Patentable/Patents/US-20250381469-A1
US-20250381469-A1

Playing Card Deck and Methods

PublishedDecember 18, 2025
Assigneenot available in USPTO data we have
Inventorsnot available in USPTO data we have
Technical Abstract

A deck of playing cards provides a mechanism for generating probabilistically balanced random outcomes without physical dice. The deck includes a plurality of cards, where each card has traditional card suit and value indicia. Crucially, each card also displays a plurality of distinct dice roll indicia, corresponding to pre-determined outcomes for different polyhedral die types (e.g., D4, D6, D20). At least one die type can include non-numeric functional game mechanics, such as a “reroll” command. The cards may also include augmented gameplay elements like tarot indicia. A method of use involves drawing a card, using a die value, and placing it in a discard pile without replacement, which alters the probability of subsequent draws. This system combines the function of a standard card deck and a full set of gaming dice into a single, portable, and statistically consistent tool.

Patent Claims

Legal claims defining the scope of protection, as filed with the USPTO.

1

. A deck of playing cards comprising:

2

. The deck of playing cards of, wherein the plurality of playing cards consists of sixty playing cards.

3

. The deck of playing cards of, wherein the plurality of distinct dice roll indicia comprises a first die number for a four-sided die, a second die number for a six-sided die, a third die number for an eight-sided die, a fourth die number for a ten-sided die, a fifth die number for a twelve-sided die, and a sixth die number for a twenty-sided die.

4

. The deck of playing cards of, wherein the non-numeric functional game mechanic is a “reroll” command.

5

. The deck of playing cards of, wherein an indicium for an eight-sided die comprises a plurality of the “reroll” commands.

6

. The deck of playing cards of, wherein fifty-two of the sixty playing cards comprise traditional card value indicia selected from a group of thirteen variables, and wherein eight of the sixty playing cards comprise second card value indicia.

7

. The deck of playing cards of, wherein each card of the plurality of playing cards further comprises an augmented gameplay element comprising a tarot suit indicium and a tarot number indicium.

8

. A method for generating a random gameplay outcome, the method comprising:

9

. The method of, further comprising reshuffling the discard pile into the plurality of playing cards only after a predetermined gameplay event has occurred.

10

. A deck of cards, the deck of playing cards comprising:

11

. The deck of cards of, wherein fifty-six of the sixty playing cards further comprising a tarot suit, the tarot suit selected from a group of four variables.

12

. The deck of cards of, wherein fifty-six of the sixty playing cards further comprising a tarot number, the tarot number selected from a group of fourteen variables.

13

. The deck of cards of, further comprising a seventh die number ranging from one to two.

14

. The deck of cards of, wherein two colored suits are used instead of a two-sided die.

Detailed Description

Complete technical specification and implementation details from the patent document.

This invention relates generally to games of chance, and more particularly to cards with integrated dice rolls and augmented gameplay elements.

Existing games of chance, such as card games and dice games, often suffer from limitations that restrict gameplay variety and strategic depth. Traditional card games typically rely solely on card suits, numbers, and limited face card variations, while dice games are constrained by the fixed probability distributions of individual dice. These limitations can lead to repetitive gameplay and limit the potential for innovative game mechanics and storytelling opportunities.

In addition, most reasonably-priced, commercially-available dice are imperfectly balanced (i.e, not casino-grade). Even minor imbalances result in disproportionate probability distributions. In the short run, this may not materially affect gameplay. But over the long run, improperly weighted dice undermine games of chance and diminish the enjoyment of players.

The present invention is an improved deck of playing cards and methods for its use. In one embodiment, the invention is a deck comprising a plurality of playing cards. Each card comprises a traditional card suit indicium, a traditional card value indicium, and a plurality of distinct dice roll indicia. Each of the dice roll indicia corresponds to a pre-determined outcome for a different polyhedral die type, such as a four-sided die, a six-sided die, an eight-sided die, a ten-sided die, a twelve-sided die, and a twenty-sided die.

By integrating multiple dice rolls onto individual cards, the invention enables players to experience a wide range of dice-based mechanics within a single, compact deck, eliminating the need for physical dice. The specific arrangement and distribution of dice roll indicia across the deck is predetermined to ensure a balanced and mathematically sound probability distribution, which eliminates the risk of unevenly weighted outcomes associated with traditional dice.

The preferred embodiment of this invention comprises a deck of sixty playing cards. The preferred deck comprises all of the elements of a typical fifty-two card deck (i.e., four suits, two colors, A, K, Q, J, 10-2). But it also comprises several other elements. For example, each card of the deck also comprises a plurality of dice rolls. The preferred pool of dice comprises (1) a four-sided die, (2) a six-sided die, (3) an eight-sided die, (4) a ten-sided die, (5) a twelve-sided die, and (6) a twenty-sided die. It also supports a two-sided die innately when the suits align to a two-color format.

In some embodiments, at least one of the dice roll indicia represents a non-numeric functional game mechanic, such as a “reroll” command, which introduces an additional layer of strategic depth. Optionally, the cards can also comprise an augmented gameplay element, such as tarot suit and number indicia, to enable special rules, modifiers, or narrative prompts based on the drawn card. The augmented gameplay element introduces an additional variable to the game, enabling players to activate special rules, modifiers, or narrative prompts based on the drawn card. In the preferred embodiment, the augmented gameplay element comprises four tarot suits: pentacles, wands, swords, and cups and fourteen tarot numbers: 1-10, King, Queen, Knight and Page.

The invention also includes a method for generating a random gameplay outcome. The method involves providing a deck of playing cards as described herein, drawing a first card, identifying a first dice roll indicium as an outcome, and placing the first card in a discard pile without returning it to the deck. This act of not returning the card is altering a probability distribution for drawing a subsequent card with an identical dice roll indicium, opening up interesting statistical options that can improve the game. The method can further include reshuffling the discard pile into the deck only after a predetermined gameplay event has occurred. The specific arrangement of dice rolls and augmented gameplay elements on each card is predetermined and consistent throughout the deck, ensuring a balanced and mathematically sound probability distribution. This consistency eliminates the risk of unevenly weighted outcomes associated with traditional dice while preserving the element of chance inherent to games of chance.

The present invention offers advantages over existing games of chance. By integrating multiple dice rolls onto individual cards, the invention enables players to experience a wide range of dice-based mechanics within a single, compact deck. This integration eliminates the need for multiple physical dice while maintaining the same probability distribution.

Moreover, the inclusion of augmented gameplay elements introduces an additional layer of strategic depth and narrative potential to traditional card games. By associating specific rules, modifiers, or prompts with these elements, players can experience a more dynamic and engaging gameplay experience with enhanced storytelling opportunities.

The present invention provides an innovative approach to games of chance, offering enhanced gameplay variety, strategic depth, consistent probability distributions, and expanded narrative possibilities. The preferred embodiment comprises a deck of playing cards which includes a plurality of playing cards, preferably sixty playing cards. As shown in, each card of the plurality features a combination of traditional card elements along with a plurality of distinct dice roll indicia. The specific graphical and artistic design of the cards, including the shape, style, and placement of the indicia and any background art, may be varied without departing from the scope of the invention, provided the functional indicia remain present and legible.

While the preferred embodiment comprises sixty playing cards, it is understood that other deck sizes are possible. The guiding principle is that the total number of cards in the deck should be a common multiple of the number of sides for each polyhedral die type included, which allows for a probabilistically complete and balanced distribution of outcomes for each die. The minimum viable deck size for a given set of dice can be determined by finding the Least Common Multiple (LCM) of the number of sides of all included dice.

For example, to create a smaller deck that accurately simulates only a four-sided die (D4) and a six-sided die (D6), one could use a deck size of twelve cards, as twelve is the LCM of four and six. Such a twelve-card deck would be constructed to contain three complete sets of D4 outcomes (i.e., three ‘1’s, three ‘2’s, three ‘3’s, and three ‘4’s) and two complete sets of D6 outcomes (i.e., two ‘1’s, two ‘2’s, two ‘3’s, two ‘4’s, two ‘5’s, and two ‘6’s). The sixty-card deck is a particularly advantageous embodiment because sixty is the LCM for a D4, D6, D10, D12, and D20, allowing all of these common die types to be represented in complete, balanced sets within a single, manageable deck. Following this same logic, numerous other combinations of die types and corresponding deck sizes can be constructed to suit the needs of a particular game.

Each card preferably includes a traditional card value indiciumand a traditional card suit indicium. In a preferred sixty-card deck, fifty-two of the sixty playing cards comprise traditional card value indiciaselected from a group of thirteen variables (e.g., A, K, Q, J, 10-2), while eight of the sixty playing cards comprise second card value indicia, such as zeros or other symbols. The traditional card suit indiciumis preferably selected from traditional suits like clubs, spades, hearts, and diamonds. Cards may also include a color indicium, such as red or black.

A key aspect of the invention is the plurality of distinct dice roll indicia present on each card. These indicia correspond to pre-determined outcomes for several different polyhedral die types. The values for these outcomes are fixed during manufacturing and are detailed in the tables of. In the preferred embodiment shown, the plurality on each card includes a first die numberfor a four-sided die, a second die numberfor a six-sided die, a third die numberfor an eight-sided die, a fourth die numberfor a ten-sided die, a fifth die numberfor a twelve-sided die, and a sixth die numberfor a twenty-sided die. It should be understood that the tables inillustrate one exemplary assignment of these pre-determined outcomes to specific cards. The invention also contemplates alternative embodiments wherein the specific assignment of a given dice roll outcome is varied between different cards across different manufacturing runs or editions, so long as the total number of each outcome for a given die type remains consistent to ensure a probabilistically balanced set.

In a preferred embodiment, at least one of the plurality of distinct dice roll indicia may represent a “non-numeric functional game mechanic.” This is a mechanic that instructs a player to perform an action rather than providing a simple numerical value. For example, the “reroll” command is one such mechanic, and is the preferred embodiment. As shown in the table of, the third die number indicium(for the eight-sided die) on cards 49, 50, 51, and 52 is a “reroll” command. However, other types of non-numeric functional game mechanics could also be deployed. For example, instead of “reroll,” the indicium could represent a “wild card,” a “critical hit,” a “critical miss,” a “draw again” command, or any other symbol or instruction that triggers a specific rule within a game.

In an alternative embodiment, the deck is configured to be fully numeric. In this alternative embodiment, all of the plurality of distinct dice roll indicia would be numeric values, without the inclusion of any non-numeric functional game mechanics. For instance, to achieve this, the four “reroll” commands for the third die number indiciumon cards 49-52 would be replaced with numeric values. To ensure a complete and probabilistically balanced set of outcomes for an eight-sided die across the entire deck, these four “reroll” commands could be replaced with the numeric values of 5, 6, 7, and 8, respectively. Or, they could be replaced with other numbers. This provides a fully numeric system while still maintaining the core inventive concept of a card-based dice-rolling mechanism.

In some embodiments, each card may further comprise an augmented gameplay element. This element provides an additional layer of game mechanics or narrative prompts. As shown in, the augmented gameplay element is preferably composed of a tarot number indiciumand a tarot suit indicium. These additional indicia can be used to trigger narrative events or special game rules, enhancing the strategic depth of the game. Some cards may contain an N/A indiciumin place of a tarot indicium where the augmented gameplay element is not present.

A method for generating a random gameplay outcome using the deck is also disclosed. The method begins by providing a deck of playing cards as described herein. A player then performs the step of drawing a first card from the deck. The player then identifies a first dice roll indicium on the drawn card as the random gameplay outcome. For example, if a six-sided die roll is needed, the player consults the second die numberon the drawn card to determine the outcome.

Furthermore, the deck can be used to simulate a percentile die roll (D), which generates a result from 01 to 100. To achieve this, a player performs the step of drawing a first card to establish a ‘tens’ digit and a second card to establish a ‘ones’ digit. For both draws, the player consults the fourth die number indicium(for a ten-sided die). A drawn indicium showing ‘1’ through ‘9’ is read as its face value, while a drawn indicium showing ‘10’ is read as ‘0’. The two resulting digits are then combined. For example, a first draw of ‘8’ and a second draw of ‘3’ results in ‘83’. A first draw of ‘10’ (read as ‘0’) and a second draw of ‘5’ results in ‘05’. This method faithfully recreates the tabletop ritual of combining two distinct dice, including the special case where two ‘10’s are drawn (read as ‘0’ and ‘0’) to represent the result of ‘100’.

An optional step in the method is placing the first card in a discard pile without returning it to the deck. This action is altering a probability distribution for drawing a subsequent card having an identical dice roll indicium. For example, in a sixty-card deck where the second die number(for a six-sided die) has ten instances of the value ‘6’, the initial probability of drawing a ‘6’ is 16.67% (10 out of 60 cards). After drawing one card showing a ‘6’ and placing it in the discard pile, only nine such cards remain in a 59-card deck. The probability of drawing a second ‘6’ is thereby reduced to approximately 15.25%.

This enables unique gameplay modes, such as a “Fate Mode,” where the method further comprises reshuffling the discard pile into the deck only after a predetermined gameplay event has occurred. A predetermined gameplay event is a specific, defined trigger within the rules of the game being played. Examples of such an event include, but are not limited to, a player scoring a critical success or failure, the party taking a short or long rest in a role-playing game, or the completion of a specific quest objective.

Together,illustrate the preferred deck of sixty cards. As shown, the sixty-card deck includes a standard fifty-two card deck. (See, e.g., cards 1-52.) All sixty cards have a card number. The first fifty-two cards preferably comprise the standard A, K, Q, J, 10-2 numbering system. The last eight cards comprise zeros and Ps. While this is the preferred numbering system, other card numbering systems could also work. In other words, the card numbersdo not have to comprise the standard card numbers, but it is preferred. All sixty cards also preferably comprise a card suit. The traditional suits (clubs, spades, hearts, diamonds) are preferred but not required. All sixty cards also preferably comprise a color. The traditional colors red or black are preferred but not required. In, the colorscould also be a two sided coin or die.

It is also preferred that the deck comprise six differently-sided dice. Is it preferred to include a first die number, a second die number, a third die number, a fourth die number, a fifth die numberand a sixth die number. The preferred dice set is as follows: the first die numberranges from one to four (a four-sided die), the second die numberranges from one to six (a six-sided die), the third die numberranges from one to eight (an eight-sided die), the fourth die numberranges from one to ten (a ten-sided die), the fifth die numberranges from one to twelve (a twelve-sided die), and the sixth die numberranges from one to twenty (a twenty-sided die). Six different dice are not required, but preferred. Likewise, this combination of differently-sided dice is preferred, not required. Finally, it is preferred that an eight-sided die (here, third die number) comprise four “reroll” entries. While a “reroll” is preferred, it could be a wild card, other number or symbol.

The preferred deck also comprises a tarot numberand a tarot suit. The tarot numberpreferably ranges from 1-10 and includes a King, a Queen, a Knight and a Page, but other configurations could work. It is preferred that the tarot numbercorrespond to the card number, but the tarot numberalso be different from the card number. In the preferred configuration, four “n/a” entrieswould be included. The tarot suitspreferably comprise four different, but evenly distributed suits. The preferred suits are cups (dexterous/rogue based improv), pentacles (cleric/priestly based improv), swords (physical/martial based improv), and wands (arcane based improv), but other names and categories would also work. It is also preferred that the tarot suitbe “n/a” whenever the tarot numberis “n/a”.

The game play embodiments are effectively limitless. The following paragraphs describe the preferred gameplay basics.

Drawing more than one card without returning the previous card affects the probabilities of the rolls. However, this can prove favorable to enjoyment at the table. For any number drawn, the chances of the next card containing that same number are reduced.

When playing alongside dice-users, it is preferred to use a second deck (much like a percentile d10+normal d10) or simply reshuffling after every single roll in order to maintain parity with dice roll odds (despite non-casino grade dice not being proven accurate with a micrometer).

A simple and effective way to level the playing field across the table is to leverage drawing cards for results and waiting to shuffle them back in. By each player building a discard pile, roll distributions become more balanced over time. For every result shown, there is one less of that result available in the deck. For example: You draw a result of a 6 on a D6 and the remaining deck will only contain 9 results of a 6. The original chance of drawing a 6 result for a D6 is 16.67%. The chances of drawing a second 6 without shuffling the first one back in is 15.25%. For any number drawn, the chances of the next card containing that same number are reduced.

The changes in the odds when cards are removed opens up interesting statistical options that can improve the game. Here are some optional embodiments:

In this mode, it is preferred to only shuffle the cards back into the deck once you draw a critical success or failure. This mode makes it (a) unlikely to draw the same number again, (b) makes advantage more advantageous and disadvantage more disadvantageous, (c) dice pools are more evenly distributed (4d4 is less likely to be all 1s and all 4s), (d) Smoother spread of rolls/reduced good/bad roll streaks, and (e) automated reshuffle rules on criticals.

This mode requires some gameplay element to trigger a reshuffle and refresh of cards. By design, it is much more open to interpretation which makes it powerful in TTRPGs in particular. The mode can integrate story elements with refreshing cards, reshuffle on short rest, long rest, certain quest objectives or puzzles, new game modes like Roguelite delving where once you are out of cards, the party is ejected from a dungeon to collect their rewards, unlikely to draw the same number again, makes advantage more advantageous and disadvantage more disadvantageous, dice pools are more evenly distributed (4d4 is less likely to be all 1s and all 4s), smoother spread of rolls/reduced good/bad roll streaks.

Most games will have a way to roll dice to determine a result. It's a simple operation of greater than or equal to or less than.

One embodiment is a mini game battles of cards to determine success of failure. This is similar to Blackjack where the player can optionally add or subtract their DEX modifier to their current card and hit trying to bust or beat the GM's hand. For example, Player draws a Jack (an 11 numeric value in Blackjack) and has a +2 proficiency to the challenge; Player is at either 11, 9(−2), or 13(+2). Player hits for another draw and gets a 7. Player's best combination is 20 (13+7) and hope the GM doesn't get 21. This can be changed to require the proficiency modifier to make it more interesting

Although the invention has been described in detail with reference to one or more particular preferred embodiments, persons possessing ordinary skill in the art to which this invention pertains will appreciate that various modifications and enhancements may be made without departing from the spirit and scope of the claims that follow.

Patent Metadata

Filing Date

Unknown

Publication Date

December 18, 2025

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Cite as: Patentable. “Playing Card Deck and Methods” (US-20250381469-A1). https://patentable.app/patents/US-20250381469-A1

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