throbber
(19) United States
`(12) Patent Application Publication (10) Pub. No.: US 2013/0281173 A1
`Oct. 24, 2013
`(43) Pub. Date:
`Gilson et al.
`
`US 2013 0281 173A1
`
`(54)
`
`(71)
`
`(72)
`
`(21)
`(22)
`
`(60)
`
`GAME, SUCH ASELECTRONIC
`COLLECTABLE AND TRADABLE OBJECT
`GAME EMPLOYING CUSTOMIZABLE
`FEATURES
`
`Inventors:
`
`Applicant: Wizards of the Coast, Inc., Reston, WA
`(US)
`Frank Gilson, Renton, WA (US);
`Cormac Russell, Milpitas, CA (US);
`Paul Sottosanti, Seattle, WA (US);
`Randy Buehler, Bellevue, WA (US);
`Ramon Arjona, Seattle, WA (US); Karl
`Robert Gutschera, Seattle, WA (US);
`Brandon Anthony Bozzi, Seattle, WA
`(US); Aaron Joel Forsythe, Renton, WA
`(US)
`Appl. No.: 13/923,702
`Filed:
`Jun. 21, 2013
`Related U.S. Application Data
`Division of application No. 12/176,873, filed on Jul.
`21, 2008, now Pat. No. 8,523,648, which is a continu
`
`ation of application No. 11/952,072, filed on Dec. 6,
`2007, now abandoned, which is a continuation of
`application No. 11/738,308, filed on Apr. 20, 2007,
`now abandoned.
`Provisional application No. 60/794.210, filed on Apr.
`21, 2006.
`
`Publication Classification
`
`Int. C.
`A63F I/02
`U.S. C.
`CPC ........................................ A63F I/02 (2013.01)
`USPC ............................................. 463/11; 273/293
`
`(2006.01)
`
`(60)
`
`(51)
`
`(52)
`
`ABSTRACT
`
`(57)
`A game employing user-modifiable game components. Such
`as cards in a collectable card game, employs various features
`to provide user-modifiability, including sleeves, transparent
`cards, Stickers, and other elements. Electronic versions of the
`game and various other features are included, including track
`ing of history associated with Such components.
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`
`Supercell
`Exhibit 1013
`Page 1
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 1 of 8
`
`US 2013/0281173 A1
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`
`Supercell
`Exhibit 1013
`Page 2
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 2 of 8
`
`US 2013/0281173 A1
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`Supercell
`Exhibit 1013
`Page 3
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 3 of 8
`
`US 2013/0281173 A1
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`Supercell
`Exhibit 1013
`Page 4
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 4 of 8
`
`US 2013/0281173 A1
`
`
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`
`Supercell
`Exhibit 1013
`Page 5
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 5 of 8
`
`US 2013/0281173 A1
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`Exhibit 1013
`Page 6
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 6 of 8
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`US 2013/0281173 A1
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`Supercell
`Exhibit 1013
`Page 7
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 7 of 8
`
`US 2013/0281173 A1
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`Supercell
`Exhibit 1013
`Page 8
`
`

`

`Patent Application Publication
`
`Oct. 24, 2013 Sheet 8 of 8
`
`US 2013/0281173 A1
`
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`
`Supercell
`Exhibit 1013
`Page 9
`
`

`

`US 2013/0281 173 A1
`
`Oct. 24, 2013
`
`GAME, SUCH ASELECTRONIC
`COLLECTABLE AND TRADABLE OBJECT
`GAME EMPLOYING CUSTOMIZABLE
`FEATURES
`
`CROSS-REFERENCE TO RELATED
`APPLICATION(S)
`0001. This application is a divisional application of U.S.
`application Ser. No. 12/176,873, filed Jul. 21, 2008 (Attorney
`Docket No. 23652.8006.US3), which is a continuation of
`U.S. application Ser. No. 11/952,072 filed Dec. 6, 2007 (At
`torney Docket No. 23.652.8006. US2), which is a continuation
`of U.S. application Ser. No. 1 1/738,308, filed Apr. 20, 2007
`(Attorney Docket No. 23652.8006.US1), which is a continu
`ation-in-part of international application PCT/US 06/02277,
`filed Jan. 24, 2006 (Attorney Docket No. 23652.8005.WO),
`which claims the benefit of U.S. Provisional Application No.
`60/646,724 filed Jan. 24, 2005 (Attorney Docket No. 23652.
`8005.US), and also claims the benefit of U.S. Provisional
`Application No. 60/794.210, filed Apr. 21, 2006 (Attorney
`Docket No. 23.652.8006. US). All these applications are incor
`porated herein by reference in their entireties.
`
`BACKGROUND
`0002 Collectible trading card games are known. U.S. Pat.
`Nos. 5,622,332, and RE37,957, describe such card games.
`Commercial examples of Such games include Magic: The
`Gathering, Pokemon, Star Wars, MagiNation, and Shaman
`King. Each of these games employs different rules, although
`as a collectible trading card game, they include Some or all of
`the following: collectability, casting cost, deck construction,
`tapping, and special ability cards. Collectability refers to a
`game that has a collectability element, for example, the ability
`to purchase additional game pieces/cards that each have lev
`els of rarity from common, uncommon and rare cards/game
`pieces. Casting cost refers to a game mechanic element that
`requires the playing of at least one card or other game piece
`before other cards/game pieces are played. In other words, a
`player must play one or more cards/game pieces having a total
`number of points (or other attributes, such as colors or com
`bination of colors, or have the appropriate number of sym
`bols) before another type of card/game piece is played. Deck
`construction refers to allowing a player to customize his or
`her hand of cards or game pieces for use in play against an
`opponent under the rules of play. Tapping simply refers to
`designating a card or game piece as in play or in use by
`changing its orientation or otherwise designating it. Special
`ability cards or game pieces are those that alter the rules of
`play for at least one round during the game play.
`0003. Each of the various collectible games includes dif
`ferent features. For example, the Star Wars trading card game
`allows a player to play two or more cards representing the
`same Star Wars character to thereby enhance the value of
`power of that character. Other games employ the use of
`scratch off Surfaces to reveal underlying numbers, clips to
`track points on a card, tokens to be placed on top of cards, and
`so forth.
`0004 Examples of collectible games not exclusively
`employing cards include Dungeons and Dragons Miniatures,
`Xevos, Warhammer, Shadowrun, Duels, and Mage Knight.
`Various card and other games have electronic counterparts.
`For example, in Magic OnlineTM, players purchase virtual
`Magic: the Gathering cards and build online collections. They
`
`use these cards to build decks for play in Magic Online. And,
`just like with regular Magic: the Gathering cards, players can
`trade for the cards they are looking for. First, a player needs
`Magic Online Software, an Internet connection, and an
`account. Since this allows players to join in from almost
`anywhere in the world, that means there are Magic games
`available to players continuously, with live opponents.
`0005 Next, Magic Online servers handle all rules associ
`ated with every card, but players do need to understand the
`rules to play well. However, players do not have to worry if a
`card works in a certain way or not: if the game permits it, it
`does. Magic Online also keeps each players cards in an
`organized virtual collection with its own search engine.
`0006 For new players, Magic Online features a “Train
`ing Room where they can learn different aspects of playing
`a Magic game. Between walk-through tutorials, a practice
`room where players can play against other folks new to the
`game, and an introduction to the help system, Magic Online is
`quickly get new players knowledgeable and involved in the
`game.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`0007 FIG. 1 is a diagram showing four trading cards, each
`with an associated sleeve.
`0008 FIG. 2 is a diagram showing the four trading cards of
`FIG. 1 inserted into respective sleeves.
`0009 FIG. 3 is a diagram of two trading cards under an
`alternative embodiment.
`0010 FIG. 4 is a diagram illustrating a combination of the
`two cards of FIG. 3.
`0011
`FIG. 5 is a diagram of two cards under a second
`alternative embodiment.
`0012 FIG. 6 is a diagram illustrating a combined card
`produced by the two cards of FIG. 5.
`0013 FIG. 7 is a computer display screen illustrating four
`creature cards in an alternative embodiment to the cards of
`FIG.S.
`0014 FIG. 8 is a diagram of a sticker card and a sticker
`receiving card under an alternative embodiment.
`0015 FIG. 9 is block diagram of a basic and suitable
`computer that may employ aspects of the invention.
`0016 FIG. 10A is a block diagram illustrating a simple,
`yet suitable system in which aspects of the invention may
`operate in a networked computer environment.
`0017 FIG. 10B is a block diagram illustrating an alterna
`tive system to that of FIG. 10A.
`0018 Various depicted elements are not necessarily drawn
`to scale, and these various elements may be arbitrarily
`enlarged to improve legibility.
`0019. A portion of this disclosure contains material to
`which a claim for copyright is made. The copyright owner has
`no objection to the facsimile reproduction by anyone of the
`patent document or patent disclosure (including Figures), as it
`appears in the Patent and Trademark Office patent file or
`records, but reserves all other copyright rights whatsoever.
`
`DETAILED DESCRIPTION
`0020. A customizable game, such as one employing trad
`ing cards, allows a player to modify a card before or during
`game play so that the modified card has abilities beyond the
`unmodified card itself. The card may be modified in any of
`various ways, some of which are described in detail herein.
`Many other details are provided below. Some or all aspects of
`
`Supercell
`Exhibit 1013
`Page 10
`
`

`

`US 2013/0281 173 A1
`
`Oct. 24, 2013
`
`trading cardgames may be employed, including collectability
`(the ability to purchase additional cards having levels of rar
`ity), deck construction (allowing a player to customize his set
`of cards for use in play againstan opponent under the rules of
`the game), special ability cards (cards that alter the rules of
`play for at least one round), and/or casting cost (requiring
`play of one or more cards before certain other cards are
`played).
`0021. Also described below is a system and method to
`permit a card, game piece, digital object, or other Suitable
`game component to accumulate history or other data. This
`data can then be used to change the game component, such as
`to change its appearance, provide for it additional/enhance
`abilities, etc.
`0022. Also described below is a system and method to
`permit two or more cards, game pieces, digital object, or other
`type of game component to be submitted (physically or elec
`tronically) in return for one or more new cards, game pieces,
`or game components.
`0023 The invention will now be described with respect to
`various embodiments. The following description provides
`specific details for a thorough understanding of and enabling
`description for, these embodiments of the invention. How
`ever, one skilled in the art will understand that the invention
`may be practiced without these details. In other instances,
`well-known structures and functions have not been shown or
`described in detail to avoid unnecessarily obscuring the
`description of the embodiments of the invention.
`0024. The terminology used in the description presented
`below is intended to be interpreted in its broadest reasonable
`manner, even though it is being used in conjunction with a
`detailed description of certain specific embodiments of the
`invention. Certain terms may even be emphasized below:
`however, any terminology intended to be interpreted in any
`restricted manner will be overtly and specifically defined as
`such in this Detailed Description section.
`Customizable Game Components and Examples of Suitable
`Games
`0025. In one embodiment, transparent card sleeves are
`provided that receive basic cards to modify that card. The
`basic cards may form part of a trading card game. Such as that
`noted above. The sleeves have some game mechanic or other
`information that modifies the cards received within the
`sleeves. For example, the game mechanic on the sleeve may
`overlay an existing game mechanic on a card to boost or
`modify the powers of the underlying card. The sleeve may
`include a point value, mana value or both. A portion of the
`sleeve may modify or cover an existing portion on the card,
`Such as a point value on that card to thus change the value of
`the underlying card.
`0026 Referring to FIG. 1, one embodiment of the inven
`tion is shown where trading cards 102,104,106 and 108 may
`be played as usual under the rules of play of a trading card
`game, or be combined with transparent sleeves.
`0027 Turning now to FIG. 2, transparent plastic sleeves
`110, 112, 114 or 116, respectively are shown. The sleeves
`may be made of two sheets of flexible transparent plastic that
`are heat sealed on two or three sides. Each of the sleeves, 110,
`112, 114 and 116 includes some text that modifies the card
`inserted therein, so that the underlying card may be custom
`ized before or during game play. For example, the sleeve 110
`adds a “+4000 to a power of the card inserted therein (card
`102, which has a power “2000, is shown through the sleeve
`
`(as shown in the combined card in the FIG. 2)). Of course, the
`various cards may be inserted into any of the shown sleeves,
`and many other sleeves or cards may be provided in a given
`game.
`0028. For example, the sleeves may be employed with
`existing trading card games such as Duel Masters or Magic:
`The Gathering. These sleeves (or other objects, noted herein)
`may be added to a normal game card during play to create a
`modified or improved version of the card. Before play of a
`game, a player selects up to predetermined number of points
`of sleeves, of which no more than one can be of any given
`color. (The color may be associated with one of several card
`colors or types, wherein a sleeve of given color may only be
`played with a card of that same color.) When a player casts or
`plays a creature (or other thematic element in the game), he
`may give the creature one of these objects/sleeves to thereby
`modify that creature. When the creature leaves play, the
`object is discarded. In one variant, every card is sleeved when
`it is played, so that a player has a deck of sleeves in addition
`to a deck of cards. In another variant, some randomizing event
`(e.g., a die roll) determines which card receives a given
`sleeve.
`0029. Under an alternative embodiment shown in FIGS. 3
`and 4, cards printed on a transparent substrate 302 and 304
`include text and graphics specifically placed on the card so
`that when the cards overlay one another, portions show
`through to provide for a combined card, Such as that shown in
`FIG. 4. (Alternatively or additionally, cards may be partially
`or fully opaque and have holes or windows cut in them so that
`information on underlying cards may be seen therethrough.)
`As shown, the card 304 is overlaid onto the card 302, so that
`a blue dot 306 on the card 302 shows through a window 308
`on the card 304. As a result, an ability defined by text 310 on
`the card 304 is now available to the player. Also, text along a
`periphery of the cards has a lasting or staying effect from
`round to round during game play, but any text that may be
`found in the middle of the card (which gets obscured by a
`later, overlapping card) applies only to that given round.
`0030 Under one embodiment of a game employing the
`cards of FIGS. 3 and 4, a game (which may be referred to as
`“Crystal Warriors') employs a method of play or “game
`mechanic' where each player starts with five life points and
`four cards in his or her hand. On the first turn, the player who
`goes first doesn't draw any cards, and the turn sequence
`proceeds as follows:
`0031 1. Untap
`0032. 2. Draw two cards
`0033 3. Play a mana card from your hand
`0034. 4. Play spells and pieces
`0035. 5. Attack.
`0036. To play a spell or a piece, a player must tap or
`otherwise designate one or more “mana' cards that have been
`played, where the total number of mana points is equal to a
`cost to play that card. The player must tap at least one mana
`that shares a color with the spell or piece of the card to be
`played. When a player plays a spell, the player follows its
`instructions and then puts it into a discard or a 'graveyard'
`pile.
`0037. When a piece is played from a players hand, it
`comes into play. In general, a piece represents a portion of a
`creature, which can consist of two to four pieces. A player can
`play a piece into play as a "fragment, which represents a
`single piece, and not a complete creature. It can be played on
`top of another piece to make a creature. If a player plays it
`
`Supercell
`Exhibit 1013
`Page 11
`
`

`

`US 2013/0281 173 A1
`
`Oct. 24, 2013
`
`directly on top of another piece and covers that underlying
`piece's power number, the other piece is effectively destroyed
`under the game.
`0038. Abilities are triggered (as described in a center of a
`piece) when a hole in the top piece lines up with a colored dot
`on the piece underneath. Static abilities are active as long as
`the piece is in or associated with the creature, but are not
`active if the piece is simply a fragment. Only creatures (two or
`more pieces) can attack, where the creature whose top piece
`has been put on in a given turn cannot attack in that turn.
`Attacking causes a creature to be tapped, and creatures attack
`one at a time. All creatures can block, and blocking also
`causes a creature to be tapped. If a creature is unblocked, the
`opponent loses one life, but if a creature is blocked, the two
`creatures then fight by comparing total power numbers of
`each creature, and the creature with the lower power is then
`sent to the graveyard. If its a tie, then both creatures are sent
`to the graveyard (i.e., they “die”).
`0039 Embodiments shown in FIGS. 5 and 6 are similar to
`that of FIGS. 3 and 4, but as shown cards 502 and 504 have a
`pentagonal shape. (Of course, any shape cards may be
`employed.) Again, card 502 may be overlaid upon card 504 to
`provide a combined card shown in FIG. 6. In this instance,
`text 506 positioned near a clear opening 508 in the card 502
`may correspond with a like color dot on an underlying card. In
`this case, however, a black dot 510 is positioned through the
`clear opening 508, and thus the text 506 does not apply to the
`combined card because the colors Surrounding the clear open
`ing 508 differ (red as opposed to black).
`0040 FIG. 7 shows an example of four cards that are
`similar to the cards of FIG. 5, but which may be employed in
`an online or electronic version of a card game. Here, various
`different creature cards are shown, although various other
`cards may be employed, Such as spell cards, or item cards.
`Each of the cards in the electronic game is an electronic card
`represented as individual data structures, and which may have
`unique serial numbers or IDs associated with each of them.
`0041 Game play under the example of FIGS. 5 through 7
`generally involves combining two or more pentagonal “min
`ion' cards together to make an "abomination” which players
`use to attack or block one another. The power of an abomi
`nation is equal to a sum of powers of the cards, represented by
`strength or attack values 512. As noted above, each card has
`two text boxes, one which shows through when combined
`together (textbox 514), and one that does not (text 506). The
`color coded transparent area 508 when combined with the
`colored area of an underlying card, determines whether or not
`abilities described in text 506 apply to a given abomination or
`not. Cards in the game can break apart abominations, or
`recombine them into different abominations.
`0042. Overall, each player generally begins with a 40-card
`deck, a Supply of counters ('soul counters'), and begins play
`with five such counters. Each player draws four cards, and the
`first player draws a single card on the first turn, instead of two
`cards.
`0043. At the start of each turn, players do the following:
`0044) 1. Draw one soul counter, with the winner being
`the first to obtain 20 such counters;
`0045 2. Draw two cards:
`0046 3. Untap any tapped mana cards;
`0047. 4. Put a soul counter from their pool onto each of
`their abominations and/or unstacked minions (charac
`ters/creatures) that don’t have one.
`
`0048. Then, during their turn, players can do the following
`in any order:
`0049 Put a card from their hand into the mana Zone,
`which can only be done once per turn
`0050. Put a minion card from their hand into play, as
`described below
`0051 Put an item card from their hand into play,
`0.052
`Play a spell card, or
`0053 Attack with one or more abominations, as
`described below.
`0054. Once a player has no more minion, item or spell
`cards they wish to play, and no more abominations with which
`they wish to attack, their turn ends.
`0055 To play a minion, item or spell card, a player must
`pay a mana cost 516 associated with that card. To do this, the
`player must tap mana equal to the mana or casting cost of that
`card. At least one of the mana tap must match the color of the
`card being played. Minion cards may be played onto another
`stacked minion, or onto an existing abomination, or where a
`player can start a new stack. When played onto another
`unstacked minion, these minions are now stacked and
`together form an abomination. When played onto an existing
`abomination, the minion is now stacked, and becomes the top
`layer of that abomination. When minion cards are played
`unstacked, a player takes a Soul counter from his or her pool,
`and places it on that minion. This Soul counter still counts
`towards the players total.
`0056. Only abominations can attack, and abominations
`cannot attack the turn they are played. Abominations cannot
`attack the same turn that another layer is added to them,
`although the abomination can attack first, and then a layer
`added before the end of the turn. To attack with an abomina
`tion, a player removes the Soul counter from it and returns it
`to the player's Soul counterpool. Abominations may attack
`singularly or as a team. If the opponent has an abomination
`with a soul counter on it, that opponent may choose to block.
`Blocking does not remove the soul counter from the blocker.
`If the attacking abomination is blocked, both abominations
`deal damage to each other equal to their power. Damage is
`dealt to the top layer down in a stack. If the abomination is not
`blocked, then that player steals Soul counters from the oppo
`nent equal to the number of layers of the attacking abomina
`tion.
`0057 Under another alternative embodiment, a trading
`card game includes a sticker receiving card that has one
`portion with some background artwork, and another blank
`portion. Two or more sets of game mechanic and artwork
`stickers are provided, which may be applied to the sticker
`receiving card. The artwork Stickers are applied to the back
`ground portions, while the game mechanic Stickers are
`applied to the lower portions. In general, only one artwork
`and one game mechanic sticker are applied to each sticker
`receiving card. As a result, players can effectively create their
`own new cards by overlaying stickers on a raw or basic card.
`The game mechanic or game play Stickers affect game play
`for that game.
`0.058
`FIG. 8 shows an example of this alternative embodi
`ment, with a sticker receiving card 800, and a set of stickers
`802 on a card. One of two game play or game mechanic
`stickers 804 or 806 may be applied to portion 808 of the
`sticker receiving card 800. One of two artwork stickers 810
`may be also placed within a background portion 812.
`0059 Under the card game of FIG. 8 (which may be
`known as The Kids Next Door Card Game), players simulta
`
`Supercell
`Exhibit 1013
`Page 12
`
`

`

`US 2013/0281 173 A1
`
`Oct. 24, 2013
`
`neously count "one, two, three' and then flip over the top card
`on their decks. The card with the highest number wins that
`battle, but if it is a tie, both cards lose. If both cards are of the
`same color (independent of number), then the first player to
`slap a "panic button’ wins that round. Players can place one or
`more cards in a reserve. If a card played has an icon that
`matches an icon in the player's reserve, then the player can
`add a “power up' value to the point value of his or her card.
`0060 Under this game, a subset of the cards are sticker
`receiving cards (a game card on which a player places Stick
`ers). These cards have all the normal game information,
`except they have a blank power up box (portion 808). They
`also have a landscape Scene in the art portion 812, with no
`characters pictured in it. A sheet of stickers (like stickers 802)
`includes two or more power up stickers (stickers 804, 806),
`and character art stickers (stickers 810). Before the game
`starts, players can place one power up sticker and a character
`art Sticker onto the card to customize that card.
`0061 Thus, stickers can be used to impact relevant game
`elements, non-game relevant elements, or both. Under the
`game, the power up box is the area of the card that tells the
`player what the card's power up number is, along with a kind
`of snack (resource) that the player will need to have in the
`reserve (the “treehouse') to be able to use the displayed
`power up number rather than a battle number on the card.
`
`Some Alternatives or Additions
`0062) Details regarding aspects of the game are found
`below. For example, when a creature leaves play, the card/
`object is discarded. In one variant, every card is sleeved when
`it is played, so that a player has a deck of sleeves in addition
`to a deck of cards. In another variant, some randomizing event
`(e.g., a die roll) determines which card receives a sleeve.
`0063. With many of the card games noted above, various
`cards may have different colors or types so that cards of
`similar color must be played together, or specific combina
`tions of colored cards be played, and so forth. A similar theme
`may be applied to other games described herein. Of course,
`while cards are described, various game components may be
`employed, such as miniature figures, tiles, customizable
`building models, and so forth. Further details may be found in
`the assignee's U.S. Pat. No. 7,201,374, entitled, “Method and
`Article of Manufacture for Collectible Game”. Of course,
`and as described in more detail below. Such cards, figures,
`tiles, and models may be electronic or virtual game compo
`nents, or “digital objects.” Indeed, these terms are generally
`used interchangeably herein.
`0064 Various other alternatives are possible. For example,
`cards may have two or more options covered by an opaque,
`but scratch-off paint. Players can, during the middle of a
`game, or before the game, Scratch off one of the options to
`provide additional abilities or power to that card. The card
`then is fixed in its modified form. Alternatively, next time the
`card is played, another portion may be scratched off to reveal
`additional underlying text. Alternatively or additionally, each
`card may be printed with a set of two or more options, and the
`player simply crosses or scratches out the option which he or
`she does not wish to apply to that card.
`0065 Ink stamps may be employed to stamp abilities onto
`cards. This is another way to customize a given card, and can
`also be used to simply add graphics or other ways of custom
`izing a card that do not relate to game play (although alterna
`tively, game play can be affected).
`
`Players can go to a web site to design a given card,
`0.066
`sleeve, or other game component and then print that element
`out for use in Subsequent game play. Thus, a player may
`access a predetermined web site, and using tools at that site,
`design and print out a card, where that card may be used alone
`or in conjunction with a sleeve. The player may choose at the
`web site various elements for the card for a given game (such
`as by inputting data directly, or by answering a number of
`related or unrelated questions). The elements that the player
`chooses may be selected under the web site so that the web
`site calculates the cost (game play or monetary) of the card
`and then displays the finished card. The player can then print
`out the card, cut it from paper, and put it into a normal sleeve
`for that card to be used in a normal game.
`0067 Cards may be perforated in portions. For example,
`users may tear off a piece of a card for it to be activated. This
`would allow a card to be played a limited number of times. For
`example, a dragon card may have a +6 attack at each of its four
`corners. Each time the dragon attacks during game play, one
`of four perforated corners is torn off for each attack. As a
`result, this card gets consumed during game play, and can not
`be then played again. Alternatively, a player may tear three of
`four corners off a card to permanently give the card an ability
`associated with the fourth corner (with the other corners
`representing other options the user may retain to associate
`that option with the card).
`0068 Cards may have folded portions, such as two oppo
`sitely extending wings or panels. A player may then fold one
`of the two panels over the card to, for example, equip a
`character on the card with a sword if the left hand panel is
`folded over, or a shield if the right hand panel is folded over.
`Thus, cards can be folded in different ways to hide or reveal
`parts of the card. These can be cards with special flaps that
`fold either forwards or backwards to reveal or hide certain
`parts of the card, where these flaps may be folded during game
`play.
`0069 Various game play options are possible. For
`example, playing a card or game object onto a stack of other
`cards may provide access to that cards higher-level statistics
`or abilities. This ability would be specific to that card, and
`may be modified based on the types or number of cards in the
`underlying stack. Each card may have two or more “levels of
`statistics listed on the card in order. Playing a card on its own
`gives access only to the lowest level of statistics. Playing a
`card on top of another card turns the first card face down but
`gives the player access to the second level of statistics for the
`new card, and so on.
`0070 Cards or objects may have two or more pieces that
`move relative to each other to provide different statistics for
`that card (e.g., in a 'slide-rule' fashion). For example, a card
`may be inserted within an outer card, where the outer card has
`a window that displays different values as the inserted card is
`moved therethrough. Alternatively, color-based filtering may
`be employed where one of several abilities is provided and
`shown depending upon the color of a sleeve into which the
`card is placed.
`0071 Cards or game pieces may be played with miniature
`figures in an alternative embodiment. For example, cards may
`be provided that powers up a miniature that is played upon
`that card. Markers may provide specific features or abilities to
`a mi

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