Game, such as electronic collectable and card or tradable object game employing customizable features
AssigneeWizards of the Coast, Inc.
InventorsFrank Gilson, Cormac Russell, Paul Sottosanti, Randy Buehler, Ramon Arjona, Karl Robert Gutschera, Brandon Anthony Bozzi, Aaron Joel Forsythe
Life of this patent
Estimating the term…
Abstract
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 tracking of history associated with such components.
Claims20
A method of managing of virtual game pieces comprising:
- instantiating a game piece collection management platform (“management platform”) that stores and organizes virtual game pieces for a first player, the management platform includes history data that indicates a number of virtual copies of game pieces that are in a first collection associated with the first player, wherein a virtual copy of a given game piece associated with the first collection is enabled to be used by the first player during a session of a game associated with the management platform;
- assigning each virtual game piece an availability frequency, each availability frequency is organized into hierarchical groups;
- and
- receiving instructions from the first player that causes the management platform to consume a number of virtual game pieces from the first collection in exchange for a new virtual game piece independent of the consumed virtual game piece(s), wherein consumption of the virtual game pieces causes those virtual game pieces to be disabled from the management platform during the session of the game associated with the management platform, wherein an exchange rate of the consumption is based on the availability frequency associated with the number of virtual game pieces and the new virtual game piece.
A computing system that of manages virtual game pieces comprising:
- a processor;
- and
- a non-transitory computer-readable medium having stored thereon instructions that, when executed by the processor, cause the processor to perform operations including:
- A method of managing of virtual game pieces comprising:
- instantiating a game piece collection management platform (“management platform”) that stores and organizes virtual game pieces for a first player, the management platform includes history data that indicates a number of virtual copies of game pieces that are in a first collection associated with the first player, wherein a virtual copy of a given game piece associated with the first collection is enabled to be used by the first player during a session of a game associated with the management platform;
- assigning each virtual game piece an availability frequency, each availability frequency is organized into hierarchical groups;
- and
- receiving instructions from the first player that causes the management platform to consume a number of virtual game pieces from the first collection in exchange for a new virtual game piece independent of the consumed virtual game piece(s), wherein consumption of the virtual game pieces causes those virtual game pieces to be disabled from the management platform, wherein an exchange rate of the consumption is based on the availability frequency associated with the number of virtual game pieces and the new virtual game piece.
A non-transitory computer-readable medium having stored thereon instructions that, when executed by one or more processors, cause the one or more processor to perform operations including:
- instantiating a game piece collection management platform (“management platform”) that stores and organizes virtual game pieces for a first player, the management platform includes history data that indicates a number of virtual copies of game pieces that are in a first collection associated with the first player, wherein a virtual copy of a given game piece associated with the first collection is enabled to be used by the first player during a session of a game associated with the management platform;
- assigning each virtual game piece an availability frequency, each availability frequency is organized into hierarchical groups;
- and
- receiving instructions from the first player that causes the management platform to consume a number of virtual game pieces from the first collection in exchange for a new virtual game piece independent of the consumed virtual game piece(s), wherein consumption of the virtual game pieces causes those virtual game pieces to be disabled from the management platform, wherein an exchange rate of the consumption is based on the availability frequency associated with the number of virtual game pieces and the new virtual game piece.
Dependencies are inferred from the claim text.