Cinghiale game of skill and chance, its unique deck of cards and associated rules
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A deck of Cinghiale playing cards and methods of play therewith are disclosed. Cinghiale is a game that relies on the use of a unique set of 60 cards (or an electronic representation of the same) and an easy to follow set of rules. The object of the game is to collect the lowest combination of four cards at the end of play. The deck includes numbered cards from zero to nine and non-numerical, special action cards (“Master Cards”). All cards are represented four times in the deck with the exception of the zero and the nine cards, which are each represented eight times. Unique strategies are required to successfully play through dynamics created by use of the Master Cards and during the last hand (“Final Round”) of the game which can be initiated by any player during their turn. The outcome of the game can dramatically change during Final Round play.

Cornish Booth, Kathryn A. (Oradell, NJ, US)
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Other References:
Rat-a-Tat Cat, Wikipedia, free encyclopedia, 1995, http://en.wikipedia.org/wiki/Rat-a-Tat_Cat
Primary Examiner:
Attorney, Agent or Firm:
Kathryn A. Cornish Booth (Oradell, NJ, US)
1. A method of playing a card game a) where the game relies on the use of a deck of cards, comprising sixty cards, where the deck is made up of numbered cards from zero to nine and three non-numerical, Master Cards (Peek & Swap, Swap and Take Two) that have been created for the game; b) where within the deck, zeros and nines are represented eight times each and numbered cards from one through eight are represented four times; c) where within the deck non-numerical, special action Master Cards are represented four times each.

2. A method of playing a card game using the deck in method one a) where a minimum of two players and a maximum of six players are dealt four cards each; b) where players take turns playing their cards with the goal of collecting the lowest set of four cards at the table; c) where each player starts their turn by picking up a fifth card from either the top of the discard pile or the draw pile which are set on the table at the start of the game, after the cards have been dealt; d) where players have the option to play as many as two special non-numerical Master Cards within their turn; e) where each player completes their turn by discarding as many cards as they need to in order to end their turn with only four cards in their hand.

3. A method of playing a card game using the deck in method one a) where a player can chose to call the game at the beginning of their turn and force the other players into a Final Round of play; b) where during the Final Round any player who has Master Cards in their hand has the choice of playing the card(s) or choosing to hold them to the end of the game and have it counted in their hand using the Final Round Value; (3 points for Peek & Swap, 5 points for Swap, 8 points for Take Two) c) where in the Final Round each player choosing to play Master Cards does not draw a fifth card to begin their hand but executes the use of the Master Cards using both the action indicated on the Master Cards and the final value listed on their card in concert; d) where at the conclusion of the Final Round of play the player with the lowest set of four cards in their hand is the winner.



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1. Field of Invention

This invention relates to card games in general and employs characteristics seen in games of both chance and skill. The game is played as a table game but lends itself to being converted to online, video or other electronic formats.

The game relies on a specific set of 60 cards or electronic images of cards. This unique deck when paired with the rules of play, create a competitive, entertaining, easy to follow game. The outcomes, given the unique rules, requires strategies and considerations not seen in other card games. Where traditional table games generally rely on either chance or skill, this game engages both. The object of the game is to be the player with the lowest hand of four cards when play is concluded.

The game is being marketed under the brand name Cinghiale® (a registered trademark owned by ButterBoo LLC.) The game is referred to in this application using the title Cinghiale (which translates into the word ‘wild boar’ in Italian) but the name of the game has no impact on the content of the application.

2. Prior Art

Within the rules of Cinghiale, elements of other traditional card games can be found. As an example, each player's hand begins when they pick up a card from the draw or discard pile and concludes when they discard to the center, which is the same rule as many traditional draw and discard games, such as Rummy. The card game of Golf is a draw and discard game based on a traditional deck of cards where players exchange their cards to create the lowest hand possible.

The Cinghiale game has three unique non-numerical, special action cards which can dramatically change the pace of play. The game UNO® (a Mattel, Inc. game) has non-numerical cards that can be played at any time and the game Rat A Tat Cat™ (a Gamewrite card game for children) has special cards with similar but not identical characteristics to those in Cinghiale.


Cinghiale is a game that mixes chance, skill and timing to create a unique gaming experience for groups of 2 to 6 players, ages 7 and up. While the game can be played with younger people, the game is best played with groups that have the maturity to employ strategic thinking. Cinghiale relies on a specific set of 60 cards, which includes both numbered cards and non numerical, special action cards (‘Master Cards’) that have been created for the game's unique set of rules.

The game's deck is numbered from zero to nine. The zero cards and nine cards are represented eight times each and the rest of the numbered cards are represented four times each. The lack of parity in the representation of the highest and lowest cards creates unique dynamics during play. The deck has three Master Cards (“Peek”, “Peek & Swap” and “Take Two”) with special actions associated with each. Should a player end up holding any of these cards during the final hand (“Final Round”) or at the conclusion of the game, these Master Cards also hold a shadow point value (“Final Round Value”) so they can be translated into point bearing cards during the Final Round of play.

The Cinghiale deck and the associated rules of play, create a unique game where chance and strategy determine the final winner. By paying attention to how others are playing, a player can decide the right moment to play their Master Cards. The same goes for when a player chooses to call the game, in order to maximize the likelihood that they win. Once the game is called, a unique Final Round of play is initiated.

The last round of play can dramatically change the outcome of the game. This last round encourages players to develop strategies not seen in other card games. During the Final Round, any player (except the person who called the game) who holds Master Cards has the opportunity to play up to two of these cards.


FIGS. 1, 2 and 3 show the graphic design of number cards zero through nine; FIG. 4 shows the graphic design of the Master Cards and the graphic design that will appear on the backs of the first production of the cards.

Cinghiale game rules do not rely on suits nor do they rely on coloring. While the set of cards shown for illustrative purposes includes graphics depicting the number of the card in wild boar hoof prints, the game does not rely on the graphics or the brand. While the illustrative set of cards is set to be produced on stock measuring 2½″ wide by 3½″ in height the game does not rely on the size of the cards.

Each deck includes 60 cards where all cards are represented four times each with the exception of the zero and the nine which are represented eight times each.


OBJECT: The object of the game is to have the lowest total number of points in your hand when the Final Round is over.

RULES OF THE GAME: Each player is dealt four cards, which they pick up and look at without showing the other players. The rest of the deck is set in the middle as a draw pile with the top card turned to start a discard pile.

During the game, players work to collect the lowest possible set of four cards. Play moves clockwise from the dealer, who has no special rights. Each player starts their turn by picking up one card from either the discard pile or the draw pile. At the end of each turn, players discard and hold exactly four cards.

If a player has Master Cards, they can play these cards during their turn. Only two Master Cards may be played per turn. Master Cards work as follows:

Swap: allows the holder to swap their highest card for another player's lowest card.
Peek & Swap: allows the holder to peek at another player's lowest (or highest) card and then choose to initiate a swap.
Take Two: requires the holder to discard the card, and then draw two from the draw pile.

After playing Master Cards players always discard as many cards as necessary so they hold only four cards to end their turn. Master Cards must be played and may not be discarded. Only in the rare circumstance where a player holds only Master Cards will they be allowed to discard them. Once Master Cards are played they cannot be picked up from the discard pile. During normal play, Master Cards cannot be swapped unless the player holds only Master Cards, at which point they can be swapped based on their Final Round Value.

Once a player feels they have collected a winning hand, at the beginning of their turn, they can call the game, without showing their cards yet. At this point, a Final Round begins.

During the Final Round remaining players (all players who did not call the game) who hold Master Cards have the option to play these cards and finalize their point total. Differing from regular play, players do not pick up a card from the middle to initiate their turn during the Final Round, instead all special play associated with Master Cards is done using the four cards left in each player's hand. Consistent with regular play, only two separate Master Cards can be played in this Final Round.

To facilitate this Final Round of play and to allow Master Cards to have final tally values, each MASTER CARD is assigned a Final Round Value.

Swap is now worth 5 points or can be swapped for someone else's lowest card.
Peek & Swap is now worth 3 points or can be swapped for someone else's lowest card.
Take Two is now worth 8 points or the holder can discard it, draw two and create their best four card hand.
Once the Final Round is completed all players show their cards and the person with the lowest total points is the winner.

To play with points, simply track the number of points at the end of each game. The player with the lowest total after five hands is the Champion.

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