card section of the game surface in response to the playing the permanent card, wherein the permanent card remains in play until an end of a round.
- 17 . A system comprising: a user device comprising a display screen; a processor operably connected to the user device; and a tangible non-transitory computer readable memory configured to communicate with the processor, the tangible non-transitory computer readable memory having instructions stored thereon that, in response to execution by the processor causes the processor to perform operations comprising: displaying, by the processor, a player digital main character card on a graphical user interface (GUI), wherein the player digital main character card comprises a player hit point value, a player attack value, a player defense value, and a player agility value; displaying, by the processor, an opponent digital main character card on the GUI, wherein the opponent digital main character card comprises an opponent hit point value, an opponent attack value, an opponent defense value, and an opponent agility value; and conducting a first battle phase, comprising: presenting, by the processor, a plurality of player digital attack dice on the GUI; rolling, by the processor and the random number generator, a number of the player digital attack dice that is equal to the player attack value; presenting, by the processor, a selected surface of each of the player digital attack dice in response to the rolling the player digital attack dice; determining, by the processor, a player number of successful attacks, wherein a successful attack occurs for each of the player digital attack dice showing an attack activation value on the selected surface of each of the player digital attack dice; presenting, by the processor, a plurality of opponent digital defense dice on the GUI; rolling, by the processor and the random number generator, a number of opponent digital defense dice that is equal to the opponent defense value; presenting, by the processor, a selected surface of each of the opponent digital defense dice in response to the rolling the opponent digital defense dice; determining, by the processor, an opponent number of successful blocks, wherein a successful block occurs for each of the opponent digital defense dice showing a defense activation value on the selected surface of each of the opponent digital defense dice; comparing, by the processor, the player number of the successful attacks and the opponent number of successful blocks; and at least one of: in response to the player number of the successful attacks being greater than the opponent number of successful blocks by a player attack number, decreasing, by the processor, opponent hit points of the opponent digital main character card by the player attack number; or in response to the opponent number of the successful blocks being greater than or equal to the player number of successful attacks, maintaining, by the processor, the opponent hit points of the opponent digital main character card.
- 18 . The system of claim 17 , wherein the operations further comprise, before conducting the first battle phase: selecting, by the processor and the random number generator, a number of player digital action cards from a player digital action deck to create a player hand from which the first player plays digital cards, wherein the player digital action deck comprises between 40 and 60 digital action cards including at least one digital training card, at least one digital equipment card, at least one digital single use card, at least one digital permanent card, at least one digital instant card, and at least one digital upgrade card; displaying, by the processor, the number of player digital action cards in the player hand faceup on the GUI; selecting, by the processor and the random number generator, a number of opponent digital action cards from an opponent digital action deck to create an opponent hand from which the opponent plays digital cards, wherein the opponent digital action deck comprises between 40 and 60 digital action cards including at least one digital training card, at least one digital equipment card, at least one digital single use card, at least one digital permanent card, at least one digital instant card, and at least one digital upgrade card; and displaying, by the processor, the number of opponent digital action cards in the opponent hand facedown on the GUI.
- 19 . The system of claim 17 , wherein the operations further comprise, before conducting the first battle phase, conducting a training phase, comprising: receiving, by the processor, a selection of a digital training card from the player hand, which increases at least one of the player attack value, the player defense value, and the player agility value; associating, by the processor, the digital training card with the player digital main character card; and increasing, by the processor, the at least one of the player attack value, the player defense value, and the player agility value based on the digital training card.
- 20 . The system of claim 17 , wherein the operations further comprise, before conducting the first battle phase, conducting a preparation phase, comprising: receiving, by the processor, a selection of a digital equipment card from the player hand, which comprises an equipment effect that affects, during each turn, at least one of the number of player digital attack dice rolled, the number of opponent digital defense dice rolled, the player number of successful attacks, the opponent number of successful blocks, the player attack value, the player defense value, or the player agility value; associating, by the processor, the digital equipment card with the player digital main character card; and effecting, by the processor, the equipment effect during the first battle phase.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS This application is a nonprovisional of, and claims priority to and the benefit of, U.S. Provisional Patent Application No. 63/453,747, filed Mar. 21, 2023 and entitled “GAME SYSTEMS AND METHODS,” which is hereby incorporated by reference herein. FIELD The present disclosure relates generally to game systems and methods. BACKGROUND It is a popular entertainment activity for individuals to play organized, instruction-based games, particularly games involving strategy, interacting and inter-related components, characters, and the like. There are, therefore, a wide variety of games employing various modes of play, components (e.g., cards, dice, game surfaces and boards, etc.), and degrees of strategy. Characters and other components of a game system can also be enjoyable for collecting purposes, with cards and other components having varying aesthetic components and degrees of rarity or desirability. SUMMARY In various examples, a game system can comprise an original deck of cards, a plurality of value selectors (e.g., dice), and/or a game surface. The original deck of cards can comprise one or more sub-decks, such as an action card deck, a main character deck, and/or an upgraded main character deck. The action card deck can comprise action cards, for example, 40 to 60 action cards. An action card can be or comprise a training card, an equipment card, a single use card, a permanent card, an instant card, and/or an upgrade card. An action card deck can comprise, at least one training card, at least one equipment card, at least one single use card, at least one permanent card, at least one instant card, and/or at least one upgrade card (i.e., any number or combination thereof). A main character deck can comprise one or more main character cards. An upgraded main character deck can comprise one or more upgraded main character cards. In various examples, a method of gameplay can comprise selecting, by a first player, a player main character card from a player main character deck, and selecting, by a second player, which is an opponent of the first player, an opponent main character card from an opponent main character deck. The player main character deck can comprise at least three player main character cards, wherein the player main character card comprises a player hit point value, a player attack value, a player defense value, and a player agility value. The opponent main character deck can comprise at least three opponent main character cards, wherein the opponent main character card can comprise an opponent hit point value, an opponent attack value, an opponent defense value, and an opponent agility value. The method can further comprise the first player drawing a number of player action cards from a player action deck to create a player hand from which the first player can play cards. The player action deck can comprise between 40 and 60 action cards including at least one training card, at least one equipment card, at least one single use card, at least one permanent card, at least one instant card, and/or at least one upgrade card. The method can further comprise the opponent drawing a number of action cards from an opponent action deck to create an opponent hand from which the opponent can play cards. The opponent action deck can comprise between 40 and 60 action cards including at least one training card, at least one equipment card, at least one single use card, at least one permanent card, at least one instant card, and/or at least one upgrade card. In various examples, the method can comprise conducting a first battle phase during which the first player is an attacking player and the opponent is a defending player. The first battle phase can comprise the first player rolling a number of player attack dice that is equal to the player attack value of the player main character card; determining a number of successful attacks, wherein a successful attack can occur for each of the player attack dice showing an attack activation value after being rolled; the opponent rolling a number of opponent defense dice that is equal to the opponent defense value of the opponent main character card; determining a number of successful blocks, wherein a successful block occurs for each of the opponent defense dice showing a defense activation value after being rolled; and/or comparing the number of successful attacks and successful blocks. In response to the number of successful attacks being greater than the number of successful blocks, the method can further comprise decreasing the opponent hit points of the opponent main character card by the difference therebetween. In response to the number of successful blocks being greater than or equal to the number of successful attacks, the opponent hit points of the opponent main character card can be maintained. A round of the game can be ended in response to reducing the opponent hit points of the opponent main character card to zero.