Patent Pending Game Information
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        On December 18, 2009 a patent was filed with the U.S. Patent & Copyright Office (US Patent # 61,287,963) which protects this game's novel gameplay components and systems including the Insta-Battle Combat System and Card Layout for quickly determining the outcome of even the most complex battle interactions involving multiple cards, the ClassLimit System for building your deck without being limited to a predetermined number of cards but instead to the total power or Class of your cards, the Spellcasting Time Method which limits the number of spells you can cast per turn even though you have access to all of your spells from your very first turn, the BattleMat Gameboard design, layout and its application in simulating a realistic battle experience, and the many other novel elements which contribute to this game's unique method of play.

        This patent application was filed as an improved trading card game method of play.  In summary the outcomes of battle interactions between the various cards is easily and quickly determined by lining up the right side of the attacking cards, which contain the attacking card's attack proficiencies, with the left side of the defending cards, which contain the defending card's corresponding defend proficiencies.  The goal of the game is to destroy all of the other team's player cards first before they can destroy your player cards.  In this game of strategy, each team selects their cards for the game and play their cards against an opposing team's cards.  Each team selects their trading cards for a game and limited only by the total Class values of the different trading card types.  This novel method allows them to play any of their cards at any time during the game without the need for mana, energy or some other means including but not limited to trading cards to bring their cards into play.  Spell cards can likewise be cast at any time during the game but the number of spells that can be cast during each turn are limited by the total spellcasting time, or the time it takes to cast a spell in seconds, of the spell trading cards for each team.  Cards may be obtained from trading with other players or collectors, downloading from the internet, or winning games.

        Some commercially available trading card games require each player to construct a library of a predetermined number of game components from a larger reservoir of game components.  With this game players do not select a predetermined number of game components, instead they are free to select any number of game components, as long as they meet all of the game requirements, for example some types of cards have a total Class limit which cannot be exceeded.  Some cards such as spell cards are assigned a Class value depending on the particular card's power.  The higher the Class value of a card, the greater the power of that card in relation to other cards of the same type.  For example if a player's total Class limit for spell cards for a game was 30, a player could choose to select 30 spell cards of Class 1 value, or 1 spell card of Class 30 value, or any other combination which does not result in a total spell card Class value greater than 30 for a particular game.

        Some commercially available trading card games require each player to obtain an initial hand of a predetermined number of game components to use to begin playing the game by shuffling the library of game components and randomly drawing game components from their library.  With this game players do not obtain an initial hand of a predetermined number of game components but instead have access to all of their cards from their very first turn of the game.  Also they do not need to shuffle their library of game components since they will not be randomly drawing cards from a library of cards at any point during the game since they have all of the cards available to them to play at the beginning of the game.

        Some commercially available trading card games require each player to bring game components including but not limited to creatures into play by selecting other game components including but not limited to mana, energy or some other source, and rotating one or more of these latter components from an original orientation to a second orientation.  With this game there is no need to bring any of the game components including but not limited to players, spells or magic items into play by selecting other game components and rotating one or more of them from an original orientation to a second orientation.  Instead all cards including but not limited to players, spells and magic items, can be played from the very first turn of the game without the need to bring them into play using other game components as long as the total number of game components meet all of the game requirements.  For example some types of cards including spell cards, have a specific Time value assigned to them in seconds.   Also with this game any number of spells can be cast during a turn as long as the maximum Spellcasting Time allowed for the turn is not exceeded.  For example if a player's total Spellcasting Time limit for a turn was 5 Seconds, a player could choose to cast 10 spell cards of Time equal to ½ Second, or 1 spell card of Time equal to 5 Seconds, or any other combination which does not result in a total Spellcasting Time value greater than 5 Seconds for a particular turn. 

        Another unique aspect of this game is that cards may be rotated from an original orientation to a second orientation to indicate that these cards' attacks have been blocked in some way or that these cards are being threatened to be destroyed by other cards.  This is never done under any circumstance to bring another card into play.  Rotating such cards to a second orientation under these circumstances is often referred to as deactivating the trading cards.  Once these cards have been deactivated, if these cards whose attacks were blocked are in some way are allowed to attack their targets again or if the cards which were threatened to be destroyed by other cards are in some way able to be protected from that danger, then these cards are rotated and returned to their original orientation and this is often referred to as re-activating the trading cards.        

        Some commercially available trading card games require each player to discard one or more trading cards from their hand into a discard area as necessary to maintain the predetermined number of cards in the player's hand of trading cards.  With this game there is no need to discard cards to maintain a predetermined number of card's in the player's hand since the player has access to all of their cards throughout the game and does not need to hold at any time a predetermined number of cards.

        Some commercially available trading card games require each player or team to be assigned a pre-determined number of lifepoints that can be represented by counters.  The object of such games is to reduce this set of lifepoints to zero.  With this game each team is not assigned a set of lifepoints, instead the game is won by destroying all of your opponents' player cards before they can destroy all of your player cards and not by reducing a set of lifepoints not associated with the trading cards to zero.

        For more information please refer to U.S. patent application # 61,287,963.