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pauly harts ccg

um... can't really talk much about it yet. still writing the patent... but, its going to be a nice little ccg/tcg. stay tuned. i really can't answer any questions about it yet... sorry guys.

Comments

STOP!

Forego the patent and save some money. You can get one later if you make the scratch.

If you already have a ton of money and a IP lawyer with lots of experience, ignore my words.

Otherwise, you can thank me later.

WHY?

Umm... I too am in the process of pricing lawyers and seeing what patent writing I can get done on my own. Willi is right that it is EXPENSIVE, but I don't understand WHY it isn't worth it? I have developed a new game system I think is worth protecting. So now i am confused as to HOW I can protect my work with out one.
Please elaborate.
Thank you.

IP Law

Copyright (which occurs at the time of creation and $50 to register) protects all artwork and writing you create.
Trademark (which occurs at the time of publication and costs $350 to register) protects the likenesses, characters, logo and name of the game.
Patents (which occurs when you file the patent and costs $$$k to register) protects the underlying design provided that it is non-obvious, fits within a particular classification of patentable objects, is narrowly tailored and not already produced.

Even the most famous patent in tabletop gaming, WotC's 'tapping' system, is dubiously valid. The primary reason that their patent is valid (though soon to expire) is not because of the law but because it would require too much money to litigate to invalidate it. And, if you've been following the thread:
http://www.bgdf.com/node/1042
WotC knew that it was never about the law anyway but about the litigation and they deliberately made their license cheap enough to make it less expense than litigation.

So, the implications are:
1. Your patent will probably not be valid regardless of what you have designed.
2. You won't be able to defend it unless you have the pocketbooks of Hasbro.
3. There are alternative, cheaper and more effective methods to protect yourself.
4. The surest way to get your game never published is to patent it, because no publisher will look at it knowing that you have done so.

Thanks.

I had heard reasons 1, 2 & 3 but NEVER 4. That's really interesting that a company won't want to look at a pre-patented game. I had been following the WoTC thread but figured it would be better to be safe then sorry. I guess it comes down to a battle of who's pockets are deepest in the end.
Thanks for the info, seriously.

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