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Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

http://www.strebecklaw.com/court-rules-favor-cloned-tabletop-game-no-protection-us-copyright-law/


A final decision has been handed down in the 2-year copyright infringement case involving the card game Bang! and its clone, Legends of the Three Kingdoms.

The backstory

Back in 2014, the creators of the card game Bang! filed a copyright infringement lawsuit against Chinese company Yoka Games and their US distributor, ZiKo Games, LLC. At issue was Yoka’s game Legends of the Three Kingdoms, which Bang! publisher DaVinci Editrice SRL claimed was a clone of their game.

The two games were aesthetically different – the rules text, character names and art, as well as the themes (Wild West versus Chinese themes) were not the same. The various character abilities and the game mechanics themselves, however, were exactly the same in many cases.

Going off of traditional notions of copyright protection, one would have thought this a meritless case. Traditionally, game mechanics are not protected by copyright. This type of intellectual property is solely in the realm of patents, which are uncommon in tabletop games (outside of the big players) due to their high cost. Copyright, on the other hand, only protects the original creative elements of a work. Functional parts (game mechanics, in this case) are not protectable.

There was some doubt cast on this notion, however, by a couple of cases that preceded the Bang! case. I detail these cases in this blog post from back when the Bang! case was originally filed. The court’s response to a motion in the case made it seem like they were open to expanding copyright protection for certain parts of a game’s mechanics, namely the powers of the characters and how they interact with each other.

Any hopes that this would change copyright protection for games, it seems, was entirely unfounded.

Summary judgment motions

Since the last post I wrote on this case, the two parties have conducted discovery (which is where they gather evidence for their cases, essentially), and have submitted motions for summary judgment to the court. A summary judgment motion is one that basically asks a court to rule on a case where there is no dispute as to the facts; the court only has to make a decision about the law.

In this case, the parties basically agreed on the facts, even on the fact that the games were essentially the same (barring the artwork and other elements mentioned above). However, they disagreed on whether those facts would lead to a ruling of copyright infringement. That made this appropriate for a summary judgment ruling. On April 27, 2016, the court’s ruling on those summary judgment motions was released.

Copyright protection for game mechanics

The court looked at the facts presented by the parties, including the undisputed fact that the games’ mechanics were essentially the same. The court pointed out the major statutory limitation to copyright protection, which is that:

In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work.

The court points out that “Unlike a book or movie plot, the rules and procedures, including the winning conditions, that make up a card-game system of play do not themselves produce the artistic or literary content that is the hallmark of protectable expression.” They note that past game copyright victories were won by parties based on infringement of visual appearance or other protectable elements. Pac-man’s gameplay, they recall, was not considered protectable back in 1982.

The court’s opinion on the case

Given these rules and precedent, the court looked at the issue in the case – that of the similarity between “the roles and characters and their interactions” in the two games. Ziko argued that these roles and interactions were no different than other rules and mechanics in the game, and therefore were unprotectable. DaVinci, on the other hand, argued that those roles and interactions were protected, using precedent from the Triple Town case.

The court distinguished this case from the Triple Town case, though. In Triple Town, that court analogized the gameplay hierarchy in Triple Town to the plot of a movie. In doing so, they imbued it with copyright protection.

However, the Bang! court rejected this comparison in the current case. Rather than being like the plot of a movie, the court likened the character interactions of Bang! with something more akin to a game of basketball. They held that this is not protectable. According to the court, the plot and gameplay progression of something like The Legend of Zelda would most likely be protectable. Bang!’s gameplay doesn’t rise to that level.

The court also found that many of the abilities given to character cards in Bang! are “stock” abilities, which are not protectable. “Even if the Bang! characters’ abilities were not stock, they are still not expressive because they are essentially rules of game play,” the court held.

The court held in conclusion that, “The undisputed summary judgment evidence shows that Bang!’s characters, roles, and interactions are not substantially similar to those in LOTK. The aspects of the roles, characters, and interactions that are similar are not expressive, and aspects that are expressive are not substantially similar. ZiKo and Yoka are entitled to summary judgment of noninfringement.”

What does it mean for game designers?

Those hoping for a little stronger protection against clones are most likely disappointed with this ruling. However, it appears to be in line with established principles of copyright law.

The ruling does shed some light and clarify a bit of copyright law specific to tabletop game developers. This is great for those who have questions related to the copyrightability of their game mechanics, or their use of established mechanics. It doesn’t, however, negate the need for the consideration of existing patents when borrowing existing mechanics (if those patents exist).

It should be noted that this is only one case in one federal district in the 5th circuit. Other district and circuit courts could potentially rule differently. Nothing is ever truly the “law of the land” until it is ruled on by the Supreme Court, as the various circuit decisions don’t have precedential effect against the others. It also remains to be seen whether any appeals will be filed by DaVinci in this case. I’ll keep you updated here on the blog.

Have questions about copyright law and your game? Contact a game lawyer to set up a free consultation.




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Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Interesting. As the report says, this was the expected result.

Let's face it, games like Angry Birds and Candy Crush are basically adaptations or reskinnings of earlier games.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in gr
Thermo-Optical Spekter





Greece

Unsurprising and logical, our industry will be destroyed the moment they allow mechanics to be protected.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Time to get back to work on codex squats.

 
   
Made in us
Sergeant





I bet this was one of those cases where the lawyers are like "this is probably going to not go anywhere in court, but if you want us to proceed, then we can." And then when the client says to proceed they do a high five for all the pointless billable hours that are coming their way.
   
Made in us
Heroic Senior Officer





Western Kentucky

So they mentioned certain systems have a patent, which would those be?

Only one I can think of is D&D. Surely GW hasnt patented theirs, considering it changes so often.

Who else has a patent? Some of the Hex and Chit games maybe?

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Regular Dakkanaut




There was a patent from WOTC/hasbro on 'tapping'

(or an attempt - I can't remember)

This message was edited 1 time. Last update was at 2016/06/01 18:37:47


 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Ashitaka wrote:
There was a patent from WOTC/hasbro on 'tapping'

(or an attempt - I can't remember)


I was tapping before WotC existed...

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in gr
Thermo-Optical Spekter





Greece

Yes, but they copyrighted it (not patented it IIRC) first and this underlines some of the biggest problems such systems have.

I doubt there are many patented game systems, especially since the system referenced from the description sounds more like an activity than a pure game system.
   
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Barpharanges






Limbo

 PsychoticStorm wrote:
Yes, but they copyrighted it (not patented it IIRC) first and this underlines some of the biggest problems such systems have.

I doubt there are many patented game systems, especially since the system referenced from the description sounds more like an activity than a pure game system.




You'd be surprised.

A lot of older board games have patents (Monopoly being a noted one).

Seems like Wizards of the Coast had a couple for Magic that seem to have expired recently.

The biggest hurdle when it comes to Patents is that it costs a lot of money to prosecute them and then even more to maintain the patents. Unless the game is a guaranteed success, the costs of having the patent as a small-time entity can be prohibitively expensive.

This message was edited 1 time. Last update was at 2016/06/01 20:15:41


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Madness and genius are separated by degrees of success.

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Thermo-Optical Spekter





Greece

Given the monopoly clones out there I would really be surprised there is a patent indeed.

I would expect it to be more feverishly copyrighted than patented.
   
Made in us
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Barpharanges






Limbo

 PsychoticStorm wrote:
Given the monopoly clones out there I would really be surprised there is a patent indeed.

I would expect it to be more feverishly copyrighted than patented.


US Patent 2026082 A

There're tons of clones because the patent came out in 1935. It's WELL expired.


Having said that...I'm curious to see how much stuff various game companies have tried to enforce copyrights/Trademarks on.

This message was edited 1 time. Last update was at 2016/06/01 20:25:48


DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in gr
Thermo-Optical Spekter





Greece

Amazing, learn something every day I guess.
   
Made in us
Douglas Bader






 Jin wrote:
There're tons of clones because the patent came out in 1935. It's WELL expired.


Yeah, an important difference between patents and copyright is that patents have a very short duration. They allow you to get a head start on the competition and make money off your idea, but only for a limited time. And once that time is up anyone who wants to can use the patented thing.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Longtime Dakkanaut





Denison, Iowa

Monopoly was a rip-off of someone else's game anyway. Milton Bradly claim they invented it, but in reality they stole it from an old lady.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

I think this is excellent law.

Now for me to re-skin Tokaido as "Route 66", a crass Ameritrash game driving from Los Angeles to Chicago, where you eat at McDonalds, meet People of Walmart, take selfies and compete to see who gets the most Thumbs. Actually, that would be a pretty solid game...

   
Made in gr
Thermo-Optical Spekter





Greece

Sounds like an interesting reskin, not sure how more appealing it would be over the original and what tweaks it may (if any) need to match the new theme mechanically.

It will definitely not be the first game to do so and it might also be one of the games that outshine the originals.
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

"Tapping" was patented, not copyrighted.

ou can't copyright an invention or an idea.

I personally don't think "tapping" should have been patentable, but IANAL.

It was patented and the patent has run out by now so the point is somewhat moot unless someone else tries to patent a similar "invention" or it gets used as a precedent in some way.


I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 PsychoticStorm wrote:
 JohnHwangDD wrote:
I think this is excellent law.

Now for me to re-skin Tokaido as "Route 66", a crass Ameritrash game driving from Los Angeles to Chicago, where you eat at McDonalds, meet People of Walmart, take selfies and compete to see who gets the most Thumbs. Actually, that would be a pretty solid game...

Sounds like an interesting reskin, not sure how more appealing it would be over the original and what tweaks it may (if any) need to match the new theme mechanically.

It will definitely not be the first game to do so and it might also be one of the games that outshine the originals.


It's been a running thought exercise for me, ever since I first played Tokaido. Making it the Facebook game parody improves accessibility, because it builds off well-known Internet memes. And making it panderingly lowbrow chases the lowest common denominator, which is never a bad decision in America.

Within America, I would give it excellent sales prospects over the Eurotrash original. Within Europe, it probably wouldn't do so well.

   
Made in at
Mighty Kithkar





 Kilkrazy wrote:
"Tapping" was patented, not copyrighted.

ou can't copyright an invention or an idea.

I personally don't think "tapping" should have been patentable, but IANAL.

It was patented and the patent has run out by now so the point is somewhat moot unless someone else tries to patent a similar "invention" or it gets used as a precedent in some way.



They tried to patent the mechanics of Trading Card Games as a whole.
We all know how insubstantial that was, though. The market just established the name "Collectible Card Game" instead and used other words than tapping, like Exhaust, Bend, Kneel, Change or so on. And, to be fair, "Tapping" as a word is very specific to the idea of drawing Mana out of a Land, so the word itself isn't a huge loss.
They also hold the rights to the tapping symbol, which is just a circle with a bendy arrow, so, again, nothing really substantial. So, all in all, the WotC patent has always been completely toothless.
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

 Korraz wrote:

They tried to patent the mechanics of Trading Card Games as a whole.
We all know how insubstantial that was, though. The market just established the name "Collectible Card Game" instead and used other words than tapping, like Exhaust, Bend, Kneel, Change or so on. And, to be fair, "Tapping" as a word is very specific to the idea of drawing Mana out of a Land, so the word itself isn't a huge loss.
They also hold the rights to the tapping symbol, which is just a circle with a bendy arrow, so, again, nothing really substantial. So, all in all, the WotC patent has always been completely toothless.


Eh...sort of?

Here's the Patent for Magic the Gathering

Only one claim really directly talks about 'trading card game', and the others merely refer to a 'card game'. The specification also effectively defines trading cards as collectable cards, so the argument could be made that there's no legal distinction between a TCG and a CCG (I'm not really advocating one position or another here, just stating that an argument is possible).

The claims of the patent only refer to the term 'tap/tapping' once in one claim. Every other claim refers more generally to cards being changed from one position to another to indicate use of the card.

Claims 1 and 3 basically specifies the 'mana drawing' mechanic to bring cards into play. No mana tapping, no infringement.

Claim 2 basically requires that you tap a card if you've used its ability. If the card game doesn't require you to tap the card to use it, per se, no infringement.


The claims are sort of narrow, so it wasn't exactly difficult to avoid infringement. To state that they were trying to "patent the mechanics of Trading Card Games as a whole" is a bit hyperbolic; They had a specific type of game play that they sought protection from, and trying to recollect the games up to recent years, I don't think any of them required those steps (Yu-gi-Oh! has a different summoning mechanic and doesn't require tapping of monsters to attack; I don't think Star Trek or Pokemon had MTG-like criteria for placing cards in play).

Keeping in mind, the patent was issued Sept. 2, 1997, which means that the Patent expired relatively recently (Should have expired Sep. 2, 2014, assuming they paid all of their maintenance fees). So, if you wanted to use MTG-like summoning /activation mechanics, now's your time!


That said, I'm pretty sure they copyrighted or trademarked the terms "Tap/Tapping" and the various symbols they use in the game which WoC/Hasbro COULD legally defend, which is why other games have to use the different terms that they do.

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Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Infiltrating Broodlord




Lake County, Illinois

I get why individual mechanics can't be protected, even if you did come up with a completely new one. But no protection for the entire game seems wrong to me, and I think is unfortunate. The way one combines mechanics and abilities to create a good game is an art, and if someone comes up with a really great game that has a really clever combination of mechanics that results in great game play, shouldn't they be protected from someone just stealing that work? I mean, isn't it work? Don't we follow certain writers of games because they write good games, not just because the "fluff" they write is good?

I could just re-print the rules for, let's say, Terminator Genesys, but without refrencing the background of the Terminator universe, and sell it (probably for a lot less than the actual game since I wouldn't have to pay for the licensing). Doesn't that completely de-value the work Alessio Cavatore did to create what is apparently a very good, tight rules system? It's basically saying the rules part of a rulebook is worthless and has no artistic merit, the important part is the little fluff bits that accompany it.


Automatically Appended Next Post:
But, as they say, the law is a blunt instrument, and probably wouldn't be able to distinguish between a ripped off game and a game that just shares some basic mechanics.

This message was edited 1 time. Last update was at 2016/06/02 18:51:59


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Albino Squirrel wrote:
I could just re-print the rules for, let's say, Terminator Genesys, but without refrencing the background of the Terminator universe, and sell it (probably for a lot less than the actual game since I wouldn't have to pay for the licensing). Doesn't that completely de-value the work Alessio Cavatore did to create what is apparently a very good, tight rules system? It's basically saying the rules part of a rulebook is worthless and has no artistic merit, the important part is the little fluff bits that accompany it.


Pretty much. Rulesets proper are just functional mechanics and numerical stats, so are not protectable. Otherwise, I'm going to copyright, patent and trademark the various d6 mechanics: rolling, re-rolling, exploding, etc. and you won't be able to use a d6 without paying me a hefty license fee.

The fact that the ruleset is laid out in a useful way, illustrated and printed, that part has actual value.

But rules themselves? COMPLETELY WORTHLESS.


(And bad rules? NEGATIVE VALUE!)

This message was edited 1 time. Last update was at 2016/06/02 19:14:20


   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

As an aside, it's probably worth noting and distinguishing the various IP protection systems that we have in the US (and most parts of the world).
Namely, as JohnHwangDD notes, we have "Copyrights", "Patents", and "Trademarks":


Copyrights are essentially protections on creative works like literature, music, and art. You effectively are entitled to copyright as soon as you create whatever it is, but for the most part, you only get protections on the creative aspects of what you create.

Trademarks are protections on Terms/Images that are attached to a particular business or brand. This is the one that GW tends to hammer people on the most. They're also generally restricted to particular markets, which is why certain terms maybe trademarked, albeit in different settings (like, a trademark for some fishing company isn't going to infringe on some investment banking company with a similar/same name). You effectively earn trademark rights through use (though you must still officially apply for a trademark for full protection)

Patents are protections on inventive concepts. Namely, inventive devices, processes/methods (i.e., new ways of doing stuff - in the present case particular rule mechanics), and articles of manufacture (things that are made/produced that are new). The most different aspect about Patents, as compared to Copyrights/Trademarks is that you Must apply for them before you are granted them. The process is kind of a pain in the butt and takes a while and chances are, you'll be limited to a particularly narrow series of mechanics by the time the patent is allowable. So (as noted by my comments above, re: MTG), while you can get a patent for your rules, chances are, they'll probably end up being narrow enough that the costs of applying for/maintaining the patent are likely not really worth how much protection you can get out them.


*NOTE* These are very, very generalized summations and there're considerably more nuanced details involved.

So, as JohnHwangDD says - it's basically how you produce the rules that ultimately ends up being the principle factors of value, and the rules are somewhat worthless in and of themselves. There's something to be said about more complex rulesets, though. It's much easier to copy something like: "Draw a card; play one card at a time; follow the instructions on the cards; Whoever has no cards left wins" without getting into Copyright issues. It's much more difficult to avoid copyright issues when trying to copy denser/more complex rules/rules interactions.


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Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
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Mississippi

So would this mean what was going on with LOAD and their supposed copypasta from Rum&Bones/DOTA2 is perfectly legal, or is the plagarism they were being accused of a different matter?

It never ends well 
   
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Decrepit Dakkanaut






SoCal, USA!

If they are stealing DOTA character names and likeness, that's not so permitted.

   
Made in gr
Thermo-Optical Spekter





Greece

This is why the big companies care much more about their IP than their rules, great rules do help, but, the players will be more loyal to the IP.

The IP will bring the player back.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Indeed. It is why Games Workshop is a models company, a stories company. Not a rules company.

   
Made in gr
Thermo-Optical Spekter





Greece

Short of, the bad rules have taken their toll and the mismatch between fluff and the table is obvious, of course it is quite academic if good rules would boost their games to far better sales, but historically the only time the were faced with serious competition, warzone, they worked hard on the rules.
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

 JohnHwangDD wrote:
Indeed. It is why Games Workshop is a models company, a stories company. Not a rules company.


I don't think that's correct, simply because 1) GW used to make a lot more rules or games than they did since 2001 to 2015, and 2) the Chapter House case showed that GW's grasp of IP law was very limited.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
 
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