TW202412904A - Specialized slot machine for conducting a wagering game using a card system for real time or live action event content - Google Patents

Specialized slot machine for conducting a wagering game using a card system for real time or live action event content Download PDF

Info

Publication number
TW202412904A
TW202412904A TW111149239A TW111149239A TW202412904A TW 202412904 A TW202412904 A TW 202412904A TW 111149239 A TW111149239 A TW 111149239A TW 111149239 A TW111149239 A TW 111149239A TW 202412904 A TW202412904 A TW 202412904A
Authority
TW
Taiwan
Prior art keywords
player
players
slot machine
virtual
cards
Prior art date
Application number
TW111149239A
Other languages
Chinese (zh)
Inventor
菲利浦 保羅 紀梵特
Original Assignee
菲利浦 保羅 紀梵特
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 菲利浦 保羅 紀梵特 filed Critical 菲利浦 保羅 紀梵特
Publication of TW202412904A publication Critical patent/TW202412904A/en

Links

Abstract

A specialized slot machine for conducting a wagering tournament game using real time or live action event content are disclosed. A particular embodiment includes: a gaming system configured to: provide a virtual deck of cards, wherein a plurality of virtual cards in the deck have been selected from a virtual pool of cards, wherein each of the plurality of virtual cards comprise identifying information and real-life statistics related to an athlete’s actions in real-life sporting events, wherein each of the plurality of virtual cards further comprise information indicative of: 1) an athlete’s name, 2) a name of a team for which an athlete plays, 3) a value of the virtual card determined by fantasy points a corresponding athlete is worth, 4) a position played by an athlete, and 5) bonus points or multipliers corresponding to the virtual card, the plurality of virtual cards in the deck have been selected from the virtual pool of cards to maintain a probability of the virtual cards in the deck generating a winning total based on real-life statistics of selected virtual cards in the deck within a pre-determined range, each of the plurality of virtual cards further comprise readable information indicative of a color of the card; randomly present at least three virtual cards in a bloc face up from the virtual deck of cards to a plurality of players; prompt the plurality of players to bid on the presented bloc of virtual cards or fold and exit a current round; accept bids from the plurality of players; and award the presented bloc of virtual cards to a winning player of the plurality of players with a best bid.

Description

用於使用卡系統對即時或實況活動事件內容進行投注遊戲的專用吃角子老虎機Dedicated slot machines for betting games on live or live event content using a card system

本專利申請案係關於根據一項實施例之遊戲機、吃角子老虎機、電腦實施之軟體、網路連結系統及遊戲系統,且更具體而言,係關於使用一卡系統對即時或實況活動事件內容進行一投注遊戲之一專用吃角子老虎機。This patent application relates to a gaming machine, a slot machine, computer-implemented software, a network connection system, and a gaming system according to an embodiment, and more particularly, to a dedicated slot machine for playing a wagering game on real-time or live event content using a card system.

多年來,遊戲產業、娛樂場及博彩場館一直使用遊戲機,諸如吃角子老虎機、視訊撲克機及諸如此類。吃角子老虎機已被證明非常受玩家歡迎,並為場館帶來利潤。一般而言,此類老虎機在玩家中之受歡迎程度取決於在該老虎機上贏得遊戲券之可能性以及該老虎機相對於其他可用遊戲選項之內在娛樂價值。玩家通常會被最具娛樂性及最令人興奮之老虎機所吸引,該等老虎機具有吸引頻繁進行遊戲及增加運營商利潤率之特徵及增強功能。因此,吃角子老虎機制造商持續需要不斷開發新遊戲並改良經由增強玩家之娛樂價值來吸引頻繁進行遊戲之遊戲增強功能。然而,當前遊戲系統係基於預定義卡組或者形成遊戲系統所實施之投注遊戲中所使用之內容之顯示方式(例如,水果類型、符號等)的使用。娛樂場已無法使用此等遊戲系統來實施基於使用可變內容、即時內容或實況活動內容之投注遊戲。另外,娛樂場已無法利用經由傳統吃角子老虎機或經設計以創建激烈的、基於技巧之策略之遊戲之其他遊戲系統來進入爆炸式增長之幻想運動市場之一機會。For many years, the gaming industry, casinos and gambling venues have used gaming machines, such as slot machines, video poker machines and the like. Slot machines have proven to be very popular with players and profitable for the venues. Generally speaking, the popularity of such slot machines among players depends on the possibility of winning game tickets on the slot machine and the inherent entertainment value of the slot machine relative to other available gaming options. Players are generally attracted to the most entertaining and exciting slot machines, which have features and enhancements that attract frequent gaming and increase the profit margins of the operators. Therefore, there is a constant need for slot machine manufacturers to continuously develop new games and improve game enhancements that attract frequent gaming by enhancing the entertainment value for players. However, current gaming systems are based on the use of predefined card sets or presentations (e.g., fruit types, symbols, etc.) that form the content used in the wagering games implemented by the gaming system. Casinos have been unable to use these gaming systems to implement wagering games based on the use of variable content, real-time content, or live event content. Additionally, casinos have been unable to take advantage of an opportunity to enter the explosively growing fantasy sports market through traditional slot machines or other gaming systems designed to create intense, skill-based strategy games.

具有卡或卡顯示器之遊戲系統可像在一桌處之傳統卡疊那般使用,或者該等遊戲系統可係在吃角子老虎機、視訊遊戲及/或網際網路遊戲上玩之虛擬卡疊。此等卡之特徵中之一者應係為儘可能多玩家提供玩此等類型之遊戲之機會。然而,具有卡或卡顯示器之傳統卡遊戲或遊戲系統對一顯著部分人口造成了障礙。Gaming systems with cards or card displays may be used like traditional decks at a table, or they may be virtual decks played at slot machines, video games, and/or Internet games. One of the features of these cards should be to provide as many players as possible with the opportunity to play these types of games. However, traditional card games or gaming systems with cards or card displays present a barrier to a significant portion of the population.

世界上每十二個男士中便有一個係色盲。此代表了8%之男性人口。此問題在女士中並不普遍,每200人中僅一人遭遇此苦惱。此代表了0.5%之女性人口。然而,具有卡或卡顯示器之傳統卡遊戲或遊戲系統在很大程度上忽略了此等玩家之需求。One in twelve men in the world is color blind. This represents 8% of the male population. This problem is less common among women, with only one in 200 suffering from this affliction. This represents 0.5% of the female population. However, traditional card games or gaming systems with cards or card displays largely ignore the needs of these players.

在本文中所闡述之各種實施例中,揭示了經由一電腦系統及/或一資料網路使用一卡系統對即時或實況活動事件內容進行投注遊戲之專用吃角子老虎機。在本文中所闡述之其他實施例中,揭示了用於經由一電腦系統及/或一資料網路進行幻想運動錦標賽之專用吃角子老虎機。一般而言,本專利申請案係關於電腦或網路實施之專用遊戲系統及/或幻想運動錦標賽。In various embodiments described herein, a slot machine for playing a wagering game on real-time or live event content using a card system via a computer system and/or a data network is disclosed. In other embodiments described herein, a slot machine for playing fantasy sports tournaments via a computer system and/or a data network is disclosed. In general, this patent application relates to a computer or network-implemented dedicated gaming system and/or fantasy sports tournament.

在各種實例性實施例中,如本文中所闡述之該電腦或網路實施之遊戲系統可與複數個使用者平臺進行資料網路通信。該等使用者平臺可係由遊戲參賽者或管理員操作之用戶端運算裝置、行動運算裝置、行動通信裝置或諸如此類。一主機站點或伺服器可用於執行實施如本文中所闡述之遊戲結構之該軟體及系統。如此,該主機站點及該網路連結系統成為經特別組態以支援如本文中所闡述之該電腦或網路實施之遊戲系統之一特殊用途運算平臺。該主機站點及該等使用者平臺可經由一廣域資料網路(例如,網際網路)在一資料網路環境中通信並傳送資料及資訊。該主機站點之各種組件亦可經由一習用內部網路或區域網路(LAN)進行內部通信。In various exemplary embodiments, the computer or network-implemented gaming system as described herein may communicate over a data network with a plurality of user platforms. The user platforms may be client computing devices, mobile computing devices, mobile communication devices, or the like operated by game participants or administrators. A host site or server may be used to execute the software and system implementing the gaming structure as described herein. Thus, the host site and the network connection system become a special-purpose computing platform specially configured to support the computer or network-implemented gaming system as described herein. The host site and the user platforms may communicate and transmit data and information in a data network environment via a wide area data network (e.g., the Internet). The various components of the host site can also communicate internally via a common intranet or local area network (LAN).

在該等實例性實施例中,如本文中所闡述之該電腦或網路實施之遊戲系統可與複數個參賽者及其他網路資源進行資料網路通信。參賽者可表示由參賽者、團隊、遊戲玩家或操作如本文中所闡述之實施例之其他用戶端使用者管理的用戶端或用戶端運算系統之網路位置。如下文所更詳細闡述,參賽者或其他使用者可在一使用者平臺處與該遊戲系統所提供之一電腦產生之使用者介面互動,以參與該遊戲系統並與該遊戲系統通信。In the exemplary embodiments, the computer or network-implemented gaming system as described herein may communicate over a data network with a plurality of participants and other network resources. A participant may represent a network location of a client or client computing system managed by a participant, team, game player, or other client user operating an embodiment as described herein. As described in more detail below, a participant or other user may interact with a computer-generated user interface provided by the gaming system at a user platform to participate in and communicate with the gaming system.

在該等實例性實施例中,如本文中所闡述之該電腦或網路實施之遊戲系統可實施具有卡或卡顯示器之卡遊戲或遊戲系統,該電腦或網路實施之遊戲系統可被色盲之人容易地閱讀及使用。In these exemplary embodiments, the computer or network implemented gaming system as described herein may implement a card game or gaming system having a card or card display that can be easily read and used by color blind people.

版權聲明Copyright Notice

本專利文獻之揭示內容之一部分含有受版權保護之材料。如美國專利商標局之專利檔案或記錄中所顯現,版權所有者不反對任何人對本專利文檔或專利揭示內容進行拓製,但無論如何將以其他方式保留所有版權。以下聲明適用於本文中之揭示內容以及形成本文檔之一部分之附圖:版權所有2012-2022,Philip Paul Givant,保留所有權利。 對優先權專利申請案之參考 A portion of the disclosure of this patent document contains material that is copyrighted. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the U.S. Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever. The following statement applies to the disclosure herein and the drawings forming a part of this document: Copyright 2012-2022, Philip Paul Givant, All rights reserved. Reference to Priority Patent Applications

本申請案係於2022年1月30日提出申請之美國申請案第17/588,329號之一部分接續(CIP)申請案;該部分接續申請案係於2019年10月28日提出申請之美國申請案第16/665,684號(現美國專利第11,270,556號)之一接續申請案;該接續申請案係於2017年2月20日提出申請之美國申請案第15/437,125號(現美國專利第10,460,568號)之一接續申請案;該接續申請案係於2015年12月28日提出申請之美國申請案第14/981,408號(現美國專利第9,589,418號)之一接續申請案;該接續申請案係主張於2015年4月10日提出申請之申請案序列號14/684,160之優先權之一非臨時部分接續專利申請案;該非臨時部分接續專利申請案係主張於2013年7月18日提出申請之申請案序列號13/945,628之優先權之一非臨時部分接續專利申請案;該非臨時部分接續專利申請案主張於2012年7月19日提出申請之序列號61/741,463之優先權之一非臨時專利申請案。本專利申請案主張所參考專利申請案之優先權,該等專利申請案藉此以其全文引用方式併入本文中。This application is a continuation-in-part (CIP) application of U.S. application No. 17/588,329 filed on January 30, 2022; the continuation-in-part application is a continuation-in-part application of U.S. application No. 16/665,684 filed on October 28, 2019 (now U.S. Patent No. 11,270,556); the continuation-in-part application is a continuation-in-part application of U.S. application No. 15/437,125 filed on February 20, 2017 (now U.S. Patent No. 10,460,568); the continuation-in-part application is a continuation-in-part application of U.S. application No. 1 filed on December 28, 2015 No. 4/981,408 (now U.S. Patent No. 9,589,418); the continuation-in-part non-provisional patent application claiming priority to application serial number 14/684,160 filed on April 10, 2015; the non-provisional patent application claiming priority to application serial number 13/945,628 filed on July 18, 2013; the non-provisional patent application claiming priority to serial number 61/741,463 filed on July 19, 2012. This patent application claims priority to the referenced patent applications, which are hereby incorporated by reference in their entirety.

在以下闡述中,出於解釋目的陳述了眾多具體細節以便提供對各種實施例之一透徹理解。然而,對於熟習此項技術者而言顯而易見的係,可在不具有此等具體細節的情況下實踐各種實施例。 實施為用於使用一卡系統對即時或實況活動事件內容進行投注遊戲之一專用吃角子老虎機、一專用搖獎機或其他專用遊戲系統的一實例性實施例 In the following description, for the purpose of explanation, numerous specific details are set forth in order to provide a thorough understanding of various embodiments. However, it will be apparent to one skilled in the art that various embodiments may be practiced without these specific details. An exemplary embodiment of a dedicated slot machine, a dedicated lottery machine, or other dedicated gaming system for betting on live or live event content using a card system

現參考圖1,一吃角子老虎機10可用於諸如娛樂場等遊戲場館中。關於本文中所闡述之實例性實施例,吃角子老虎機10可係任何類型之吃角子老虎機且可具有相異結構及操作方法。舉例而言,吃角子老虎機10可係經組態以進行機械式吃角子之一機電遊戲機,或者其可係經組態以進行諸如吃角子、基諾、撲克、黑傑克、輪盤賭等之一視訊娛樂場遊戲之一電子遊戲機。在一替代實施例中,吃角子老虎機10亦可係一機電搖獎機。Referring now to FIG. 1 , a slot machine 10 may be used in a gaming venue such as a casino. With respect to the exemplary embodiments described herein, the slot machine 10 may be any type of slot machine and may have different structures and methods of operation. For example, the slot machine 10 may be an electromechanical game machine configured to play mechanical slots, or it may be an electronic game machine configured to play video casino games such as slots, keno, poker, blackjack, roulette, etc. In an alternative embodiment, the slot machine 10 may also be an electromechanical lottery machine.

吃角子老虎機10包括一外殼12,其包含一輸入裝置,該輸入裝置包含一值輸入裝置18及一玩家輸入裝置24。為了輸出,吃角子老虎機10包含用於顯示關於基本投注遊戲之資訊之一主要顯示器14。主要顯示器14亦可顯示關於一獎勵投注遊戲及一累進投注遊戲之資訊。吃角子老虎機10亦可包含用於顯示遊戲事件、遊戲結果及/或標誌資訊之一次級顯示器16。雖然下文闡述了吃角子老虎機10中之此等典型組件,但應理解,可存在眾多其他元件,並且可以任何數目之組合來使用該等其他元件,以創建一吃角子老虎機10之各種形式。The slot machine 10 includes a housing 12 that includes an input device that includes a value input device 18 and a player input device 24. For output, the slot machine 10 includes a primary display 14 for displaying information about the basic wager game. The primary display 14 may also display information about a bonus wager game and a progressive wager game. The slot machine 10 may also include a secondary display 16 for displaying game events, game results, and/or logo information. Although these typical components of the slot machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a slot machine 10.

值輸入裝置18可以諸多形式個別地或以組合方式提供,且較佳地位於外殼12之前面。值輸入裝置18接收由一玩家插入之代幣及/或智能卡。值輸入裝置18可包含用於接收遊戲幣代幣之一遊戲幣接收器20 (參見圖1)。另一選擇係或另外,值輸入裝置18可包含用於接收紙幣之一票據接受器22。此外,值輸入裝置18可包含一票單讀取器、一條碼掃描器或一QR碼掃描器,用於讀取儲存在一信用票單、一卡或其他有形可攜式信用儲存裝置上之資訊。信用票單或智能卡亦可授權對一中央賬戶進行存取,該中央賬戶可將遊戲券轉帳至吃角子老虎機10。The value input device 18 may be provided in a variety of forms, individually or in combination, and is preferably located on the front of the housing 12. The value input device 18 receives tokens and/or smart cards inserted by a player. The value input device 18 may include a game currency receiver 20 (see Figure 1) for receiving game currency tokens. Alternatively or in addition, the value input device 18 may include a ticket acceptor 22 for receiving paper money. In addition, the value input device 18 may include a ticket reader, a barcode scanner, or a QR code scanner for reading information stored on a credit ticket, a card, or other tangible portable credit storage device. The credit ticket or smart card may also authorize access to a central account which can transfer game tickets to the slot machine 10.

玩家輸入裝置24包括一按鈕面板上用於操作吃角子老虎機10之複數個按鈕26。另外或者另一選擇係,玩家輸入裝置24可包括藉由黏合劑、膠帶或諸如此類安裝在主要顯示器14及/或次級顯示器16之上的一觸控螢幕28。觸控螢幕28含有由下伏主要顯示器14上之圖形表示並用於操作吃角子老虎機10之軟觸控鍵30。觸控螢幕28為玩家提供一替代輸入方法。一玩家藉由在一適當觸控鍵30處觸控觸控螢幕28或者藉由按下按鈕面板上之一適當按鈕26來達成一所期望功能。觸控鍵30可用於實施與按壓式按鈕26相同之功能。另一選擇係,按壓式按鈕26可為操作遊戲之一項態樣提供輸入,而觸控鍵30可允許進行遊戲之另一態樣所需之輸入。在另一實施方案中,一使用者可使用吃角子老虎機之側上之一控制桿或手柄向吃角子老虎機10提供輸入。The player input device 24 includes a plurality of buttons 26 on a button panel for operating the slot machine 10. Additionally or alternatively, the player input device 24 may include a touch screen 28 mounted on the primary display 14 and/or the secondary display 16 by adhesive, tape, or the like. The touch screen 28 contains soft touch keys 30 that are represented by graphics on the underlying primary display 14 and are used to operate the slot machine 10. The touch screen 28 provides an alternative input method for the player. A player achieves a desired function by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate button 26 on the button panel. The touch pad 30 may be used to perform the same functions as the push button 26. Alternatively, the push button 26 may provide input for operating one aspect of the game, while the touch pad 30 may allow input required for another aspect of the game. In another embodiment, a user may provide input to the slot machine 10 using a joystick or handle on the side of the slot machine.

如圖1中所見,吃角子老虎機10之各種組件可直接連接至外殼12或含納於外殼12內,或者可位於外殼12之外側並經由各種不同有線或無線連接方法連接至外殼12。因此,吃角子老虎機10包括無論是裝納在外殼12中還是裝納在外殼12之外側並進行遠端連接之此等組件。1, the various components of the slot machine 10 may be directly connected to or contained within the housing 12, or may be located outside the housing 12 and connected to the housing 12 via a variety of different wired or wireless connection methods. Thus, the slot machine 10 includes such components whether housed in the housing 12 or housed outside the housing 12 and connected remotely.

在主要顯示器14上將基本投注遊戲之操作顯示給玩家。主要顯示器14亦可顯示與基本投注遊戲相關聯之獎勵遊戲。主要顯示器14可採取一陰極射線管(CRT)顯示器、一高解析度液晶顯示器(LCD)、一電漿顯示器、一LED (發光二極體)顯示器或者適合供在吃角子老虎機10中使用之任何其他類型之的顯示器之形式。如所展示,主要顯示器14包含疊覆整個顯示器(或其一部分)以允許玩家進行遊戲相關選擇之觸控螢幕28。另一選擇係,吃角子老虎機10之主要顯示器14可包含若干個機械、機電或電子捲盤,以與至少一個支付線32視覺相關聯地顯示結果。在所圖解說明實施例中,吃角子老虎機10係一「直立式」版本,其中主要顯示器14相對於玩家垂直定向。另一選擇係,吃角子老虎機可係一「斜頂式」版本,其中主要顯示器14朝向吃角子老虎機10之玩家傾斜約一個30度角度。The operation of the basic wager game is displayed to the player on the primary display 14. The primary display 14 may also display bonus games associated with the basic wager game. The primary display 14 may take the form of a cathode ray tube (CRT) display, a high resolution liquid crystal display (LCD), a plasma display, an LED (light emitting diode) display, or any other type of display suitable for use in the slot machine 10. As shown, the primary display 14 includes a touch screen 28 that overlays the entire display (or a portion thereof) to allow the player to make game-related selections. Alternatively, the primary display 14 of the slot machine 10 may include a number of mechanical, electromechanical or electronic reels to display the results in visual association with at least one payline 32. In the illustrated embodiment, the slot machine 10 is a "vertical" version, wherein the primary display 14 is oriented vertically relative to the player. Alternatively, the slot machine may be a "tilted" version, wherein the primary display 14 is tilted at about a 30 degree angle toward the player of the slot machine 10.

一玩家藉由經由吃角子老虎機10之值輸入裝置18進行一投注來開始參加基本投注遊戲。一玩家可經由按鈕26或觸控螢幕鍵30藉由使用玩家輸入裝置24來選擇一參加類型。基本遊戲由配置成一陣列之複數個符號組成,且包含指示基本遊戲之一或多個結果之至少一個支付線32。可回應於玩家之投注輸入而隨機選擇此類結果。如下文對於各種實例性實施例所更詳細闡述,結果亦可基於玩家輸入及由吃角子老虎機10自一網路資訊源擷取之即時或實況活動內容。由吃角子老虎機10判定之複數個結果中之至少一者可係一開始獎勵結果,其可包含觸發一獎勵遊戲之符號或符號組合之任何變化。A player begins participating in the basic wager game by placing a wager through the value input device 18 of the slot machine 10. A player may select a participation type by using the player input device 24 via buttons 26 or touch screen keys 30. The basic game consists of a plurality of symbols arranged in an array and includes at least one payline 32 indicating one or more outcomes of the basic game. Such outcomes may be randomly selected in response to the player's wager input. As described in more detail below for various exemplary embodiments, the outcomes may also be based on player input and real-time or live event content captured by the slot machine 10 from a network information source. At least one of the plurality of outcomes determined by the slot machine 10 may be an initial bonus outcome, which may include any variation of a symbol or combination of symbols that triggers a bonus game.

在某些實施例中,吃角子老虎機10亦可包含一玩家資訊讀取器52,其允許藉由讀取具有指示他或她之真實身份之資訊之一卡來識別(ID)一玩家。玩家資訊讀取器52在圖1中展示示為一讀卡器,但可採取多種形式,包含一票單讀取器、條碼掃描器、QR碼掃描器、RFID (射頻識別)收發器或電腦可讀儲存媒體介面。當前,娛樂場一般使用識別將優待服務或特別優惠獎勵給某些玩家。舉例而言,一玩家可加入遊戲機構之忠誠俱樂部,並且當彼玩家在他或她之玩家追蹤賬戶中收集積分時,可被獎勵某些優待服務。玩家將他或她之卡插入至玩家資訊讀取器52中,此允許娛樂場之電腦在吃角子老虎機10處登記彼玩家之投注。吃角子老虎機10可使用次級顯示器16或其他專門玩家追蹤顯示器來為玩家提供關於他或她之賬戶之資訊或者其他玩家特定之資訊。而且,在某些實施例中,資訊讀取器52可用於恢復玩家在一先前遊戲階段期間獲得及保存之遊戲資產。In some embodiments, the slot machine 10 may also include a player information reader 52 that allows a player to be identified (ID) by reading a card with information indicating his or her true identity. The player information reader 52 is shown in FIG. 1 as a card reader, but may take a variety of forms, including a ticket reader, a barcode scanner, a QR code scanner, an RFID (radio frequency identification) transceiver, or a computer-readable storage media interface. Currently, casinos generally use identification to reward certain players with preferential services or special offers. For example, a player may join a loyalty club of a gaming establishment and may be rewarded with certain preferential services as the player collects points in his or her player tracking account. The player inserts his or her card into the player information reader 52, which allows the casino's computer to register the player's bet at the slot machine 10. The slot machine 10 may use the secondary display 16 or other dedicated player tracking display to provide the player with information about his or her account or other player-specific information. Also, in some embodiments, the information reader 52 may be used to restore gaming assets that the player acquired and saved during a previous gaming session.

現在參考圖2,圖解說明了一手持式或行動吃角子老虎機610。像自由站立式吃角子老虎機10那般,手持式吃角子老虎機610較佳地係經組態以參加諸如但不限於黑傑克、吃角子、基諾、撲克、黑傑克及輪盤賭之一視訊娛樂場遊戲之一電子遊戲機。手持式吃角子老虎機610包括一外殼或外罩612並包含輸入裝置,該等輸入裝置包含一值輸入裝置618及一玩家輸入裝置624。對於輸出,手持式吃角子老虎機610包含括但不限於一主要顯示器614、一次級顯示器616、一或多個揚聲器617、一或多個玩家可存取之埠619 (例如,用於耳機之一音訊輸出插孔、一視訊耳機插孔等)以及其他習用輸入/輸出(I/O)裝置及埠,該等裝置及埠可係或可並非係玩家可存取的。在圖2中所繪示之實施例中,手持式吃角子老虎機610包括可相對於主要顯示器614旋轉之一次級顯示器616。選用次級顯示器616相對於主要顯示器614可係固定的、可移動的及/或可拆離/可附接的。主要顯示器614及/或次級顯示器616皆可經組態以顯示一非投注遊戲、投注遊戲、次級遊戲、獎勵遊戲、累進投注遊戲、群組遊戲、共用體驗遊戲或事件、遊戲事件、遊戲結果、滾動資訊、文字傳訊、電子郵件、警示或公告、廣播資訊、訂閱資訊及手持式吃角子老虎機狀態之任何態樣。Referring now to FIG. 2 , a handheld or mobile slot machine 610 is illustrated. Like the free standing slot machine 10 , the handheld slot machine 610 is preferably an electronic gaming machine configured to play a video casino game such as, but not limited to, blackjack, slots, keno, poker, blackjack, and roulette. The handheld slot machine 610 includes a housing or casing 612 and includes input devices including a value input device 618 and a player input device 624. For output, the handheld slot machine 610 includes, but is not limited to, a primary display 614, a secondary display 616, one or more speakers 617, one or more player accessible ports 619 (e.g., an audio output jack for headphones, a video headphone jack, etc.), and other conventional input/output (I/O) devices and ports, which may or may not be player accessible. In the embodiment illustrated in FIG. 2 , the handheld slot machine 610 includes a secondary display 616 that is rotatable relative to the primary display 614. The optional secondary display 616 may be fixed, removable, and/or detachable/attachable relative to the primary display 614. The primary display 614 and/or the secondary display 616 may be configured to display any aspect of a non-wager game, wager game, secondary game, bonus game, progressive wager game, group game, shared experience game or event, game event, game result, scrolling information, text message, email, alert or announcement, broadcast information, subscription information and handheld slot machine status.

玩家可存取之值輸入裝置618可包括例如位於外罩612之前面、側或頂部上之一插槽,該插槽經組態以接收來自由一玩家插入之一儲值卡(例如,娛樂卡、智慧卡、轉帳卡、智能卡等)之信用。在另一態樣中,玩家可存取之值輸入裝置618可包括一感測器(例如,一RF射頻感測器),其經組態以感測由一玩家攜載之一發射器(例如,一RF發射器)輸出之一信號(例如,一RF信號)。玩家可存取之值輸入裝置618亦可包含或另一選擇係包含一票單讀取器、條碼掃描器或QR碼掃描器,用於讀取儲存在一信用票單、一卡或其他有形可攜式信用或遊戲分數儲存裝置上之資訊。信用票單或智能卡亦可授權對可將遊戲券轉帳至手持式吃角子老虎機610之一中央賬戶進行存取。The player-accessible value input device 618 may include, for example, a slot located on the front, side, or top of the housing 612, the slot being configured to receive credit from a stored-value card (e.g., entertainment card, smart card, debit card, smart card, etc.) inserted by a player. In another aspect, the player-accessible value input device 618 may include a sensor (e.g., an RF radio frequency sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player. The player-accessible value input device 618 may also or alternatively include a ticket reader, barcode scanner, or QR code scanner for reading information stored on a credit ticket, a card, or other tangible portable credit or game point storage device. The credit slip or smart card may also authorize access to a central account that can transfer game tickets to one of the handheld slot machines 610.

其他玩家可存取之值輸入裝置618仍可能需要使用觸控螢幕顯示器(例如,主要顯示器614及/或次級顯示器616)或玩家輸入裝置624上之觸控鍵630。在錄入玩家識別資訊及較佳地次級授權資訊(例如,一密碼、個人識別號碼(PIN)、儲值卡號碼、預定義鍵序列等)時,可准許玩家對一玩家之賬戶進行存取。作為一個潛在選用安全特徵,手持式吃角子老虎機610可經組態以准許一玩家僅對玩家已為手持式吃角子老虎機610特別設定之一賬戶進行存取。舉例而言,亦可利用其他習用安全特徵,以防止對一玩家之賬戶之未經授權存取,最小化對一玩家之賬戶之任何未經授權存取之一影響,或者防止對臨時儲存在手持式吃角子老虎機610上之任何個人資訊或遊戲分數之未經授權存取。Other player accessible value input devices 618 may still require the use of a touch screen display (e.g., primary display 614 and/or secondary display 616) or touch keys 630 on player input device 624. Upon entering player identification information and preferably secondary authorization information (e.g., a password, personal identification number (PIN), stored value card number, predefined key sequence, etc.), a player may be granted access to a player's account. As a potential optional security feature, the handheld slot machine 610 may be configured to grant a player access only to an account that the player has specifically configured for the handheld slot machine 610. For example, other customary security features may also be utilized to prevent unauthorized access to a player's account, minimize the impact of any unauthorized access to a player's account, or prevent unauthorized access to any personal information or game scores temporarily stored on the handheld slot machine 610.

玩家可存取之值輸入裝置618本身可包括或利用一生物辨識玩家資訊讀取器,該生物辨識玩家資訊讀取器准許玩家單獨或與前述玩家可存取之值輸入裝置618中之另一者組合地對一玩家之賬戶上之可用遊戲分數進行存取。在玩家可存取之值輸入裝置618包括一生物辨識玩家資訊讀取器之一實施例中,舉例而言,諸如向手持式裝置之一值輸入、自一個玩家賬戶或源向與手持式吃角子老虎機610相關聯之一賬戶之一值轉帳或者另一異動之執行等異動可全部藉由來自生物辨識裝置之一生物辨識讀數來授權,該生物辨識讀取可包括複數個生物辨識讀數。The player-accessible value input device 618 itself may include or utilize a biometric player information reader that allows the player to access available game points on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 618. In an embodiment in which the player-accessible value input device 618 includes a biometric player information reader, for example, changes such as the input of value to a handheld device, the transfer of value from a player account or source to an account associated with the handheld slot machine 610, or the execution of another change may all be authorized by a biometric reading from the biometric device, which may include a plurality of biometric readings.

另一選擇係,為了增強安全性,可視情況僅藉由一個兩步程序來達成一異動,在該兩步程序中,一次級源確認由一主要源指示之身份。舉例而言,包括一生物辨識玩家資訊讀取器之一玩家可存取之值輸入裝置618可能需要來自另一生物辨識玩家資訊讀取器652或者來自諸如一智能卡、轉帳卡、玩家ID (識別)卡、鑰匙扣、PIN (個人識別號碼)、密碼、旅館房間秘鑰等另一源之一確認進入。因此,可藉由例如以下各項來達成一異動:個人識別輸入(例如,生物辨識輸入)與一秘密PIN之一組合;或者一生物辨識輸入與一鑰匙扣輸入之一組合;或者一鑰匙扣輸入與一PIN之一組合;或者一智能卡輸入與一生物辨識輸入之一組合。本質上,任何兩個獨立身份源(其中之一者對玩家進行鎖定或對玩家而言係個人的(例如,生物辨識讀數、PIN、密碼等))皆可用於在任何遊戲分數之電子轉帳之前提供經增強安全性。在另一態樣中,可自手持式吃角子老虎機610遠端地提供值輸入裝置618。Alternatively, for enhanced security, a change may be effected by a two-step process in which a secondary source confirms the identity indicated by a primary source. For example, a player-accessible value input device 618 including a biometric player information reader may require access confirmation from another biometric player information reader 652 or from another source such as a smart card, debit card, player ID (identification) card, key fob, PIN (personal identification number), password, hotel room key, etc. Thus, a transaction may be accomplished by, for example, a combination of a personal identification input (e.g., biometric input) and a secret PIN; or a combination of a biometric input and a key fob input; or a combination of a key fob input and a PIN; or a combination of a smart card input and a biometric input. Essentially, any two independent identity sources, one of which is locked to or personal to the player (e.g., biometric reading, PIN, password, etc.), may be used to provide enhanced security prior to the electronic transfer of any gaming credits. In another aspect, the value input device 618 may be provided remotely from the handheld slot machine 610.

玩家輸入裝置624包括一按鈕面板上用於操作手持式吃角子老虎機610之複數個按鈕。另外或另一選擇係,玩家輸入裝置624可包括安裝至一主要顯示器614及/或次級顯示器616之一觸控螢幕628。在一項態樣中,觸控螢幕628與具有一或多個可選擇觸控鍵630之一顯示螢幕匹配,一使用者可使用一手指或諸如一觸控筆指針之一工具來觸控螢幕之相關聯區域而對該等可選擇觸控鍵進行選擇。一玩家藉由在一適當觸控鍵630處觸控觸控螢幕628或者藉由按下按鈕面板上之一適當按壓式按鈕626來達成所期望功能。觸控鍵630可用於實施與按壓式按鈕626相同之功能。另一選擇係,按壓式按鈕可為操作遊戲之一項態樣提供輸入,而觸控鍵630可允許進行遊戲之另一態樣所需之輸入。如圖2所見,手持式吃角子老虎機610之各種組件可直接連接至外罩612或者含納於外罩612內,或者可位於外罩612之外側,且經由各種硬連線(繫鏈)或無線連接方法連接至外罩612。因此,手持式吃角子老虎機610可包括可被配置成與一玩家之偏好相配之一單個單元或複數個互連部分(例如,無線連接)。The player input device 624 includes a plurality of buttons on a button panel for operating the handheld slot machine 610. Additionally or alternatively, the player input device 624 may include a touch screen 628 mounted to a primary display 614 and/or secondary display 616. In one aspect, the touch screen 628 is matched to a display screen having one or more selectable touch keys 630 that a user may select by touching associated areas of the screen using a finger or a tool such as a stylus pointer. A player achieves the desired function by touching the touch screen 628 at an appropriate touch key 630 or by pressing an appropriate push button 626 on the button panel. The touch key 630 can be used to implement the same function as the push button 626. Alternatively, the push button can provide input for operating one aspect of the game, while the touch key 630 can allow input required for another aspect of the game. As shown in Figure 2, the various components of the handheld slot machine 610 can be directly connected to the outer cover 612 or contained in the outer cover 612, or can be located outside the outer cover 612 and connected to the outer cover 612 via various hard wiring (chain) or wireless connection methods. Thus, the handheld slot machine 610 may include a single unit or multiple interconnected parts (e.g., wireless connections) that can be configured to match a player's preferences.

在主要顯示器614上向玩家顯示手持式吃角子老虎機610上之基本投注遊戲之操作。主要顯示器614亦可顯示與基本投注遊戲相關聯之獎勵遊戲。較佳地,主要顯示器614採取一高解析度LCD、一電漿顯示器、一LED或者適合供在手持式吃角子老虎機610中使用之任何其他類型之顯示器之形式。舉例而言,主要顯示器614之大小可自約一個2″至3″顯示器變化為一個15″或17″顯示器。在至少某些態樣中,主要顯示器614係一個7″至10″顯示器。隨著此類顯示器之重量及/或功率需求隨技術之改良而降低,可想到主要顯示器之大小會增加。視情況,可將塗層或可移除膜或薄片施加給顯示器,以提供所期望特性(例如,防刮擦、防眩光、抗菌及抗微生物膜等)。在至少某些實施例中,主要顯示器614及/或次級顯示器616可具有一個16∶9之深寬比或其他深寬比(例如,4∶3)。主要顯示器614及/或次級顯示器616亦可各自具有不同解析度、不同配色方案及不同深寬比。The operation of the basic wager game on the handheld slot machine 610 is displayed to the player on the primary display 614. The primary display 614 may also display bonus games associated with the basic wager game. Preferably, the primary display 614 takes the form of a high-resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld slot machine 610. For example, the size of the primary display 614 can vary from approximately a 2" to 3" display to a 15" or 17" display. In at least some embodiments, the primary display 614 is a 7" to 10" display. As the weight and/or power requirements of such displays decrease as technology improves, it is conceivable that the size of the primary display will increase. Optionally, a coating or removable film or sheet may be applied to the display to provide desired properties (e.g., anti-scratch, anti-glare, antibacterial and antimicrobial films, etc.). In at least some embodiments, the primary display 614 and/or the secondary display 616 may have an aspect ratio of 16:9 or other aspect ratios (e.g., 4:3). The primary display 614 and/or the secondary display 616 may also each have different resolutions, different color schemes, and different aspect ratios.

如同自由站立式吃角子老虎機10那般,一玩家藉由在手持式吃角子老虎機610上進行一投注(例如,經由值輸入裝置618或者經由觸控螢幕鍵630、玩家輸入裝置624或按鈕626對儲存在手持式吃角子老虎機上之信用之一指派)來開始在手持式吃角子老虎機610上參加基本投注遊戲。在至少某些態樣中,基本遊戲可包括配置成一陣列之複數個符號,且包含指示基本遊戲之一或多個結果之至少一個支付線632。可回應於玩家之投注輸入而隨機選擇此類結果。如下文針對各種實例性實施例所更詳細闡述,結果亦可基於玩家輸入及由吃角子老虎機610自一網路資訊源擷取之即時或實況活動內容。由吃角子老虎機610判定之複數個結果中之至少一者可係一開始獎勵結果,其可包含觸發一獎勵遊戲之符號或符號組合之任何變化。As with the free standing slot machine 10, a player begins playing the base wager game on the handheld slot machine 610 by placing a wager on the handheld slot machine 610 (e.g., via the value input device 618 or by assigning one of the credits stored on the handheld slot machine via the touch screen key 630, the player input device 624, or the button 626). In at least some aspects, the base game may include a plurality of symbols arranged in an array and include at least one payline 632 indicating one or more outcomes of the base game. Such outcomes may be randomly selected in response to the player's wager input. As described in more detail below with respect to various exemplary embodiments, outcomes may also be based on player input and real-time or live event content captured from a network source by the slot machine 610. At least one of the plurality of outcomes determined by the slot machine 610 may be a starting bonus outcome, which may include any variation of a symbol or combination of symbols that triggers a bonus game.

在某些實施例中,手持式吃角子老虎機610之玩家可存取之值輸入裝置618可兼作一玩家資訊讀取器652,該玩家資訊讀取器允許藉由讀取具有指示玩家之身份之資訊之一卡(例如,讀取一玩家之智能卡、玩家ID卡、智慧卡等)來識別一玩家。另一選擇係或而且,玩家資訊讀取器652可包括一條碼掃描器、RFID收發器或電腦可讀儲存媒體介面。在一個目前較佳態樣中,圖2中藉由實例方式展示之玩家資訊讀取器652包括一生物辨識感測裝置。In some embodiments, the player-accessible value input device 618 of the handheld slot machine 610 may double as a player information reader 652 that allows a player to be identified by reading a card having information indicative of the player's identity (e.g., reading a player's smart card, player ID card, smart card, etc.). Alternatively or in addition, the player information reader 652 may include a barcode scanner, RFID transceiver, or computer-readable storage media interface. In one currently preferred embodiment, the player information reader 652 shown by way of example in FIG. 2 includes a biometric sensing device.

現轉至圖3,吃角子老虎機10之各種組件由一中央處理單元(CPU) 34控制,該中央處理單元在本文中亦稱為一控制器或處理器(諸如一微控制器或微處理器)。為了提供遊戲功能,控制器34執行以記憶體36之形式儲存在一電腦可讀儲存媒體中之一或多個遊戲程式。控制器34可自投注遊戲之複數個可能結果隨機選擇一結果(使用一隨機號碼產生器(RNG))。另一選擇係,隨機事件可在一遠端控制器處判定。遠端控制器可使用一RNG或集區化方案來集中判定一遊戲結果。應瞭解,控制器34可包含一或多個微處理器,包含但不限於一主處理器、一從處理器及一次級或並行處理器。Turning now to FIG. 3 , the various components of the slot machine 10 are controlled by a central processing unit (CPU) 34, which is also referred to herein as a controller or processor (such as a microcontroller or microprocessor). To provide game functions, the controller 34 executes one or more game programs stored in a computer-readable storage medium in the form of a memory 36. The controller 34 can randomly select a result from a plurality of possible results of the betting game (using a random number generator (RNG)). Another option is that the random event can be determined at a remote controller. The remote controller can use an RNG or a pooling scheme to centrally determine a game result. It should be understood that the controller 34 may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.

控制器34亦耦合至系統記憶體36及一遊戲券/信用偵測器38。系統記憶體36可包括一揮發性記憶體(例如,一隨機存取記憶體(RAM))及一非揮發性記憶體(例如,一EEPROM)。系統記憶體36可包含多個RAM及多個程式記憶體。遊戲券/信用偵測器38發信號通知處理器代幣及/或信用已經由值輸入裝置18輸入。較佳地,此等組件位於吃角子老虎機10之外殼12內。然而,如上文所解釋,此等組件可位於外殼12之外側,並經由各種不同有線或無線連接方法連接至吃角子老虎機10之組件之剩餘部分。The controller 34 is also coupled to a system memory 36 and a ticket/credit detector 38. The system memory 36 may include a volatile memory (e.g., a random access memory (RAM)) and a non-volatile memory (e.g., an EEPROM). The system memory 36 may include multiple RAMs and multiple program memories. The ticket/credit detector 38 signals the processor that tokens and/or credits have been entered by the value input device 18. Preferably, these components are located within the housing 12 of the slot machine 10. However, as explained above, these components may be located outside the housing 12 and connected to the remainder of the components of the slot machine 10 via a variety of different wired or wireless connection methods.

如圖3中所見,控制器34亦連接至並控制主要顯示器14、玩家輸入裝置24及一清算機構40。清算機構40可回應於來自控制器34之指令而操作,以回應於可能在基本遊戲或獎勵遊戲中出現之某些獲勝結果而將一清算獎勵給玩家。清算可以積分、票據、票單、優惠券、卡等形式提供。舉例而言,在圖1中,清算機構40包含一票單列印機42及一遊戲幣出口44。然而,可實施此項技術中公知之多種清算機構40中之任一種,包含卡、遊戲幣、票單、智慧卡、遊戲點等。由清算機構40分配之清算獎值可藉由儲存在系統記憶體36中之一或多個支付表來判定。As seen in FIG. 3 , the controller 34 is also connected to and controls the main display 14, the player input device 24, and a clearing mechanism 40. The clearing mechanism 40 can operate in response to instructions from the controller 34 to give a clearing reward to the player in response to certain winning results that may occur in the basic game or the bonus game. The clearing can be provided in the form of points, tickets, slips, coupons, cards, etc. For example, in FIG. 1 , the clearing mechanism 40 includes a slip printer 42 and a game coin outlet 44. However, any of a variety of clearing mechanisms 40 known in the art can be implemented, including cards, game coins, slips, smart cards, game points, etc. The clearing award value distributed by the clearing mechanism 40 can be determined by one or more payment tables stored in the system memory 36.

控制器34與吃角子老虎機10之周邊組件及外部系統50兩者之間的通信係經由輸入/輸出(I/O)電路46、48進行的。更具體而言,控制器34經由輸入/輸出電路46控制並接收來自吃角子老虎機10之周邊組件之輸入。此外,控制器34經由I/O電路48及一通信路徑(例如,串列、並行、IR、RC、10 bT等)與外部系統50通信。外部系統50可包含一遊戲網路、其他遊戲機、一遊戲伺服器、一中央伺服器、一中央伺服器資料庫、網際網路節點/站點、通信硬體或者各種其他介接系統或組件。儘管I/O電路46、48可展示為一單個區塊,但應瞭解,I/O電路46、48中之每一者皆可包含若干不同類型之I/O電路。Communication between the controller 34 and both the peripheral components of the slot machine 10 and the external system 50 is performed via input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the slot machine 10 via the input/output circuits 46. In addition, the controller 34 communicates with the external system 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 10 bT, etc.). The external system 50 may include a gaming network, other gaming machines, a gaming server, a central server, a central server database, Internet nodes/sites, communication hardware, or various other interfacing systems or components. Although the I/O circuits 46, 48 may be shown as a single block, it should be understood that each of the I/O circuits 46, 48 may include a number of different types of I/O circuits.

如本文中所使用,控制器34包括硬體、軟體及/或韌體之任何組合,其可安置或駐留在吃角子老虎機10之內部及/或外部,該控制器可與吃角子老虎機10及一匯流排、另一電腦、處理器或裝置及/或一服務及/或一網路之間的資料傳遞通信及/或控制該資料傳遞。控制器34可包括一或多個控制器或處理器。在圖3中,吃角子老虎機10中之控制器34被繪示為包括一CPU,但另一選擇係,控制器34可包括與諸如I/O電路46、48及系統記憶體36等其他組件組合之一CPU。控制器34可部分地或全部駐留在老虎機10之內部或外部。一手持式吃角子老虎機610之控制系統可類似於自由站立式吃角子老虎機10之控制系統,惟各別機載控制器之功能性可能發生變化。As used herein, the controller 34 includes any combination of hardware, software and/or firmware that may be placed or resident inside and/or outside the slot machine 10, which controller may communicate with and/or control data transfer between the slot machine 10 and a bus, another computer, processor or device and/or a service and/or a network. The controller 34 may include one or more controllers or processors. In FIG. 3 , the controller 34 in the slot machine 10 is depicted as including a CPU, but alternatively, the controller 34 may include a CPU in combination with other components such as I/O circuits 46, 48 and system memory 36. The controller 34 may reside partially or entirely inside or outside the slot machine 10. The control system of a handheld slot machine 610 may be similar to the control system of a free standing slot machine 10, although the functionality of the respective onboard controllers may vary.

吃角子老虎機10、610可與外部系統50通信(以一有線或無線方式),使得每一老虎機操作為具有相對較少功能性之一「瘦用戶端」、具有相對較多功能性之一「胖用戶端」或者經由其間任何範圍之功能性(例如,一「富用戶端」)。作為一個一般「瘦用戶端」,吃角子老虎機10、610可主要操作為一顯示裝置,以例如在作為外部系統50之一部分之一伺服器上顯示經外部處理之遊戲結果之結果。在此「瘦用戶端」組態中,伺服器執行遊戲碼並判定遊戲結果(例如,利用一隨機號碼產生器),同時吃角子老虎機10、610所機載之控制器34處理待顯示在老虎機之顯示器上之顯示資訊。在一替代「富用戶端」組態中,伺服器判定遊戲結果,而吃角子老虎機10、610所機載之控制器34執行遊戲碼並處理待顯示在老虎機之顯示器上之顯示資訊。在又另一替代「胖用戶端」組態中,吃角子老虎機10、610所機載之控制器34執行遊戲碼,判定遊戲結果,並處理待顯示在老虎機之顯示器上之顯示資訊。眾多替代組態係可能的,使得前述及其他功能可在吃角子老虎機10、610之機上或外部執行,此對於特定應用可能係必要的。應理解,吃角子老虎機10、610可採取各種各樣形式,諸如一自由站立式機器、主要用於遊戲之一可攜式或手持式裝置、諸如一行動電話或個人數位助理(PDA)之一行動電信裝置、一櫃檯式或吧臺式遊戲機,或者諸如一可攜式電視、MP3播放器、娛樂裝置等其他個人電子裝置。The slot machines 10, 610 may communicate with the external system 50 (in a wired or wireless manner) such that each slot machine operates as a "thin client" with relatively less functionality, a "fat client" with relatively more functionality, or via any range of functionality in between (e.g., a "rich client"). As a general "thin client," the slot machine 10, 610 may operate primarily as a display device to display the results of externally processed game results, such as on a server that is part of the external system 50. In this "thin client" configuration, the server executes the game code and determines the game results (e.g., using a random number generator) while the controller 34 onboard the slot machine 10, 610 processes the display information to be displayed on the slot machine's display. In an alternative "rich client" configuration, the server determines the game outcome, and the controller 34 onboard the slot machine 10, 610 executes the game code and processes the display information to be displayed on the slot machine's display. In yet another alternative "fat client" configuration, the controller 34 onboard the slot machine 10, 610 executes the game code, determines the game outcome, and processes the display information to be displayed on the slot machine's display. Many alternative configurations are possible, allowing the foregoing and other functions to be performed onboard or external to the slot machine 10, 610, as may be necessary for a particular application. It should be understood that the slot machine 10, 610 can take a variety of forms, such as a free-standing machine, a portable or handheld device used primarily for gaming, a mobile telecommunications device such as a mobile phone or personal digital assistant (PDA), a counter or bar style gaming machine, or other personal electronic devices such as a portable television, MP3 player, entertainment device, etc.

上文所闡述吃角子老虎機10、610可用於與具有至少部分地基於即時或實況活動事件內容及相關即時特徵之結果之一投注遊戲互動。在吃角子老虎機10、610上利用即時特徵實施之此等即時或實況活動投注遊戲之各種實施例將更詳細地闡述於下文中。上文所闡述吃角子老虎機10、610亦可用於與具有幻想運動遊戲特徵之投注遊戲互動。在吃角子老虎機10、610上實施之此等幻想運動投注遊戲之各種實施例將更詳細地闡述於下文中。即時特徵及幻想運動遊戲特徵可係關於例如一運動事件、一實況事件、一新聞事件、一政治事件、社交媒體趨勢話題,或者具有可被追蹤之統計資訊之任何其他即時或實況活動事件或活動性。如本文中所闡述,在具有即時特徵及幻想運動遊戲特徵之投注遊戲中,玩家對投注遊戲本身做出之決策係基於在正在參加投注遊戲時發生之事件。在其中幻想運動遊戲特徵係關於運動事件之實施例中,可提供各種類型之遊戲參加及投注選項,如下文所更詳細闡述。舉例而言,可提示一使用者選擇特定玩家、位置、隊伍等,或者自特定部落、公會、聯盟等進行選擇。在此等實施例中,幻想運動遊戲特徵可監控一或多個所追蹤統計資料,並判定一或多個最終獲勝者,如將在下文關於圖6至圖9所更詳細闡述。The slot machine 10, 610 described above can be used to interact with a betting game having an outcome based at least in part on real-time or live event content and related real-time features. Various embodiments of such real-time or live event betting games implemented on the slot machine 10, 610 using real-time features will be described in more detail below. The slot machine 10, 610 described above can also be used to interact with a betting game having fantasy sports game features. Various embodiments of such fantasy sports betting games implemented on the slot machine 10, 610 will be described in more detail below. Real-time features and fantasy sports game features can be about, for example, a sporting event, a live event, a news event, a political event, a social media trending topic, or any other real-time or live event or activity with statistics that can be tracked. As described herein, in a betting game with real-time features and fantasy sports game features, the decisions made by the player on the betting game itself are based on events that occur while the betting game is being played. In embodiments where the fantasy sports game features are about sporting events, various types of game play and betting options may be provided, as described in more detail below. For example, a user may be prompted to select a specific player, position, team, etc., or to select from a specific tribe, guild, league, etc. In such embodiments, the fantasy sports game feature may monitor one or more tracked statistics and determine one or more ultimate winners, as will be described in more detail below with respect to Figures 6-9.

所追蹤統計資料可用於對使用者之投注進行解析,且可在一時間週期內被追蹤。舉例而言,可在幾秒、幾分鐘、幾小時、幾天、幾周、幾個月甚至幾年之一週期內追蹤用於對使用者投注進行解析之統計資料。可在一單個遊戲或一群組遊戲中,或者在一或多個局次、四分之一場、一段時間、半場或競賽中對統計資料進行追蹤。另外或另一選擇係,可在一單個遊戲或一群組遊戲、一賽季或其一部分或者操作者所期望之任何時間週期內對統計資料進行追蹤。The tracked statistics can be used to analyze the user's betting and can be tracked over a time period. For example, statistics used to analyze the user's betting can be tracked over a period of seconds, minutes, hours, days, weeks, months, or even years. Statistics can be tracked in a single game or a group of games, or in one or more innings, quarters, periods, halves, or games. Additionally or alternatively, statistics can be tracked over a single game or a group of games, a season or a portion thereof, or any time period desired by the operator.

圖4圖解說明一支援網路存取式環境中之一遊戲系統200之一實例性實施例100。現參考圖4,在一實例性實施例中,揭示支援網路存取式遊戲系統環境100。在各種實例性實施例中,通常由一主機站點(例如,一網站) 110提供或在其上操作之一應用或服務經提供以簡化並促進一實例性實施例之遊戲系統200之下載或託管使用。在一特定實施例中,遊戲系統200或其一部分可由一使用者平臺140處之一使用者自主機站點110下載。另一選擇係,遊戲系統200可由主機站點110為一使用者平臺140處之一網路連結使用者託管。本文中提供一實例性實施例之遊戲系統200之細節。FIG. 4 illustrates an exemplary embodiment 100 of a gaming system 200 in a supported network access environment. Referring now to FIG. 4 , in an exemplary embodiment, a supported network access gaming system environment 100 is disclosed. In various exemplary embodiments, an application or service typically provided by or operated on a host site (e.g., a website) 110 is provided to simplify and facilitate downloading or hosting of a gaming system 200 of an exemplary embodiment. In a particular embodiment, the gaming system 200 or a portion thereof may be downloaded from the host site 110 by a user at a user platform 140. Alternatively, the gaming system 200 may be hosted by the host site 110 for a network-connected user at a user platform 140. Details of an example embodiment of a gaming system 200 are provided herein.

再次參考圖4,遊戲系統200可與複數個使用者平臺140進行網路通信。使用者平臺140可實施為上文所闡述之吃角子老虎機10、610。遊戲系統200之一用戶端版本亦可在每一專用吃角子老虎機10、610本身內實施。如此,上文所闡述吃角子老虎機10、610可用於與一投注遊戲互動,在吃角子老虎機10、610本身內實施或者由遊戲系統200實施,其中投注遊戲判定至少部分地基於即時或實況活動事件內容及相關即時特徵之結果。在吃角子老虎機10、610上利用即時特徵實施之此等即時或實況活動投注遊戲之各種實施例將詳細闡述於下文中。上文所闡述吃角子老虎機10、610亦可用於與具有幻想運動遊戲特徵之投注遊戲互動。在吃角子老虎機10、610上實施之此等幻想運動投注遊戲之各種實施例將更詳細地闡述於下文中。主機站點110及使用者平臺140可經由一廣域資料網路(例如,網際網路) 120在圖4所展示之資料網路環境100中通信並傳遞資料及資訊。主機站點110之各種組件亦可經由一習用內部網路或區域網路(LAN) 114進行內部通信。Referring again to FIG. 4 , the gaming system 200 may be networked with a plurality of user platforms 140. The user platform 140 may be implemented as the slot machine 10, 610 described above. A client version of the gaming system 200 may also be implemented in each dedicated slot machine 10, 610 itself. Thus, the slot machine 10, 610 described above may be used to interact with a wagering game, implemented in the slot machine 10, 610 itself or by the gaming system 200, wherein the wagering game determines the outcome based at least in part on the content of the real-time or live activity event and the associated real-time features. Various embodiments of such real-time or live activity wagering games implemented using real-time features on the slot machine 10, 610 will be described in detail below. The slot machines 10, 610 described above may also be used to interact with betting games featuring fantasy sports games. Various embodiments of such fantasy sports betting games implemented on the slot machines 10, 610 will be described in more detail below. The host site 110 and the user platform 140 may communicate and transfer data and information in the data network environment 100 shown in FIG. 4 via a wide area data network (e.g., the Internet) 120. The various components of the host site 110 may also communicate internally via a conventional intranet or local area network (LAN) 114.

在一實例性實施例中,遊戲系統200亦可與複數個參賽者150及複數個網路資源155進行網路通信。參賽者150可表示由參賽者、玩家、團隊、錦標賽玩家或操作本文中所闡述之一實施例之其他用戶端使用者管理之用戶端或用戶端運算系統之網路位置。舉例而言,在如圖4中所展示之幻想運動錦標賽平臺之一特定實施例中,參賽者150可表示錦標賽參與者、參賽者、團隊、錦標賽玩家、經紀人、莊家、代理者或諸如此類之用戶端或用戶端運算系統之網路位置。參賽者150可使用使用者平臺140來參與,使用者平臺140可實施為上文所闡述之吃角子老虎機10、610。參賽者150可與由遊戲系統200所提供之使用者介面交互,以參與一即時或實況活動投注遊戲及/或一幻想運動錦標賽。網路資源155可表示與即時或實況活動投注遊戲及/或幻想運動錦標賽相關之資訊源之網路位置,諸如即時事件資訊、即時新聞資訊、即時政治或社交媒體資訊、實際團隊或運動員資訊、文檔源、相片、地圖、評論、統計資料、場館資訊、出版物、文章或與實例性實施例之即時或實況活動投注遊戲及/或幻想運動錦標賽相關之其他相關資訊。In an exemplary embodiment, the gaming system 200 may also be in network communication with a plurality of participants 150 and a plurality of network resources 155. The participants 150 may represent network locations of clients or client computing systems managed by participants, players, teams, tournament players, or other client users operating an embodiment described herein. For example, in a particular embodiment of a fantasy sports tournament platform as shown in FIG. 4 , the participants 150 may represent network locations of tournament participants, participants, teams, tournament players, brokers, dealers, agents, or the like clients or client computing systems. Participants 150 may participate using a user platform 140, which may be implemented as the slot machine 10, 610 described above. Participants 150 may interact with a user interface provided by the gaming system 200 to participate in a real-time or live event betting game and/or a fantasy sports tournament. Web resources 155 may represent network locations of information sources related to real-time or live action betting games and/or fantasy sports tournaments, such as real-time event information, real-time news information, real-time political or social media information, actual team or player information, document sources, photos, maps, reviews, statistics, venue information, publications, articles, or other relevant information related to real-time or live action betting games and/or fantasy sports tournaments of example embodiments.

網路120及114經組態以將一個運算裝置與另一運算裝置耦合。可使得網路120及114能夠採用任何形式之電腦可讀媒體自一個電子裝置向另一電子裝置傳達資訊。除了LAN 114、廣域網路(WAN)、諸如經由一乙太網路埠或一通用串列匯流排(USB)埠之直接連接、其他形式之電腦可讀媒體或其任何組合以外,網路120亦可包含網際網路。在一組互連LAN上,包含彼等基於不同架構及協定之LAN,一路由器及/或閘道裝置可充當LAN之間的一鏈路,從而使得能夠在運算裝置之間發送訊息。而且,LAN內之通信鏈路可包含光纖資料線、雙絞線對或同軸電纜,而網路之間的通信鏈路可利用類比電話線、包含T1、T2、T3及T4之全部或部分專門數位線、積體服務數位網路(ISDN)、數位用戶線(DSL)、光纖、包含衛星鏈路之無線鏈路,或者熟習此項技術者已知之其他通信鏈路。此外,遠端電腦及其他相關電子裝置可經由一無線鏈路、WiFi、BLUETOOTH™、衛星或數據機及臨時電話鏈路遠端地連接至LAN或WAN。Networks 120 and 114 are configured to couple one computing device to another computing device. Networks 120 and 114 may be configured to communicate information from one electronic device to another using any form of computer-readable media. Network 120 may include the Internet in addition to LAN 114, a wide area network (WAN), direct connections such as via an Ethernet port or a universal serial bus (USB) port, other forms of computer-readable media, or any combination thereof. On a set of interconnected LANs, including those based on different architectures and protocols, a router and/or gateway device may act as a link between LANs, thereby enabling messages to be sent between computing devices. Furthermore, the communication links within a LAN may include fiber optic data lines, twisted pair wires, or coaxial cables, and the communication links between networks may utilize analog telephone lines, all or part of dedicated digital lines including T1, T2, T3, and T4, Integrated Services Digital Network (ISDN), Digital Subscriber Line (DSL), optical fiber, wireless links including satellite links, or other communication links known to those skilled in the art. In addition, remote computers and other related electronic devices may be remotely connected to a LAN or WAN via a wireless link, WiFi, BLUETOOTH™, satellite or modem and temporary telephone links.

網路120及114可進一步包含可進一步疊覆獨立式隨意網路及諸如如此類之各種無線子網路中之任一者,以提供一基礎設施定向之連接。此類子網路可包含網狀網路、無線LAN (WLAN)網路、蜂巢式網路及諸如此類。網路120及114亦可包含由無線無線電鏈路或無線收發器連接之終端機、閘道、路由器及諸如此類之一自主系統。此等連接器可經組態以自由及隨機地移動,並且任意地組織其本身,使得網路120及114之拓撲可快速及任意地改變。Networks 120 and 114 may further include any of a variety of wireless sub-networks that may further overlay independent ad hoc networks and the like to provide an infrastructure-oriented connection. Such sub-networks may include mesh networks, wireless LAN (WLAN) networks, cellular networks, and the like. Networks 120 and 114 may also include an autonomous system of terminals, gateways, routers, and the like connected by wireless radio links or wireless transceivers. These connectors may be configured to move freely and randomly, and organize themselves arbitrarily, so that the topology of networks 120 and 114 may be changed quickly and arbitrarily.

網路120及114可進一步採用複數種存取技術,包含用於蜂巢式系統之第2代(2G)、第2.5代、第3代(3G)、第4代(4G)無線電存取、WLAN、無線路由器(WR)網格及諸如此類。諸如2G、3G、4G及未來存取網路之存取技術可達成具有各種行動度之行動裝置(諸如一或多個用戶端裝置141)之廣域覆蓋。舉例而言,網路120及114可經由諸如全球行動通信系統(GSM)、通用封包無線電服務(GPRS)、增強型資料GSM環境(EDGE)、寬頻碼分多重存取(WCDMA)、CDMA2000及諸如此類之一無線電網路存取來達成一無線電連接。網路120及114亦可被建構供與包含TCP/IP、UDP、SIP、SMS、RTP、WAP、CDMA、TDMA、EDGE、UMTS、GPRS、GSM、UWB、WiFi、WiMax、IEEE 802.11x及諸如此類之各種其他有線及無線通信協定搭配使用。本質上,網路120及114無形中可包含任何有線及/或無線通信機制,藉由該機制,資訊可在一個運算裝置與另一運算裝置、網路及諸如此類之間傳播。在一項實施例中,網路114可表示例如在一商業資料中心內組態在一防火牆(未展示)後面之LAN。The networks 120 and 114 may further employ a plurality of access technologies, including 2G, 2.5G, 3G, 4G radio access for cellular systems, WLAN, wireless router (WR) mesh, and the like. Access technologies such as 2G, 3G, 4G, and future access networks may achieve wide area coverage for mobile devices (such as one or more client devices 141) with various mobility levels. For example, networks 120 and 114 may be connected wirelessly via a radio network access such as Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (WCDMA), CDMA2000, and the like. Networks 120 and 114 may also be configured for use with a variety of other wired and wireless communication protocols including TCP/IP, UDP, SIP, SMS, RTP, WAP, CDMA, TDMA, EDGE, UMTS, GPRS, GSM, UWB, WiFi, WiMax, IEEE 802.11x, and the like. In essence, networks 120 and 114 may include any wired and/or wireless communication mechanism by which information may be transmitted between one computing device and another computing device, network, and the like. In one embodiment, network 114 may represent a LAN configured behind a firewall (not shown) in a commercial data center, for example.

在各種實例性實施例中,遊戲系統可使用任何形式之網路可輸送數位資料來實施。網路可輸送數位資料可以可用於使得一主機站點110及一使用者平臺140能夠經由一網路120傳遞資料之一群組資料封包或文字格式、協定及相關聯機制中之任一者來輸送。在一項實施例中,使用者介面之資料格式可係超文字標記語言(HTML)。HTML係用於創建wed頁面及其他可在一web瀏覽器中顯示之資訊之一常見標記語言。在另一實施例中,使用者介面之資料格式可係可擴展標記語言(XML)。XML係定義用於以人類可讀及機器可讀兩者之一格式對介面或文檔進行編碼之一組規則之一標記語言。在另一實施例中,一JSON (JAVASCRIPT™物件記號)格式可用於將介面內容串流化至各種使用者平臺140裝置。JSON係經設計用於人類可讀資料互換之一基於文字之開放標準。JSON格式通常用於經由一網路連接來串行化並傳輸結構化資料。在一實施例中,JSON可用於在一伺服器、裝置或應用之間傳輸資料,其中JSON充當XML之一替代物。超文字傳遞協定(HTTP)或安全HTTP (HTTPS)可用作一網路資料通信協定。In various exemplary embodiments, the gaming system may be implemented using any form of network-transmittable digital data. Network-transmittable digital data may be transmitted in any of a group of data packets or text formats, protocols, and associated mechanisms that can be used to enable a host site 110 and a user platform 140 to transmit data via a network 120. In one embodiment, the data format of the user interface may be Hypertext Markup Language (HTML). HTML is a common markup language used to create web pages and other information that can be displayed in a web browser. In another embodiment, the data format of the user interface may be Extensible Markup Language (XML). XML is a markup language that defines a set of rules for encoding interfaces or documents in a format that is both human-readable and machine-readable. In another embodiment, a JSON (JAVASCRIPT™ Object Notation) format may be used to stream interface content to various user platform 140 devices. JSON is a text-based open standard designed for human-readable data exchange. The JSON format is typically used to serialize and transmit structured data over a network connection. In one embodiment, JSON may be used to transmit data between a server, device, or application, where JSON serves as an alternative to XML. Hypertext Transfer Protocol (HTTP) or Secure HTTP (HTTPS) may be used as a network data communication protocol.

在一特定實施例中,具有一或多個用戶端裝置141之一使用者平臺140使得一使用者能夠經由主機110及網路120對資料進行存取並為遊戲系統200提供資料及/或指令。用戶端裝置141無形中可包含經組態以經由諸如網路120之一資料網路發送並接收資訊之任何運算裝置。此類用戶端裝置141可包含可攜式裝置144,諸如蜂巢式電話、智慧型電話、顯示呼叫器、射頻(RF)裝置、紅外線(IR)裝置、全球定位裝置(GPS)、個人數位助理(PDA)、手持式電腦、可穿戴電腦、平板型電腦、組合前述裝置中之一或多者之積體裝置,及諸如此類。用戶端裝置141亦可包含其他運算裝置,諸如個人電腦142、多處理器系統、基於微處理器或可程式化消費者電子器件、網路PC及諸如此類。用戶端裝置141亦可包含熟習此項技術者已知之其他處理裝置,諸如消費者電子(CE)裝置146及/或行動運算裝置148。如此,用戶端裝置141可在能力及特徵方面範圍較寬泛。舉例而言,組態為一蜂巢式電話之一用戶端裝置可具有一數字小鍵盤及上面僅可顯示文字之若干行單色LCD (液晶顯示器)顯示器。在另一實例中,一web使能用戶端裝置可具有一觸敏螢幕、一觸控筆及其中可顯示文字及圖形之諸多行彩色LCD顯示器。而且,web使能用戶端裝置可包含使得能夠接收並發送無線應用協定訊息(WAP)及/或有線應用訊息及諸如此類之一瀏覽器應用。在一項實施例中,瀏覽器應用使得能夠採用超文字標記語言(HTML)、動態HTML、手持式裝置標記語言(HDML)、無線標記語言(WML)、WMLScript、JAVASCRIPT™、可擴展HTML (xHTML)、緊湊型HTML (CHTML)及諸如此類來顯示及/或發送數位資訊。在其他實施例中,行動裝置可組態有利用其可實施本文中所闡述之功能性之應用(app)。In a particular embodiment, a user platform 140 having one or more client devices 141 enables a user to access data via the host 110 and the network 120 and provide data and/or instructions to the gaming system 200. The client devices 141 may include any computing device configured to send and receive information via a data network such as the network 120. Such client devices 141 may include portable devices 144 such as cellular phones, smart phones, display pagers, radio frequency (RF) devices, infrared (IR) devices, global positioning devices (GPS), personal digital assistants (PDAs), handheld computers, wearable computers, tablet computers, integrated devices combining one or more of the foregoing devices, and the like. Client device 141 may also include other computing devices, such as personal computers 142, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, and the like. Client device 141 may also include other processing devices known to those skilled in the art, such as consumer electronics (CE) devices 146 and/or mobile computing devices 148. Thus, client device 141 may have a wide range of capabilities and features. For example, a client device configured as a cellular phone may have a numeric keypad and a single-color LCD (liquid crystal display) display with several lines on which only text can be displayed. In another example, a web-enabled client device may have a touch-sensitive screen, a stylus, and a multi-line color LCD display in which text and graphics can be displayed. Furthermore, the web-enabled client device may include a browser application that enables reception and transmission of wireless application protocol messages (WAP) and/or wired application messages and the like. In one embodiment, the browser application enables display and/or transmission of digital information using Hypertext Markup Language (HTML), Dynamic HTML, Handheld Device Markup Language (HDML), Wireless Markup Language (WML), WMLScript, JAVASCRIPT™, Extensible HTML (xHTML), Compact HTML (CHTML), and the like. In other embodiments, the mobile device may be configured with an application (app) that utilizes the mobile device to implement the functionality described herein.

用戶端裝置141亦可包含經組態以經由一有線或無線網路傳輸發送並接收來自另一運算裝置之內容資料及/或控制資料之至少一個用戶端應用。用戶端應用可包含提供並接收文字資料、圖形資料、視訊資料、音頻資料及諸如此類之一能力。而且,用戶端裝置141可進一步經組態以諸如經由一電子郵件應用、一短訊息服務(SMS)、直接傳訊(例如,TWITTER™)、多媒體訊息服務(MMS)、即時傳訊(IM)、網際網路中繼聊天(IRC)、mIRC、JABBER、增強型訊息服務(EMS)、文字傳訊、智慧傳訊、空中(OTA)傳訊或諸如此類在另一運算裝置及諸如此類之間傳達及/或接收一訊息。The client device 141 may also include at least one client application configured to send and receive content data and/or control data from another computing device via a wired or wireless network transmission. The client application may include a capability to provide and receive text data, graphic data, video data, audio data, and the like. Moreover, the client device 141 may be further configured to communicate and/or receive a message between another computing device and the like, such as via an email application, a short message service (SMS), direct messaging (e.g., TWITTER™), multimedia messaging service (MMS), instant messaging (IM), Internet Relay Chat (IRC), mIRC, JABBER, enhanced messaging service (EMS), text messaging, smart messaging, over-the-air (OTA) messaging, or the like.

作為一個選項,遊戲系統200或其一部分可被下載至使用者平臺140之一使用者裝置141,並在一使用者裝置141上被本端地執行。遊戲系統200應用(或其一部分)之下載可使用習用軟體下載功能性來實現。作為一第二選項,遊戲系統200可由主機站點110託管,且自使用者之角度看,可在主機系統110上被遠端地執行。在一項實施例中,遊戲系統200可實施為一服務定向架構(SOA)或一軟體即服務(SAAS)架構中之一服務。在任何情形中,由遊戲系統200執行之功能性係如本文中所闡述,而不管應用相對於使用者是本端地執行還是遠端地執行。As an option, the gaming system 200 or a portion thereof may be downloaded to a user device 141 of the user platform 140 and executed locally on a user device 141. Downloading of the gaming system 200 application (or a portion thereof) may be accomplished using the application download functionality. As a second option, the gaming system 200 may be hosted by the host site 110 and executed remotely on the host system 110 from the user's perspective. In one embodiment, the gaming system 200 may be implemented as a service in a service oriented architecture (SOA) or a software as a service (SAAS) architecture. In any case, the functionality executed by the gaming system 200 is as described herein, regardless of whether the application is executed locally or remotely relative to the user.

再次參考圖4,一實例性例實施例之主機站點110被展示為包含一遊戲系統資料庫103。在一實例性實施例中,網路可存取中央資料庫103用於即時事件資料、錦標賽資料、玩家或參賽者資料、群組資料、獎項或獎賞資料、組態資料、排程資料、報告資料及諸如此類之資料儲存。資料庫103可直接或經由內部網路114與遊戲系統200進行資料通信。對於熟習此項技術者而言顯而易見的係,資料庫103可表示多個資料集,且可用於儲存支援一實例性實施例之遊戲系統200之各種資料。Referring again to FIG. 4 , a host site 110 of an exemplary embodiment is shown to include a gaming system database 103. In an exemplary embodiment, a network accessible central database 103 is used for real-time event data, tournament data, player or participant data, group data, prize or award data, configuration data, scheduling data, reporting data, and the like. The database 103 may communicate data with the gaming system 200 directly or via an intranet 114. It will be apparent to those skilled in the art that the database 103 may represent multiple data sets and may be used to store various data supporting the gaming system 200 of an exemplary embodiment.

再次參考圖4,一實例性實施例之主機站點110被展示為包含遊戲系統200。遊戲系統200可包含一使用者介面處理模組210、一遊戲處理模組220、一使用者賬戶管理模組230及一行政管理模組240。此等模組中之每一者皆可實施為在遊戲系統200之一可執行環境內執行之軟體組件,該遊戲系統完全或部分地在主機站點110或使用者平臺140上操作。本文中結合本文中所提供之附圖更詳細地闡述一實例性實施例之此等模組中之每一者。Referring again to FIG. 4 , a host site 110 of an exemplary embodiment is shown including a gaming system 200. The gaming system 200 may include a user interface processing module 210, a game processing module 220, a user account management module 230, and an administrative management module 240. Each of these modules may be implemented as a software component that executes within an executable environment of the gaming system 200, which operates in whole or in part on the host site 110 or the user platform 140. Each of these modules of an exemplary embodiment is described in more detail herein in conjunction with the figures provided herein.

再次參考圖4,一實例性實施例之遊戲系統200被展示為包含一使用者介面處理模組210。使用者介面處理模組210負責接收來自一使用者、參賽者、玩家、錦標賽玩家、團隊或一網路可連接裝置之輸入,該輸入對應於自一參賽者150接收之選擇、參數、命令或其他投注遊戲或錦標賽輸入,且負責經由上文所闡述之使用者介面平臺141中之任一者向一使用者、參賽者、玩家、錦標賽玩家、團隊或其他用戶端使用者顯示投注遊戲或錦標賽資料。使用者介面處理模組210可自參賽者150接收其參賽者特定之資訊、投注遊戲選擇、運動員或幻想玩家選擇,以及與投注遊戲或錦標賽以及參賽者正在參加之特定回合相關聯之其他參賽者資訊。投注遊戲或錦標賽中之參賽者之間的互動之細節將更詳細地闡述於本文中。此參賽者相關資訊可用於為複數個參賽者150中之每一者創建參賽者狀態記錄。參賽者狀態記錄可保存在網路可存取中央資料儲存庫103中,並與遊戲處理模組220共用。Referring again to Figure 4, a gaming system 200 of an exemplary embodiment is shown to include a user interface processing module 210. The user interface processing module 210 is responsible for receiving input from a user, participant, player, tournament player, team, or a network-connectable device corresponding to selections, parameters, commands, or other wagering game or tournament input received from a participant 150, and for displaying wagering game or tournament data to a user, participant, player, tournament player, team, or other client user via any of the user interface platforms 141 described above. The user interface processing module 210 may receive from the participant 150 his/her participant-specific information, betting game selections, athlete or fantasy player selections, and other participant information associated with the betting game or tournament and the specific round in which the participant is participating. The details of the interaction between the participants in the betting game or tournament will be explained in more detail herein. This participant-related information may be used to create a participant status record for each of the plurality of participants 150. The participant status record may be saved in a network accessible central data repository 103 and shared with the game processing module 220.

儘管本文中所闡述之實例性實施例所提供之各種使用者介面顯示幾乎係無限變化的,但本文中所提供之使用者介面顯示及序列之闡述係為了闡述所揭示實施例之各種特徵。本文中參考實例性實施例闡述此等使用者介面顯示及序列。鑒於本文中之揭示內容,對於熟習此項技術者而言顯而易見的係,可在本文中揭示並主張之發明標的物之範疇內實施等同使用者介面顯示及序列。Although the various user interface displays provided by the exemplary embodiments described herein are almost infinitely varied, the description of the user interface displays and sequences provided herein is for the purpose of illustrating various features of the disclosed embodiments. Such user interface displays and sequences are described herein with reference to the exemplary embodiments. In view of the disclosure herein, it will be apparent to one skilled in the art that equivalent user interface displays and sequences may be implemented within the scope of the subject matter of the invention disclosed and claimed herein.

再次參考圖4,一實例性實施例之遊戲系統200被展示為包含一遊戲處理模組220。遊戲處理模組220負責管理投注遊戲或幻想運動錦標賽之操作以及其中所參加之複數個回合。遊戲處理模組220管理投注遊戲參賽者及幻想運動錦標賽中之參賽者群組,經由網路獲得即時及實況活動事件資料,計算參賽者站位,記錄參賽者統計資料,將獲勝參賽者晉級至高級回合,並判定投注遊戲或幻想運動錦標賽之總獲勝者。遊戲處理模組220亦可向投注遊戲或幻想運動錦標賽之參賽者提供通知。投注遊戲及幻想運動錦標賽操作之細節、參賽者群組之佈建、多參賽者回合之管理以及投注遊戲或幻想運動錦標賽中參賽者之管理將詳細地闡述於本文中。Referring again to FIG. 4 , a gaming system 200 of an exemplary embodiment is shown to include a game processing module 220. The game processing module 220 is responsible for managing the operation of the betting game or fantasy sports tournament and the plurality of rounds participated in therein. The game processing module 220 manages the betting game participants and the group of participants in the fantasy sports tournament, obtains real-time and live event data via the network, calculates the participant positions, records the participant statistics, promotes the winning participants to the advanced rounds, and determines the overall winner of the betting game or fantasy sports tournament. The game processing module 220 may also provide notifications to the participants of the betting game or fantasy sports tournament. The details of the operation of betting games and fantasy sports tournaments, the deployment of groups of participants, the management of multi-player rounds, and the management of participants in betting games or fantasy sports tournaments are explained in detail in this article.

再次參考圖4且如上文所闡述,一使用者平臺141可包含可在上面執行一行動應用(app)之一行動裝置。被實施為一行動裝置app之一實例性實施例可用於支援一實例性實施例之遊戲系統200之一行動裝置使用者介面。對於熟習此項技術者而言顯而易見的係,其他實施例亦可實施為具有一或多個網頁或其他類型之使用者介面之一web應用(app)。一實例性實施例之一行動版本提供使用者可容易地自一行動裝置查看相關參賽者/用戶端資訊所依據之一使用者友好之介面。如本文中所更詳細闡述,體現如本文中所闡述之一實例性實施例之一行動版本之一行動軟體應用(app)可安裝在諸如一智慧型電話、膝上型電腦、平板裝置及諸如此類之一行動裝置上並在其上執行。在一實例性實施例中,每當使用者在行動裝置上打開或啟動行動應用時,一初現畫面出現。此初現畫面可在打開登錄螢幕時顯示一主機徽標及壁紙影像,或者顯示經處理用戶端資訊之一實況饋送。Referring again to FIG. 4 and as described above, a user platform 141 may include a mobile device on which a mobile application (app) may be executed. An exemplary embodiment implemented as a mobile device app may be used to support a mobile device user interface of a gaming system 200 of an exemplary embodiment. It will be apparent to those skilled in the art that other embodiments may also be implemented as a web application (app) having one or more web pages or other types of user interfaces. A mobile version of an exemplary embodiment provides a user-friendly interface by which a user can easily view relevant participant/client information from a mobile device. As described in more detail herein, a mobile software application (app) embodying a mobile version of an example embodiment as described herein can be installed and executed on a mobile device such as a smartphone, laptop, tablet device, and the like. In an example embodiment, each time a user opens or activates the mobile application on the mobile device, a splash screen appears. The splash screen can display a host logo and wallpaper image when opening a login screen, or display a live feed of processed client information.

web應用或行動app中之使用者登錄功能性提供其中使用者可提供與使用者賬戶相關聯之識別資訊(例如,一電子郵件位址及密碼)之一使用者友好之使用者介面。若使用者不具有一帳戶,則該使用者可自此使用者介面創建一帳戶。在一實例性實施例中,創建一使用者賬戶之程序僅要求使用者提供識別資訊(例如,名字、姓氏、電子郵件位址及密碼)。藉由完成此資訊,使用者可創建一帳戶並對錦標賽及參賽者資訊進行存取。The user login functionality in the web application or mobile app provides a user-friendly user interface where the user can provide identification information associated with a user account (e.g., an email address and password). If the user does not have an account, the user can create an account from this user interface. In an exemplary embodiment, the process of creating a user account only requires the user to provide identification information (e.g., first name, last name, email address, and password). By completing this information, the user can create an account and access tournament and participant information.

再次參考圖4,一實例性實施例之遊戲系統200亦被展示為包含一使用者賬戶管理模組230。使用者帳戶管理模組230可用於在主機站點110上創建並維護一使用者帳戶。使用者賬戶管理模組230亦可用於組態使用者設置,且在主機站點110上創建並維護一用戶端/使用者設定檔,並且以其他方式管理主機站點110上之使用者資料及操作參數。在本文中所闡述之實例性實施例中,一使用者可註冊為一經識別參賽者,以便共用投注遊戲或幻想運動錦標賽資訊,接收投注遊戲或幻想運動錦標賽資訊及通信,或者與其他投注遊戲或幻想運動錦標賽相關內容或其他參賽者互動。經註冊使用者可在一登錄階段鍵入其識別資訊,且之後可共用投注遊戲或幻想運動錦標賽相關內容並與其他參賽者互動。Referring again to FIG. 4 , the gaming system 200 of an exemplary embodiment is also shown to include a user account management module 230. The user account management module 230 may be used to create and maintain a user account on the host site 110. The user account management module 230 may also be used to configure user settings, and to create and maintain a client/user profile on the host site 110, and to otherwise manage user data and operating parameters on the host site 110. In the exemplary embodiments described herein, a user may register as an identified participant to share wagering game or fantasy sports tournament information, receive wagering game or fantasy sports tournament information and communications, or interact with other wagering game or fantasy sports tournament related content or other participants. Registered users enter their identification information during a login phase and can then share betting game or fantasy sports tournament related content and interact with other participants.

再次參考圖4,一實例性實施例之遊戲系統200被展示為包含一行政管理模組240。遊戲系統200之一代理者或管理員可使用行政管理模組240來管理使用者賬戶、組態系統特徵並管理遊戲系統200之操作及組態。行政管理模組240亦可用於對參賽者實施隱私保護及錦標賽控制。而且,行政管理模組240亦可用於產生及/或處理與遊戲系統200之操作相關聯之各種分析。舉例而言,行政管理模組240可產生表示在整個投注遊戲或幻想運動錦標賽中參賽者群體之活動性之各種統計模型。此等分析可共用、許可或出售給他人。Referring again to FIG. 4 , a gaming system 200 of an exemplary embodiment is shown to include an administration module 240. An agent or administrator of the gaming system 200 may use the administration module 240 to manage user accounts, configure system features, and manage the operation and configuration of the gaming system 200. The administration module 240 may also be used to implement privacy protection and tournament controls for participants. Furthermore, the administration module 240 may also be used to generate and/or process various analyses associated with the operation of the gaming system 200. For example, the administration module 240 may generate various statistical models representing the activity of a group of participants throughout a betting game or fantasy sports tournament. Such analyses may be shared, licensed, or sold to others.

現參考圖5,圖解說明各種實施例可在其中操作之一網路連結系統之另一實例性實施例101。在所圖解說明之實施例中,主機站點110被展示為包含遊戲系統200。如上文所闡述,遊戲系統200被展示為包含功能組件210至240。在一特定實施例中,主機站點110亦可包含具有一web介面之一web伺服器404,使用者可經由一使用者介面或web介面與主機站點110交互。主機站點110亦可包含主機站點110可在一程式化或自動資料傳遞級別上與其他網路實體交互所藉助之一應用程式化介面(API) 402。API 402及web介面404可經組態以直接或經由一介面406與遊戲系統200交互。遊戲系統200可經組態以直接或經由介面406對一資料儲存裝置103及其中之資料408進行存取。 實例性實施例之專用吃角子老虎機上一幻想運動錦標賽中所使用的具有虛擬撲克牌表示之程序、型式及使用者介面 Referring now to FIG. 5 , another exemplary embodiment 101 of a network connection system in which the various embodiments may operate is illustrated. In the illustrated embodiment, a host site 110 is shown as including a gaming system 200. As explained above, the gaming system 200 is shown as including functional components 210-240. In a particular embodiment, the host site 110 may also include a web server 404 having a web interface through which a user may interact with the host site 110. The host site 110 may also include an application programming interface (API) 402 by which the host site 110 may interact with other network entities at a programmatic or automated data transfer level. The API 402 and web interface 404 may be configured to interact with the gaming system 200 directly or through an interface 406. The gaming system 200 can be configured to access a data storage device 103 and the data 408 therein directly or through an interface 406. > Example Embodiments of a Dedicated Slot Machine with Virtual Poker Card Representations, Formats, and User Interfaces for Use in a Fantasy Sports Tournament

圖6至圖9圖解說明實施為一專用吃角子老虎機之一實例性實施例,其展示用於在專用吃角子老虎機上以虛擬撲克牌表示及多參賽者小群組回合實施一幻想運動錦標賽之使用者介面之基本元素。使用者介面可用於實施一實例性實施例之幻想運動吃角子老虎機型式。以下闡述提供一實例性實施例中之專用吃角子老虎機型式之一個總體概述。 •  如本文中所闡述,幻想運動專用吃角子老虎機放置在世界各地之娛樂場或其他場館。此等專用吃角子老虎機可經程式化以參加一參賽者期望參加之任何幻想運動。 •  此等專用吃角子老虎機被鏈接至一中央網路可存取資料庫,使得在一給定「群組遊戲」中比賽之參賽者可在世界各地之不同娛樂場/場館進行遊戲。換言之,若一人在拉斯維加斯之MGM™坐了下來,則其不必坐著等待,直至其六人群組被坐在彼個MGM™娛樂場之人們填滿為止。與其比賽之其他五個玩家可坐在世界上任何地方之娛樂場/場館中。 •  參賽者坐在其本身個人幻想運動專用吃角子老虎機/終端機上,如本文中所闡述。參賽者可選擇進入$1、$5、$20、$50及$100之競賽(或者娛樂場/場館認為對一吃角子老虎機有吸引力之任何其他進入獎值)。 •  當一參賽者觀看幻想運動專用吃角子老虎機/終端機之顯示螢幕時,其將在顯示螢幕上看到由本文中所闡述之一實例性實施例之使用者介面邏輯呈現之一影像,其展示具有六個位置之一虛擬卡桌(例如,參見圖9)。幻想運動專用吃角子老虎機/終端機處之參賽者將係佔用由專用吃角子老虎機/終端機呈現之虛擬卡桌處此六個位置中之一者的玩家中之一者。 •  參賽者將一遊戲券獎值投入至與其想要參與之遊戲級別對應之專用吃角子老虎機/終端機。舉例而言,為了進入遊戲,參賽者可能在1甲代幣遊戲中投入$1,在10甲代幣遊戲中投入$10,或者在20甲代幣遊戲中投入$20。 •  然後,參賽者拉動手柄(或者啟動一控制桿或者按下專用吃角子老虎機/終端機之使用者介面上之一按鈕),並且專用吃角子老虎機/終端機開始產生各種吸引人且有趣之圖形,該等圖形不斷閃爍,直至參賽者具有一完整群組之六個其他玩家(該等玩家亦在為相同進入獎值進行遊戲)與之對戰為止。因為遊戲將很快被玩家填滿,所以花費約五秒之圖形顯示產生將花費比填滿一實況群組之玩家所需之時間更長之時間,此將即刻發生,因為遊戲及玩家鏈接至整個國家/世界之娛樂場/場館(例如,地理上分佈之)。 •  在一實例性實施例中,群組一直由六個參賽者組成。 •  將填滿由專用吃角子老虎機/終端機呈現之虛擬卡桌處之剩餘五個位置之其他五個參賽者在一給定參賽者面前之顯示螢幕上將係匿名的。使用者介面邏輯將為每一玩家組態實例性實施例之使用者介面,以將不同玩家位置識別為「您」、「參賽者#1」、「參賽者#2」等(參見圖9)。 •  實例性實施例之使用者介面將指令參賽者,其將看到三個幻想體育運動員。 •  參賽者將被告知,每一運動員之當前每遊戲幻想運動積分平均值將用作其之每一者之幻想得分基準,而不是實況活動得分。若此等運動員在非賽季之一運動中進行比賽,則將使用其前一賽季之幻想積分遊戲平均值。 •  對於每個群組六個比賽參賽者,此等群組中之每一者中最高得分之兩個參賽者被視為獲勝者。在獲得第一名與獲得第二名之間不存在區別。最高得分之兩個參賽者皆係獲勝者,並且若其選擇進行兌現,便有資格獲得相同獎賞。 •  每一群組之此兩個最高得分之獲勝者具有兩個選項中之一者。兩個最高得分之獲勝者可:1)藉由按壓一按鈕(或者啟動專用吃角子老虎機/終端機之使用者介面上之一虛擬物件)來兌現,該按鈕對遊戲券進行兌現並使其遊戲券翻倍,或者2)該等獲勝者可藉由拉動手柄(或者啟動專用吃角子老虎機/終端機之使用者介面上之一控制桿或按下一按鈕)來選擇「轉好運」,以與五個其他新參賽者形成一新群組,並嘗試藉由加入一新回合中來使其遊戲券再次翻倍。 •  一群組之最低得分之四個參賽者被淘汰並失去其遊戲券。最低得分之四個參賽者可離開專用吃角子老虎機,或者將更多遊戲券投入至專用吃角子老虎機中,以藉由加入至一新群組之六個參賽者中來再次進行遊戲。 •  娛樂場/場館在兩個方向上為獲勝參賽者提供強大動力,以使其留下來進行另一回合而不是進行兌現。首先,獲勝參賽者可「轉好運」並試圖在每次其留下來而不是進行兌現時使其遊戲券再次翻倍。其次,實例性實施例之專用吃角子老虎機體驗為人們留下來提供了另一巨大激勵。連續十次晉級之任何參賽者將參加由其正在裡面進行遊戲之娛樂場/場館贊助之一冠軍錦標賽(TOC)。 •  TOC通常發生在一給定運動實況活動季後賽期間之季後賽期間。TOC之型式可使用傳統實況活動幻想運動,或者可以與專用吃角子老虎機藉由使用每遊戲幻想積分平均值來操作相同之方式進行。 •  提供TOC之基本原理係為參賽者提供一巨大激勵,使該等參賽者不進行兌現並繼續在專用吃角子老虎機上進行遊戲。TOC向獲勝者及其他頂級完成者支付數百萬甲代幣,並且此係一非常有吸引力之激勵,以鼓勵人們嘗試並獲得資格(且因此不會進行兌現)。 •  出於澄清目的,即使參賽者可能扮演由其他娛樂場/場館之一管理實體指派之人,此亦並不意味著此係一經協調多娛樂場TOC。每一娛樂場/場館皆主辦其本身TOC,此可直接自其網站運行,自其本身吃角子老虎機運行,或者甚至可在其娛樂賭場/場館中進行實況活動。 •  娛樂場激勵參賽者不進行兌現之原因係,每當參賽者進行轉好運地進入另一回合中時,娛樂場/場館獲得之遊戲券之百分比便會顯著上升。舉例而言,若每個群組之兩個獲勝者總是進行兌現,則娛樂場將接收到33%之一標準收入。然而,若玩家從不進行兌現並一直轉好運,則至第十回合時,娛樂場/場館將總是獲得98.3%之一驚人收入。 •  下表展示娛樂場與參賽者之收入分成之一實例,此取決於參賽者決定自哪一回合開始兌現: 回合 娛樂場收穫 玩家收穫 1 33% 67% 2 55.6% 44.4% 3 70.4% 29.6% 4 80.2% 19.8% 5 86.8% 13.2% 6 91.2% 8.8% 7 94.1% 5.9% 8 96.1% 3.9% 9 97.4% 2.6% 10 98.3% 1.7% 注意:一參賽者進入比賽之甲代幣獎值並不重要。每一方接收到之百分比係相同的。 •  參賽者可在一專用吃角子老虎機上進行遊戲多達15個回合,此乃因其試圖在每一新回合皆使其遊戲券翻倍。此意味著該等參賽者可繼續嘗試,並且甚至在藉由連續十次成功獲勝來獲得TOC資格之後將其遊戲券再次翻倍。若一TOC資格賽在第11至15回合中失敗,則該等參賽者不會喪失其TOC席位。 用於 使用卡系統及幻想運動卡疊為色盲玩家進行投注遊戲之專用吃角子老虎機 Figures 6-9 illustrate an exemplary embodiment implemented as a dedicated slot machine, showing the basic elements of a user interface for implementing a fantasy sports tournament on the dedicated slot machine with virtual playing card representations and small group rounds of multiple participants. The user interface can be used to implement the fantasy sports slot machine type of an exemplary embodiment. The following description provides a general overview of the dedicated slot machine type in an exemplary embodiment. • As described herein, fantasy sports dedicated slot machines are placed in casinos or other venues around the world. These dedicated slot machines can be programmed to participate in any fantasy sport that a participant wishes to participate in. • These dedicated slot machines are linked to a central network accessible database, allowing participants competing in a given “group game” to play at different casinos/venues around the world. In other words, if a person sits down at the MGM™ in Las Vegas, they do not have to sit and wait until their group of six is filled by people sitting at that other MGM™ casino. The other five players they are competing against can be seated in a casino/venue anywhere in the world. • Participants sit at their own personal fantasy sports dedicated slot machine/terminal, as explained herein. Participants can choose to enter $1, $5, $20, $50 and $100 tournaments (or any other entry prize value that the casino/venue deems attractive for a slot machine). • When a participant views the display screen of a fantasy sports slot machine/terminal, he or she will see on the display screen an image presented by the user interface logic of an exemplary embodiment described herein showing a virtual card table with six positions (e.g., see FIG. 9 ). The participant at the fantasy sports slot machine/terminal will be one of the players occupying one of the six positions at the virtual card table presented by the slot machine/terminal. • The participant deposits a game ticket value into the slot machine/terminal corresponding to the game level in which he or she wishes to participate. For example, to enter a game, a participant might deposit $1 in a 1A token game, $10 in a 10A token game, or $20 in a 20A token game. • The participant then pulls the handle (either activates a joystick or presses a button on the dedicated slot machine/terminal's user interface) and the dedicated slot machine/terminal begins to generate a variety of attractive and interesting graphics that flash continuously until the participant has a full group of six other players (who are also playing for the same entry bonus) to play against. Because the game will fill up quickly with players, the approximately five seconds it takes for the graphic display to generate will take longer than the time required to fill up a live group of players, which will happen instantly because the game and players are linked to casinos/venues throughout the country/world (e.g., geographically distributed). • In an exemplary embodiment, the group always consists of six participants. • The other five participants who will fill up the remaining five positions at the virtual card table presented by the dedicated slot machine/terminal will be anonymous on the display screen in front of a given participant. User Interface Logic will configure the user interface of the example embodiment for each player to identify the different player positions as "You,""Player#1,""Player#2," etc. (See FIG. 9 ). • The user interface of the example embodiment will instruct the participant that he will see three fantasy sports players. • The participant will be informed that each player's current per-game fantasy sports points average will be used as the fantasy scoring benchmark for each of them, rather than live action scores. If such players are playing in one of their sports out of season, their fantasy points game average from the previous season will be used. • For each group of six playing participants, the two highest scoring participants in each of such groups are deemed the winners. There is no distinction between finishing first and finishing second. The two highest scoring entrants are both winners and are eligible for the same prize if they choose to cash out. • The two highest scoring winners per group have one of two options. The two highest scoring winners may: 1) cash out by pressing a button (or activating a virtual object on the dedicated slot/terminal user interface) which cashes out and doubles their tickets, or 2) they may choose to "turn your luck" by pulling the handle (or activating a lever or pressing a button on the dedicated slot/terminal user interface) to form a new group with five other new participants and attempt to double their tickets again by joining a new round. • The four lowest scoring participants of a group are eliminated and lose their tickets. The four lowest scoring participants can leave the dedicated slot machine, or put more tickets into the dedicated slot machine to play again by joining a new group of six participants. • The casino/venue provides strong incentives for winning participants to stay for another round rather than cashing out in two directions. First, the winning participant can "turn his luck" and try to double his tickets again each time he stays instead of cashing out. Second, the dedicated slot machine experience of the example embodiment provides another great incentive for people to stay. Any participant who advances ten times in a row will enter a Tournament of Champions (TOC) sponsored by the casino/venue in which he is playing. • TOCs typically occur during the postseason of a given sports live event. TOCs can be formatted using traditional live event fantasy sports, or can be done in the same manner as dedicated slots by using per-game fantasy points averages. • The rationale for offering TOCs is to provide a huge incentive for entrants to not cash out and continue playing on dedicated slots. TOCs pay out millions of A-Tokens to winners and other top finishers, and this is a very attractive incentive to encourage people to try and qualify (and therefore not cash out). • For clarification purposes, even though a entrant may be playing as someone assigned by one of the other casino/venue management entities, this does not mean that this is a coordinated multi-casino TOC. Each casino/venue hosts its own TOC, which may be run directly from its website, from its own slot machines, or even at a live event in its casino/venue. • The reason casinos incentivize entrants not to cash out is that each time a entrant takes a turn for the better and moves on to another round, the percentage of game tickets received by the casino/venue rises significantly. For example, if two winners from each group always cash out, the casino will receive the standard revenue of 33%. However, if the player never cashes out and keeps getting lucky, then by the tenth round the casino/venue will always receive an astonishing 98.3% of the revenue. • The following table shows an example of the revenue split between the casino and the participant, depending on which round the participant decides to cash out: round Entertainment venue harvest Players' Gains 1 33% 67% 2 55.6% 44.4% 3 70.4% 29.6% 4 80.2% 19.8% 5 86.8% 13.2% 6 91.2% 8.8% 7 94.1% 5.9% 8 96.1% 3.9% 9 97.4% 2.6% 10 98.3% 1.7% NOTE: The token value with which a contestant enters the tournament is unimportant. The percentage received by each side is the same. • Contestants can play up to 15 rounds on a dedicated slot machine as they attempt to double their ticket with each new round. This means that they can continue to try and double their ticket again even after qualifying for the TOC with ten consecutive successful wins. If a TOC qualifier fails in rounds 11 to 15, the contestants do not lose their TOC seat. > Dedicated slot machine for betting games for color blind players using a card system and fantasy sports decks

在過去40年裡,幻想運動已爆炸式發展,並成為幫助促進此等遊戲所基於之運動之普及之一主流活動性。存在一種參加幻想運動遊戲之新穎方法尚未引入給公眾。此型式使用每遊戲幻想積分平均值而不是此等卡遊戲之傳統實況活動得分。此允許遊戲流動,而不必等待運動活動發生,因此可即刻使遊戲進行得分。此暗指在卡遊戲開始之前卡值係已知的。此等新穎卡遊戲可模仿像紅心大戰、黑桃王、老處女、紙牌、金拉米、尤克牌戲及瘋狂八之傳統卡遊戲,同時使用幻想運動類型之規則及準則。此等遊戲很有趣,因為該等遊戲既包含傳統卡遊戲規則,同時亦結合了幻想運動遊戲特徵。Over the past 40 years, fantasy sports have exploded and become a mainstream activity that has helped to promote the popularity of the sports on which these games are based. There is a novel way to play fantasy sports games that has not yet been introduced to the public. This format uses a per-game fantasy point average rather than the traditional live action scoring of these card games. This allows the game to flow without having to wait for sports activity to occur, thus allowing the game to be scored instantly. This implies that the card values are known before the card game begins. These novel card games can emulate traditional card games like Hearts, Spades, Old Maid, Poker, Gin Rummy, Euchre, and Crazy Eights while using fantasy sports type rules and guidelines. These games are interesting because they contain both traditional card game rules while also incorporating fantasy sports game features.

用於此等類型之遊戲之卡並非來自一傳統卡疊中之卡。此等卡需要一完全不同外觀及對其之感覺。此等卡亦可用於非幻想運動遊戲。此等卡必須具有對參加遊戲而言至關重要之某些特徵。如圖10至圖14中所展示,參考本文中所揭示之遊戲卡之實例性實施例,此等新遊戲卡之特徵包含以下各項: 1) 每一卡上之一所理解值,該值可在卡上或者可經由一資料庫輕鬆地進行存取。舉例而言,一幻想運動卡可使用運動員之幻想運動平均值作為其值。對於來自音樂世界之一明星而言,該積分系統可如積分系統那般涉及唱片銷量、獎項及壽命。對於電視及電影演員而言,此等卡可具有壽命、銷量及獎項以使卡得分。 2) 卡之一配色方案。不同於花色,卡被分成由四至六種顏色組成之不同顏色群組。 3) 將該等卡與其他卡聯繫起來之一識別標記。舉例而言,在具有運動卡的情況下,該識別標記可係其進行比賽之城市,對於搖滾樂團,該識別標記可係其進行表演之群組名稱,對於電視及電影明星,該識別標記可係其出現之電影或演出。對於一政治人物而言,該識別標記可係其本身所隸屬之政黨或其所代表之州(諸如加利福尼亞)。 4) 卡上之一素描圖片,其並非運動員/藝人/政治家在說明其手藝之卡上之一圖片表示。舉例而言,一棒球運動員揮動一球棒之一素描。此等圖片有助於識別卡及其決心要繪示之人,而不違反商標法。 The cards used for these types of games are not cards from a traditional deck. These cards require a completely different look and feel to them. These cards can also be used for non-fantasy sports games. These cards must have certain features that are critical to playing the game. As shown in Figures 10 to 14, with reference to the exemplary embodiments of the game cards disclosed herein, the features of these new game cards include the following: 1) An understood value on each card, which can be easily accessed on the card or through a database. For example, a fantasy sports card can use the player's fantasy sports average as its value. For a star from the music world, the points system can involve record sales, awards, and lifespan like the points system. For TV and movie actors, the cards may have lifespans, sales, and awards to score the card. 2) A color scheme for the card. Instead of suits, the cards are divided into color groups of four to six colors. 3) An identifier that ties the card to other cards. For example, with sports cards, the identifier may be the city where they play, for rock bands, the name of the group they perform in, for TV and movie stars, the movie or show they appear in. For a politician, the identifier may be the party they belong to or the state they represent (such as California). 4) A sketch on the card that is not a representation of the athlete/artist/politician on the card illustrating their craft. For example, a sketch of a baseball player swinging a bat. Such images help identify the card and the person it is intended to depict without violating trademark law.

此等卡可像一桌處之傳統卡疊那般使用,或者該等卡可係在吃角子老虎機、視訊遊戲及/或網際網路遊戲上進行遊戲之虛擬卡疊。此等卡之特徵中之一者係為儘可能多之玩家提供參加此等類型之遊戲之機會。出於此原因,此等卡必須以使得色盲玩家亦具有進行遊戲之一機會之一方式展示。These cards can be used like traditional decks at a table, or they can be virtual decks for playing games on slot machines, video games and/or Internet games. One of the features of these cards is to provide as many players as possible with the opportunity to participate in these types of games. For this reason, these cards must be presented in a way that color-blind players also have a chance to play the game.

世界上每十二個男士中便有一個係色盲。此表示8%之男性人口。此問題在女士中並不普遍,每200人中僅有一人患有此疾病。此僅表示0.5%之女性人口。One in twelve men in the world is color blind. This represents 8% of the male population. This problem is not as common among women, with only one in 200 people suffering from this disease. This represents only 0.5% of the female population.

一傳統卡疊以讓色盲之人不會處於一劣勢之一方式標記。四個花色由梅花、紅心、方塊及黑桃以不會妨礙一色盲玩家之一方式表示。色盲玩家以其可準確地識別一疊中之每一單個卡之一方式簡單地尋找該等標記並理解其含義。A traditional deck of cards is marked in a way that a color-blind person is not at a disadvantage. The four suits are represented by clubs, hearts, diamonds, and spades in a way that does not hinder a color-blind player. The color-blind player simply looks for the markings and understands their meaning in a way that he can accurately identify each individual card in a deck.

不幸地,在一疊中每個卡之間進行區分之能力並非所有卡疊之一普遍真理—至少對色盲之人而言係如此。存在某些卡疊,其比一傳統疊更適合某些類型之遊戲,該等卡疊使用顏色在花色之間進行區分。對於色盲玩家而言,使用顏色而不是此等上述符號來表示花色之卡遊戲非常難以進行。參加過世界上最流行之色卡遊戲Uno™之任何人皆知曉此問題係如何引起問題的。色盲之人糾結於此遊戲。Uno之創建者從未提出解決此問題之一解決方案。Unfortunately, the ability to distinguish between each card in a deck is not a universal truth for all decks - at least not for color-blind people. There are certain decks that are better suited to certain types of games than a traditional deck, and these decks use color to distinguish between suits. Card games that use color to represent suits instead of these aforementioned symbols are very difficult for color-blind players to play. Anyone who has played Uno™, the world's most popular color card game, knows how this problem can cause problems. Color-blind people struggle with this game. The creators of Uno never came up with a solution to this problem.

以顏色作為花色識別標記之一卡遊戲對於幻想運動競賽有著巨大潛力。此歸因於幻想運動之巨大普及。儘管幻想運動遊戲非常受歡迎,但沒有人提出一種使用一虛擬或傳統卡疊之一型式。本發明考慮了用一新穎卡疊來參加幻想運動遊戲之概念。A card game that uses color as a suit identification marker has great potential for fantasy sports competitions. This is due to the huge popularity of fantasy sports. Despite the popularity of fantasy sports games, no one has proposed a format that uses a virtual or traditional deck of cards. The present invention contemplates the concept of playing fantasy sports games with a novel deck of cards.

如圖10至圖13中所展示,再次參考本文中所揭示之幻想運動遊戲卡之實例性實施例,特定實例性實施例之幻想運動遊戲卡可包含與特定運動相關之卡,該等特定運動包含橄欖球(例如,參見圖10)、籃球(參見圖11)、棒球或足球(參見圖12)、曲棍球或高爾夫球(參見圖13),或者任何其他運動或活動性。各種實例性實施例之幻想運動遊戲卡疊可包含便於包含色盲玩家之各種玩家參加一幻想運動遊戲之特定特性。As shown in Figures 10-13, referring again to the exemplary embodiments of fantasy sports game cards disclosed herein, the fantasy sports game cards of particular exemplary embodiments may include cards related to specific sports, including football (e.g., see Figure 10), basketball (see Figure 11), baseball or soccer (see Figure 12), hockey or golf (see Figure 13), or any other sports or activities. The fantasy sports game card stacks of various exemplary embodiments may include specific features that facilitate various players, including color blind players, to participate in a fantasy sports game.

一特定實例性實施例之幻想運動遊戲卡疊可具有以下特性: 1) 每一卡通常不會顯示運動員之肖像或任何商標資訊,諸如該等運動員所加入之特定團隊之名稱;及 2) 顯示在每一個別卡上之識別標記包含以下資訊中之某些或全部:1)運動員名稱;2)該等運動員進行比賽之城市或州;3)藉由該等運動員所值之幻想積分判定的與一給定卡相關聯之積分值;4)運動員在場上進行比賽之位置;5)一種獎勵積分系統,其可對運動員使用諸如乘數之獎勵,從而增加與乘數相稱之其幻想積分值(諸如一卡當前所值之兩倍之幻想積分),匹配類似顏色或匹配類似特質,諸如運動員在同一職業或業餘團隊中,或者作為另一卡上之一運動員在同一場地進行比賽。 A fantasy sports game card deck of a particular example embodiment may have the following characteristics: 1) Each card generally does not display the likeness of the player or any trademark information, such as the name of the specific team that the player joins; and 2) The identification mark displayed on each individual card includes some or all of the following information: 1) the name of the player; 2) the city or state in which the player is playing; 3) the point value associated with a given card as determined by the fantasy points worth the player; 4) the position on the field in which the player is playing; 5) a bonus point system that may apply a bonus such as a multiplier to the player to increase his fantasy point value by the multiplier (such as twice the fantasy points a card is currently worth), match similar colors, or match similar characteristics, such as if the players are on the same professional or amateur team, or play on the same field as a player on another card.

幻想運動遊戲被設計成讓人們經由一選拔或一拍賣來選擇其想要之運動員。在此兩種情形中,皆係由參賽者決定其希望哪一個別運動員加入其團隊。一卡遊戲顯著地改變了此動態,因為該卡遊戲引入了如下概念,亦即,展現一小子組運動員作為可供選擇之單件或陣營,而不是普遍遵循的玩家自一清單選擇個別運動員之程序。Fantasy sports games are designed to let people choose the athletes they want through a draft or an auction. In both cases, it is up to the players to decide which individual athletes they want to join their team. The card game changes this dynamic significantly because it introduces the concept of presenting a small group of athletes as pieces or formations to choose from, rather than the commonly followed procedure of players selecting individual athletes from a list.

幻想運動遊戲主要由男士參加。此事實給本論述中所揭示之卡疊帶來一顯著問題。由於所有男性中之8%皆具有色盲之一問題,所以有必要具有為此問題提供解決方案之一卡疊。此尤其真實,因為理想幻想運動卡疊會如在卡遊戲Uno中那般按顏色劃分花色。Fantasy sports games are primarily played by men. This fact presents a significant problem for the decks disclosed in this discussion. Since 8% of all men have a problem with color blindness, it is necessary to have a deck that provides a solution to this problem. This is especially true since an ideal fantasy sports deck would have suits divided by color like in the card game Uno.

對於色盲之人們而言,最佳解決方案係將卡之顏色寫在顯示一給定顏色之卡上。舉例而言,如圖10至圖13中所展示,一紅色卡將具有直接寫在卡上之字詞「紅色」或者一特定顏色之卡之某些其他標記。此解決方案尚未用於傳統卡疊,無論實體卡還是虛擬卡。因為傳統卡疊不提供一特定顏色之卡之標記,所以存在諸多人在進行卡遊戲時苦苦掙扎。當使用來自虛擬世界之技術參加一幻想運動卡遊戲時,將卡擱置在桌上而不是像傳統卡遊戲使用那般將它們移動至一「所選擇」堆上係極有幫助的。此允許參與者有機會分析彼此緊密接近之不同組合。允許此發生之一新穎特徵係給予玩家點選卡之能力,並且使一彩色護套覆蓋卡,因此玩家可看到一所選擇卡與未被選擇之一卡之間的對比度。此新穎特徵需要一額外組件,以便使其對色盲之人們實用。卡之底部(或頂部)需要具有一極亮或極暗之背景。當卡被選擇時,此背景自亮至暗(或自暗至亮)地發生一戲劇性移位,因此色盲之人可看到陰影中之明顯對比度,以便在所選擇卡與未被選則卡之間進行區分。此技術特徵對患有色盲之人與未患有色盲之人之間的公平競爭大有幫助。For people who are color blind, the best solution is to write the color of the card on a card that shows a given color. For example, as shown in Figures 10 to 13, a red card will have the word "red" written directly on the card or some other marking of a card of a specific color. This solution has not been used for traditional decks, whether physical or virtual. Because traditional decks do not provide markings for cards of a specific color, there are many people who struggle when playing card games. When playing a fantasy sports card game using technology from the virtual world, it is very helpful to lay the cards on the table instead of moving them to a "chosen" pile as traditional card games use. This allows participants the opportunity to analyze different combinations that are in close proximity to each other. A novel feature that allows this to happen is to give the player the ability to click on the card and have a colored cover cover the card so the player can see the contrast between a selected card and one that was not selected. This novel feature requires an extra component in order to make it practical for people with color blindness. The bottom (or top) of the card needs to have a very light or very dark background. When a card is selected, the background shifts dramatically from light to dark (or dark to light) so the color blind person can see the sharp contrast in the shadows to distinguish between the selected card and the unselected cards. This technical feature goes a long way toward leveling the playing field between people with color blindness and those who do not.

此新穎幻想運動卡疊不會使用任何運動員之肖像或其所加入之團隊之商標名稱。此幻想運動遊戲卡疊具有每一卡上所包含之五個基本性質。此等標記由以下項目組成:1)運動員名稱;2)運動員進行比賽之城市;3)藉由運動員所值之幻想積分判定之卡之值;4)運動員在場上進行比賽之位置(例如,橄欖球中之一個「四分衛」對「外接球手」);5)諸如乘數之獎勵積分、類似顏色或匹配類似特質,諸如在同一團隊或位置上。This new fantasy sports card deck does not use any athlete's likeness or the trademark name of the team they play for. This fantasy sports game card deck has five basic attributes included on each card. These attributes are composed of the following items: 1) the player's name; 2) the city where the player plays; 3) the value of the card determined by the fantasy points the player is worth; 4) the position the player plays on the field (for example, a "quarterback" vs. "wide receiver" in football); 5) bonus points such as multipliers, similar colors or matching similar characteristics, such as being on the same team or position.

參考圖14,假定提前建立了一幻想積分系統,則一卡遊戲之一實例性實施例亦可用於非運動人物。舉例而言,可創建一幻想搖滾卡遊戲,其中卡具有表演者之名稱、表演者所在之群組(在運動術語中係「團隊」)以及此等音樂家卡基於其作為一群組之整體成功(包含音樂家所獲得之獎項)之積分系統。14, an exemplary embodiment of a card game can also be used for non-sports characters, assuming a fantasy points system is established in advance. For example, a fantasy rock card game can be created where the cards have the names of the performers, the group (in sports terms, the "team") that the performers are in, and a points system for these musicians based on their overall success as a group (including awards won by the musicians).

在一實例性實施例中,此幻想運動卡疊可包含但不限於以下特徵: •  卡疊可係虛擬疊(亦即係吃角子老虎機之一積體部分之疊)或者係實際實體卡疊。 •  卡疊可用於幻想運動遊戲,其特徵係一或多個玩家使用一或多個卡疊。 •  可為一卡遊戲組態各種大小(每疊之卡數目)之特定卡疊,其中隨機選擇之卡係一給定運動或職業(諸如搖滾音樂家)之整個可用卡組之一子組。 •  對卡進行分發,其中參與者可看到顯示為單件或陣營之卡(一次2個或更多個)。 •  卡可作為該疊之一子組來分發,其中遊戲中之各種玩家皆具有其本身獨特之手牌。 •  卡可作為該疊之一子組來分發,其中卡中之某些充當可供競賽中之所有玩家使用之公有卡。 •  可以其中玩家可摒棄某些卡並用新卡替換其之一方式來利用卡。 •  可以其中玩家可摒棄某些卡並不替換其之一方式來利用卡。 •  可以其中玩家具有選擇一或多個新卡或者自一組所摒棄卡選擇之一方式來利用卡。 •  卡可以其中某些正面朝上而其他正面朝下之一方式來分發。 •  卡遊戲係根據卡之組合來得分的,在該等組合中,積分被加起來,其中對最終得分進行排名。 •  在遊戲玩法變化中,非所期望之卡會自一個玩家傳送至另一玩家。 •      卡可被分群以獲得獎勵,例如共用相同顏色、運動員共用相同團隊、與該等運動員相關聯之積分乘數以及運動員在相同位置進行比賽。 •  卡可用於參加幻想運動遊戲,其中棄牌、叫牌、下注、虛張聲勢、持有、擁有王牌花色(經由卡顏色)及王牌卡係競賽之特徵。 •  卡可用於參加幻想運動遊戲,其中不同手牌被個別得分,並且其所組合幻想積分得分連同任何獎勵一起判定手牌得分。 •  卡可用於參加幻想運動遊戲,其中不同手牌被個別得分並與先前手牌之得分組合以判定一整體得分。 •  卡可用於創建模仿經典卡遊戲(諸如紅心大戰、撲克及尤克牌戲)之幻想運動遊戲,或者係獨特的、不遵循任何先前已知卡遊戲之幻想運動遊戲。 •  卡可在其中排名顯示在一虛擬螢幕上並且此等排名之派彩亦顯示在此螢幕上之遊戲中使用。 •  可在一幻想運動遊戲中進行卡遊戲,其中卡之一圈或順子被記錄下來以便得分。 •  可在一幻想運動遊戲中進行卡遊戲,其中一預定顏色之某些卡具有給定運動員之幻想運動積分被計為負積分(諸如所有紅顏色卡),而該疊中之其他顏色被計為正幻想積分(諸如黃色、綠色、藍色及紫色卡)。 •  某些卡可被指定為待避免之卡(類似於紅心大戰遊戲中之黑桃皇后),因為該等卡之幻想積分被記為負積分,且甚至可能具有使該卡甚至更具高風險之一乘數。 •  某些卡可具有一正值或負值,此取決於該等卡與其他卡如何組合(諸如,若一玩家射月,則紅心大戰中之黑桃皇后具有積極功效)。 •  一幻想運動遊戲中某一顏色之個別卡可被視為係一「花色」。在此等花色中,卡可根據其幻想積分值來排名。 •  幻想運動卡遊戲可具有帶有一預定數目之卡之疊,其中每一疊亦將卡分成一預定數目之花色。舉例而言,可為一競賽建立50個卡之一疊,其中對於一給定顏色存在每套10個卡,並且總共存在具有五種不同類型之顏色之五個花色。舉例而言,該疊中可存在10個綠色、10個藍色、10個紅色、10個黃色及10個紫色之卡。 •  可參加幻想運動卡遊戲,其中競賽中之每個人皆自相同預定卡疊或者自不同卡疊進行遊戲,在該等不同卡疊中,每個人皆用其本身獨特疊來進行遊戲(諸如一個雙紙牌類型之遊戲)。 •  可參加幻想運動卡遊戲,其中卡之幻想積分值之值基於有多少其他人自一公用卡組選擇一或多個給定卡而減少。舉例而言,若僅一個人選擇一給定卡,則此卡可能值100%之其幻想積分值,而若三個人選擇相同卡,則其幻想積分值可能減少至70%,其中選擇彼卡之所有三個玩家皆以一個70%之值接收到彼卡。 •  幻想運動卡遊戲,其中整個陣營(2個或更多個汽車)之幻想積分值由一百分比叫牌判定。舉例而言,一玩家可能以一個40%叫牌贏得數個卡之一陣營。此意味著來自彼陣營之每一運動員之幻想積分總數所值相當於其實際幻想積分總數之40%。 In one exemplary embodiment, the fantasy sports card stack may include, but is not limited to, the following features: • The card stack may be a virtual stack (i.e., a stack that is an integral part of a slot machine) or an actual physical stack. • The card stack may be used in a fantasy sports game characterized by one or more players using one or more card stacks. • Specific card stacks of various sizes (number of cards per stack) may be configured for a card game, where the randomly selected cards are a subset of the entire available set of cards for a given sport or profession (e.g., rock musician). • The cards are dealt, where participants may see cards displayed as individual pieces or in formations (2 or more at a time). •  Cards may be dealt as a subset of the stack, with each player in the game having his own unique hand. •  Cards may be dealt as a subset of the stack, with some of the cards acting as common cards available to all players in the game. •  Cards may be utilized in a manner in which players may discard certain cards and replace them with new cards. •  Cards may be utilized in a manner in which players may discard certain cards and not replace them. •  Cards may be utilized in a manner in which players have the option of selecting one or more new cards or selecting from a set of discarded cards. •  Cards may be dealt in a manner in which some of the cards are face up and others face down. •  Card games are scored based on combinations of cards, where points are added up and the final score is ranked. •  In game play variations, unexpected cards are passed from one player to another. •  Cards may be grouped to receive bonuses, such as sharing the same color, players sharing the same team, point multipliers associated with those players, and players playing in the same position. •  Cards may be used to participate in fantasy sports games where discarding, calling, betting, bluffing, holding, having a trump suit (by card color), and trump cards are features of the game. •  Cards may be used to participate in fantasy sports games where different hands are scored individually and their combined fantasy point scores, along with any bonuses, determine the hand score. •  Cards may be used to participate in fantasy sports games where different hands are scored individually and combined with scores from previous hands to determine an overall score. •  Cards can be used to create fantasy sports games that emulate classic card games (such as Hearts, Poker, and Euchre), or fantasy sports games that are unique and do not follow any previously known card games. •  Cards can be used in games where rankings are displayed on a virtual screen and the payouts for those rankings are also displayed on that screen. •  Cards can be played in a fantasy sports game where a run or sequence of cards is recorded for scoring purposes. •  Cards can be played in a fantasy sports game where certain cards of a predetermined color have fantasy sports points for a given player counted as negative (such as all red cards), while other colors in the stack count as positive fantasy points (such as yellow, green, blue, and purple cards). •  Certain cards may be designated as cards to be avoided (similar to the Queen of Spades in a game of Hearts) because their fantasy points are recorded as negative, and may even have a multiplier that makes the card even riskier. •  Certain cards may have a positive or negative value, depending on how they combine with other cards (e.g., the Queen of Spades in Hearts has a positive effect if a player shoots the moon). •  Individual cards of a certain color in a fantasy sports game may be considered a "suit." Within these suits, cards may be ranked according to their fantasy point value. •  A fantasy sports card game may have stacks with a predetermined number of cards, where each stack also divides the cards into a predetermined number of suits. For example, a deck of 50 cards may be created for a tournament, where there are 10 cards of each suit for a given color, and there are five suits totaling five different types of colors. For example, there may be 10 green, 10 blue, 10 red, 10 yellow, and 10 purple cards in the deck. •  Fantasy sports card games may be played, where everyone in the tournament plays from the same predetermined deck of cards, or from different decks where each person plays with their own unique deck (such as a solitaire type game). •  Fantasy sports card games may be played, where the fantasy point value of a card decreases based on how many other people select one or more given cards from a common deck. For example, if only one person selects a given card, that card may be worth 100% of its fantasy point value, while if three people select the same card, its fantasy point value may be reduced to 70%, with all three players who selected that card receiving that card at a 70% value. •  Fantasy sports card games where the fantasy point value of an entire camp (2 or more cars) is determined by a percentage call. For example, a player may win a camp of several cards with a 40% call. This means that the fantasy point total of each player from that camp is worth 40% of their actual fantasy point total.

本專利申請案揭示展示一新穎卡疊(實體或虛擬的)可如何用於在極流行之幻想運動遊戲流派中創建引人注目之遊戲之各種實例性實施例。本發明亦引入增強色盲之人參與此等遊戲之能力之某些新穎技術思想。特定而言,本文中所揭示之各種實施例至少提供以下優點及技術改良: 1) 一幻想運動卡疊,其具有其中所包含之某些技術功能,該等技術功能允許色盲之人們能夠在不處於一顯著劣勢的情況下參加與該疊相關聯之任何遊戲。自一幻想運動角度看,此卡疊在其上面具有以下識別標記:1)每一個別卡上皆有一運動員之名稱;2)每一卡上皆有該等運動員進行比賽之城市;3)一幻想積分值與每一卡相關聯; 4)運動員進行比賽之位置列出於每一卡上;5)採用乘數、顏色及類似特質(像同一橄欖球隊那般)之一獎勵系統係此卡系統之一突出特徵。 2) 一幻想運動卡疊,其中運動員在卡上具有一識別顏色且在卡上亦寫有該識別顏色。舉例而言,一紅色卡將具有上面寫有字詞「紅色」來輔助色盲之人們。 3) 電腦上所使用之一虛擬卡疊之一彩色護套,其與卡之上半部分或下半部分形成顏色對比度(亮至暗或暗至亮)。此彩色護套幫助所有玩家將潛在地選擇之卡與非所期望卡進行比較,而不會移動該等卡且不會讓其他玩家感到困惑。該彩色護套藉由給予一色盲玩家一無價陰影對比度來提供一第二用途。 一實例性實施例中之卡遊戲型式 This patent application discloses various exemplary embodiments showing how a novel card stack (physical or virtual) can be used to create compelling games in the extremely popular fantasy sports game genre. The invention also introduces certain novel technical ideas for enhancing the ability of color-blind people to participate in such games. In particular, the various embodiments disclosed herein provide at least the following advantages and technical improvements: 1) A fantasy sports card stack having certain technical features contained therein that allow color-blind people to participate in any game associated with the stack without being at a significant disadvantage. From a fantasy sports perspective, this card stack has the following identifying markings on it: 1) Each individual card has the name of a player on it; 2) Each card has the city where the players play; 3) A fantasy point value is associated with each card; 4) The location where the players play is listed on each card; 5) A reward system that uses multipliers, colors, and similar characteristics (like the same football team) is a prominent feature of this card system. 2) A fantasy sports card stack where the players have an identifying color on the card and the identifying color is also written on the card. For example, a red card will have the word "RED" written on it to assist people with color blindness. 3) A colored sleeve of a virtual card deck used on the computer that provides color contrast (light to dark or dark to light) to the top or bottom half of the card. This colored sleeve helps all players compare potential selected cards to undesired cards without moving the cards and confusing other players. The colored sleeve provides a secondary purpose by giving a color blind player an invaluable shade contrast. Card Game Type in an Exemplary Embodiment

讓我們假定九個玩家在一桌處進行比賽。為理解具有此卡疊之一競賽如何進行,德州撲克之型式充當一有啟發性實例。可使用上文所闡述之新穎卡疊中之任一者。桌處之九個玩家中之每一者皆接收到其本身所獨特之兩個不同底卡。然後,由所有玩家共用之五個剩餘卡以模仿德州撲克之一方式放置至指定位置(3個翻卡,後續接著1個轉卡,並且最後1個河卡)。在看到其底卡之後,玩家可棄牌並接收到80%之其參賽費或者可繼續進行遊戲。若該等玩家繼續進行遊戲,若其稍後選擇棄牌,則其將接收到一較小部分之其參賽費。若該等玩家決定繼續進行遊戲,則此最初決策幾乎完全基於卡上兩個運動員之幻想運動值。然後該等玩家會看到一個3卡翻牌圈。若該等玩家棄牌,則其將接收到其遊戲券之60%被退回。若該等玩家繼續進行遊戲,若其稍後棄牌,則其將再次接收到較少遊戲券被退回。得分量規亦在決策進行程序中擴展,因為遊戲並非簡單地圍繞得到最佳運動員之玩家來結構化的。此乃因玩家亦因為匹配隊友及創建顏色組合而接收到積分。此兩個額外得分量規補充了作為運動員之幻想積分值之主要得分量規。Let's assume that nine players are playing at a table. To understand how a tournament with this deck works, the format of Texas Hold'em serves as an instructive example. Any of the novel decks described above can be used. Each of the nine players at the table receives two different bottom cards that are unique to him or her. Then, the five remaining cards shared by all players are placed in designated positions in a manner that mimics Texas Hold'em (3 flip cards, followed by 1 turn card, and finally 1 river card). After seeing their bottom cards, players can either fold and receive 80% of their entry fee or continue playing. If the players continue playing, they will receive a smaller portion of their entry fee if they later choose to fold. If the players decide to continue with the game, this initial decision is based almost entirely on the fantasy sports value of the two players on the card. The players are then presented with a 3-card flop. If the players fold, they will receive 60% of their game tickets returned. If the players continue with the game, they will again receive fewer game tickets returned if they later fold. The scoring rubric also expands in the decision-making process, as the game is not simply structured around the player getting the best player. This is because players also receive points for matching teammates and creating color combinations. These two additional scoring rubrics supplement the main scoring rubric of the player's fantasy point value.

對此結構如何工作之一概述有助於理解該概念。讓我們假定某人正在參加一代言人橄欖球德州撲克競賽,並且其在看到其河卡之後已選擇留下。舉例而言,其在桌上所看到之七個卡係以下運動員、團隊、顏色及積分值: 1) Patrick Mahomes KC—綠色卡—每遊戲平均27個幻想積分(其底卡) 2) Devin Singletary Buff—紅色卡—15積分(其底卡) 3) George Kittle SF—紅色卡—16積分(在翻牌期間發出之一公用卡) 4) Brandon Aiyuk SF—紅色卡—11積分(在翻牌期間發出之一公用卡) 5) Aaron Rodgers GB—紫色卡—25積分(在翻牌期間發出之一公用卡) 6) Jimmy Garoppolo SF—紅色卡—18積分(在輪次期間發出之一公用卡) 7) Tyreek Hill Mia—藍色卡—20積分(在河牌期間發出之一公用卡) An overview of how this structure works will help to understand the concept. Let's assume that someone is playing a Texas Hold'em tournament and has chosen to stay after seeing their river card. For example, the seven cards he sees on the table are the following players, teams, colors, and point values: 1) Patrick Mahomes KC—Green card—27 fantasy points per game (his bottom card) 2) Devin Singletary Buff—Red card—15 points (his bottom card) 3) George Kittle SF—Red card—16 points (a common card dealt during the flop) 4) Brandon Aiyuk SF—Red card—11 points (a common card dealt during the flop) 5) Aaron Rodgers GB—Purple card—25 points (a common card dealt during the flop) 6) Jimmy Garoppolo SF—Red card—18 points (a common card dealt during the round) 7) Tyreek Hill Mia - Blue card - 20 points (a community card dealt during the river)

玩家選擇其可放在一起之最佳5卡結合體。其主要目標係知曉運動員之幻想積分值,此乃因該等幻想積分值沒有直接列出於卡上。玩家可利用一備忘表單,但因為其僅具有10秒來挑選其手牌,因此使用備忘表單可能並非一明智策略。優秀玩家會熟記運動員之幻想積分值。The player chooses the best 5-card combination he can put together. The main goal is to know the player's fantasy points value, because they are not listed directly on the card. The player can use a cheat sheet, but because he only has 10 seconds to select his hand, using a cheat sheet may not be a wise strategy. Good players will memorize the player's fantasy points value.

若一給定玩家總是選擇五個最佳得分運動員,則此策略在大多數時間會失敗。舉例而言,自前文所提及手牌取走五個最佳運動員將並非一高明選擇。若該等玩家如此做,則其最終會選擇Mahomes (27積分)、Rodgers (25積分)、Hill (20積分)、Garoppolo (18積分)及Kittle (16積分)。此總計106積分,但該手牌仍未完全得分。因為存在兩個紅色卡(Garoppolo及Kittle),所以此被稱為一「顏色對」並且該兩個紅色卡值四個額外積分。而且,在此實例中,舊金山49人隊存在兩名隊友(亦係Garoppolo及Kittle)。此被稱為值八個獎勵積分之一「隊友對」。若此玩家提交此手牌以便得分,則他將具有118積分之一最終總數。If a given player always picked the five best scoring players, this strategy would fail most of the time. For example, taking the five best players from the hand mentioned above would not be a good choice. If the players did so, they would end up picking Mahomes (27 points), Rodgers (25 points), Hill (20 points), Garoppolo (18 points), and Kittle (16 points). This totals 106 points, but the hand is still not fully scored. Because there are two red cards (Garoppolo and Kittle), this is called a "color pair" and the two red cards are worth four extra points. Also, in this example, there are two teammates on the San Francisco 49ers (also Garoppolo and Kittle). This is called a "Teammate Pair" worth eight bonus points. If the player submits this hand for scoring, he will have a final total of 118 points.

現在讓我們嘗試一不同策略來選擇五個卡。一精明玩家會知曉四個紅色卡係值24積分之一個「四同點」之顏色獎勵,且至少會考量嘗試圍繞彼個事實來構建該手牌。在此情形中,該等玩家會選擇所有紅色卡,即Garoppolo (18積分)、Aiyuk (11積分)、Kittle (16積分)及Singletary (15積分)。此得出60積分之一總數,其中還剩一個卡供選擇。表面上,將最佳三個得分卡Mahomes (27積分)、Rodgers (25積分)及Hill (20積分)完全排除在圖片之外,僅留下一個排位供選擇,此似乎係荒謬的。然而,當我們更深入地探討此選項時,情形便並非如此了。Now let's try a different strategy for choosing the five cards. An astute player would know that four red cards are worth a "four of a kind" color bonus of 24 points, and would at least consider trying to build the hand around that fact. In this case, the player would choose all red cards, namely Garoppolo (18 points), Aiyuk (11 points), Kittle (16 points), and Singletary (15 points). This gives a total of 60 points, with one card left to choose from. On the surface, it seems absurd to completely exclude the top three scoring cards, Mahomes (27 points), Rodgers (25 points), and Hill (20 points), from the picture, leaving only one rank to choose from. However, when we look more deeply into this option, this is not the case.

讓我們假定該等玩家為彼最終位置選擇了最高得分卡(Mahomes)。此額外27積分再加上其他四個所值之60積分時帶來87積分之整體總數,此與選擇手牌所值之118積分之第一方式相差甚遠。請記住,該等玩家仍會因為具有四個紅色卡而接收到一個24積分獎勵。此現在使該等玩家之總數達到111積分。該等玩家亦具有與第一手牌相同之8積分Garoppolo/Kittle隊友獎勵,並且此使其手牌獲得了119積分。但是,因為Aiyuk亦在混合體中,此係三名舊金山49人隊運動員之一個「三同點」隊友獎勵,該獎勵值24積分而不是8積分。此帶來其總數達到135積分,此係比持最佳五個卡之118積分好得多之一選項。還有一點:若具有此手牌之人在其群組剩餘之九個玩家(某些人會棄牌)中具有最高整體得分,則其將贏得來自所有參賽費之一大筆遊戲券。 一實例性實施例中之專用吃角子老虎機錦標賽結構 Let's assume that the players selected the highest scoring card (Mahomes) for their final position. This additional 27 points when combined with the 60 points worth of the other four brings the overall total to 87 points, which is a far cry from the 118 points worth of the first way of selecting the hand. Remember, the players still receive a 24-point bonus for having four red cards. This now brings the players' total to 111 points. The players also have the same 8-point Garoppolo/Kittle teammate bonus as the first hand, and this brings their hand to 119 points. However, because Aiyuk is also in the mix, this is a "three of a kind" teammate bonus for the three San Francisco 49ers players, which is worth 24 points instead of 8 points. This brings their total to 135 points, which is a much better option than the 118 points with the best five cards. Here's another thing: if the person with this hand has the highest overall score among the remaining nine players in their group (some of whom will fold), they will win a large ticket from all the entry fees. Dedicated Slot Tournament Structure in an Example Embodiment

以下闡述提供一實例性實施例中之專用錦標賽結構之一總體概述: •  每一回合遊戲存在五個叫牌階段。 •  參賽者一次對三個運動員進行叫牌。三個運動員之此等群組被稱為「陣營」。 •  參賽者僅得到三個運動員之一陣營作為其幻想陣容。 •  第一次,一參賽者贏得了一叫牌,其將接收到其進行叫牌之所有三個運動員,此便完成了其陣容。該參賽者不再被允許對任何運動員陣營進行叫牌。在專用吃角子老虎機顯示螢幕上,該等參賽者之位置旁邊會放置有一黑色圓圈,指示其已完成對鎖定一陣營之嘗試。 •  專用吃角子老虎機藉由對卡進行洗牌並放下前三個卡來開始選擇程序。 •  所有六個參賽者皆具有對三名運動員進行一百分比叫牌(最大範圍係自1%至100%)或者以一「不叫牌」放棄對該等運動員進行叫牌之選項。 •  參賽者具有30秒來進行一叫牌。為了使叫牌正式,一參賽者拉動專用吃角子老虎機之控制桿(或者以其他方式啟動顯示在專用吃角子老虎機之顯示螢幕上之一按鈕或一物件)。若一參賽者未能在所指定時間期間進行一叫牌,則該參賽者將自動接收到一「不叫牌」。叫牌係基於拉動控制桿(或者啟動其他物件)以打破平局之時間來標記時間的。 •  因為對於五個回合中之每一者,參賽者僅具有30秒來叫牌,所以整個遊戲僅花費兩分三十秒來進行叫牌程序。 •  百分比叫牌不可能係一小數或一分數。其必須係一完整百分比。 •  參賽者將在顯示螢幕上之其排位置旁邊會一直具有一綠色、紅色或黑色圓圈。一綠色圓圈表示已輪到參賽者進行其叫牌。一紅色圓圈表示參賽者尚未提交其叫牌。一黑色圓圈表示參賽者已自前一回合鎖定其陣營。 •  最低叫牌贏得三個運動員之整個陣營。若兩個或兩個以上參賽者在最佳叫牌上存在一平局,則首先提交其叫牌之參賽者將接收到該陣營。 •  若參賽者中沒有一個參賽者對一陣營進行叫牌,則此陣營稍後將作為一「加擊(mulligan)」被重新引入(參見下文關於一加擊之一更詳細解釋)。換言之,不會存在三個運動員之一新群組來替換不具有叫牌者之一陣營。 •  一旦一參賽者贏得三個運動員之一陣營,其便具有一完整陣容且不再有資格叫牌。卡桌上該等參賽者之排位旁邊會放置有一黑色圓圈,以指示其不再有資格叫牌。 The following description provides a general overview of the dedicated tournament structure in an example embodiment: • There are five calling phases per round of play. • Players call three players at a time. Such groups of three players are called "lines". • Players only get one line of three players as their fantasy lineup. • The first time a player wins a call, they will receive all three players they called, which completes their lineup. That player is no longer allowed to call on any player line-up. On the dedicated slot machine display screen, a black circle is placed next to those players' positions to indicate that they have completed their attempt to lock in a line-up. •  The dedicated slot machine begins the selection process by shuffling the cards and laying down the first three cards. •  All six participants have the option to make a percentage call on three players (maximum range from 1% to 100%) or forgo calling on those players with a "Non-Call". •  Participants have 30 seconds to make a call. To make the call official, a participant pulls the dedicated slot machine's lever (or otherwise activates a button or an object displayed on the dedicated slot machine's display screen). If a participant fails to make a call within the designated time period, the participant automatically receives a "Non-Call". Calls are timed based on the time the lever is pulled (or other object activated) to break a tie. •  Because players only have 30 seconds to call for each of the five rounds, the entire game takes only two minutes and thirty seconds to complete the calling process. •  Percentage calls cannot be a fraction or a fraction. It must be a full percentage. •  Players will always have a green, red, or black circle next to their row position on the display screen. A green circle means it is the player's turn to make their call. A red circle means the player has not yet submitted their call. A black circle means the player has locked their formation from the previous round. •  The lowest call wins the entire formation of three players. If there is a tie between two or more players on the best call, the player who submitted his call first will receive the formation. •  If none of the participants bid on a formation, this formation will be reintroduced later as a "mulligan" (see below for a more detailed explanation of a mulligan). In other words, there will not be a new group of three players to replace a formation without a bidder. •  Once a participant wins a formation of three players, it has a complete formation and is no longer eligible to bid. A black circle is placed next to the position of these participants on the card table to indicate that they are no longer eligible to bid.

為何一參賽者不對其真正喜歡之第一陣營之運動員恰好進行1%叫牌呢?若最低叫牌獲勝,則此似乎係一顯而易見之策略,亦即藉由提交作為1%之最低百分比來自動鎖定其所期望之運動員。然而,此策略會適得其反,且將無形中保證參賽者會排在最後一名。如此做之原因係因為百分比叫牌提供有兩個目的。該叫牌不僅藉由具有最低叫牌來鎖定運動員,而且該叫牌亦對進行低得不合理之叫牌之參賽者進行嚴重罰分。舉例而言,一個1%叫牌無疑將為一參賽者贏得其所期望之運動員,但此叫牌亦表示每一運動員在遊戲本身中有資格獲得之幻想積分之百分比。舉例而言,若某人叫牌1%來贏得其所期望之一幻想橄欖球群組,諸如Peyton Manning、Calvin Johnson及Marshawn Lynch,則其將非常失望地得知其亦僅得到此三個運動員中之每一者在其各別遊戲中得分之幻想積分之1%。作為一結果,如由百分比叫牌表示之參賽者之叫牌之一值被用於將參賽者之得分或接收到之積分數量進行折扣或減少一對應量。以此方式,以一最小級別叫牌之一參賽者亦將僅接收到一對應最小級別下之一得分或積分數量。Why wouldn't a player just make a 1% bid for a player in the first camp that they really like? If the lowest bid wins, it would seem to be an obvious strategy to automatically lock in their desired player by submitting the lowest percentage as 1%. However, this strategy is counterproductive and will implicitly guarantee that the player will be in last place. The reason for this is because percentage bidding serves two purposes. Not only does the bidding lock in players by having the lowest bid, but the bidding also severely penalizes players who make unreasonably low bids. For example, a 1% bid will undoubtedly win a player their desired player, but the bid also represents a percentage of fantasy points that each player is eligible to earn in the game itself. For example, if one bids 1% to win a fantasy football group one desires, such as Peyton Manning, Calvin Johnson, and Marshawn Lynch, one will be very disappointed to learn that one also only gets 1% of the fantasy points scored by each of these three players in their respective games. As a result, a value of a participant's bid as represented by a percentage bid is used to discount or reduce the number of points scored or received by the participant by a corresponding amount. In this way, a participant who bids at a minimum level will also only receive a score or number of points at a corresponding minimum level.

在實例性實施例中,設置在一個關鍵方式中可能看起來不公平。舉例而言,三個運動員之一陣營可能潛在地具有三個無用物(dud),像一橄欖球競賽之所有踢球者那般,而三個運動員之另一陣營具有所有高值運動員,像同一比賽之四分衛那搬。此難道不荒謬麼,此乃因四分衛比踢球者有價值得多? 在實例性實施例中,所闡述型式實際上將選擇程序轉變成了技巧成為一主要因素之一鉚接走鋼絲練習。將此等群組之運動員想像為股票。股票愈有價值,叫牌便愈激進。正確價格將由叫牌設定。95%之其幻想積分下之三名踢球者可能比12%之其幻想積分下之三名四分衛更有價值。此叫牌程序創建了一巨量策略以供參與者考量。In an exemplary embodiment, the arrangement may seem unfair in a critical manner. For example, one camp of three players may potentially have three duds, like all the kickers for a football game, while another camp of three players has all high-value players, like the quarterbacks for the same game. Isn't this absurd, since the quarterbacks are more valuable than the kickers? In an exemplary embodiment, the described pattern actually turns the selection process into a tightrope walking exercise where skill becomes a major factor. Think of these groups of players as stocks. The more valuable the stock, the more aggressive the bidding. The correct price will be set by the bidding. Three kickers at 95% of their fantasy points may be more valuable than three quarterbacks at 12% of their fantasy points. This calling process creates a huge number of strategies for participants to consider.

在實例性實施例中,兩個額外規則加強了在專用吃角子老虎機上實施之錦標賽型式之戲劇性。此等額外規則闡述於下文中: •  對於一陣營中之每一運動員,陣營對其皆可具有乘數。整個陣營之乘數之範圍將自6× (讀作「6倍」)一直至10×而變化。不過,該等乘數並沒有被統一指派給陣營中之每一運動員。乘數將被拆分,並對個別運動員具有不同強度水平。舉例而言,專用吃角子老虎機可在乘數係7×時閃爍,此意味著所展示之三個運動員(例如,參見圖9)將具有一總和總數為7×之乘數;然而,該等乘數之位置將係隨機的,如其對每一運動員之強度(或值)亦係隨機的。對於7×實例,此意味著3個運動員之乘數之總數必須加起來為7。有可能第一運動員值1×之其幻想積分總數,第二運動員值5×之其幻想積分總數,並且第三運動員值1×之其幻想積分總數。亦有可能分別係2×、2×及3×。使用稍後實例,此意味著翻過來之第一卡將意味著該運動員將值雙倍之其幻想得分。翻過來之第二卡將意味著該運動員將值雙倍之其幻想得分。翻過來之第三卡將意味著該運動員將值三倍之其幻想得分。(注意:幻想得分被定義為一群組運動員有資格獲得之幻想積分之百分比,該幻想積分由該陣營所鎖定之叫牌判定。) •      對於每一新回合,可能之最大叫牌將比前一回合低8%。專用吃角子老虎機將展示每一回合之叫牌範圍。舉例而言,對於第一回合,專用吃角子老虎機將給出如1%至100%之範圍。至第四回合,此範圍將降至1%至76%。此會產生一緊迫感,亦即涉及每一回合之叫牌程序,但亦具有足夠技巧來知曉一給定陣營之一適當叫牌,使得不會以一低得不合理之叫牌進行鎖定。在五個回合之叫牌已發生之後,不具有一陣營之群組中剩餘之最後一人自動得到未按該陣營中之每一運動員之幻想積分之60%進行叫牌之最後陣營。 展示每一回合所允許之最大及最小叫牌百分比之表    所允許之最大叫牌 所允許之最小叫牌 1 回合 100% 1% 2 回合 92% 1% 3 回合 84% 1% 4 回合 76% 1% 5 回合 68% 1% 剩餘之最後參賽者 不叫牌—在60%下自動接收陣營 不叫牌—在60%下自動接收陣營 In an example embodiment, two additional rules enhance the drama of the tournament format implemented on dedicated slot machines. These additional rules are explained below: • For each player in a camp, the camp may have a multiplier for them. The multiplier for the entire camp will range from 6× (read "6 times") all the way up to 10×. However, these multipliers are not uniformly assigned to each player in the camp. The multipliers will be split and have different intensity levels for individual players. For example, a dedicated slot machine may flash when the multiplier is 7×, which means that the three players displayed (e.g., see FIG. 9 ) will have a multiplier that sums to 7×; however, the location of the multipliers will be random, as will the strength (or value) for each player. For the 7× example, this means that the total of the multipliers for the three players must add up to 7. It is possible that the first player is worth 1× his total fantasy points, the second player is worth 5× his total fantasy points, and the third player is worth 1× his total fantasy points. It is also possible that they are 2×, 2×, and 3×, respectively. Using the later example, this means that the first card turned over will mean that the player will be worth double his fantasy points. The second card turned over will mean that player will be worth double his fantasy points. The third card turned over will mean that player will be worth triple his fantasy points. (Note: Fantasy points are defined as the percentage of fantasy points that a group of players are eligible to earn, as determined by the call that the camp is locked in on.) • For each new round, the maximum possible call will be 8% lower than the previous round. The dedicated slot machine will display the call range for each round. For example, for the first round, the dedicated slot machine will give a range of 1% to 100%. By the fourth round, this range will drop to 1% to 76%. This creates a sense of urgency involved in the calling process for each turn, but also enough skill to know the proper call for a given formation so as not to lock in with an unreasonably low call. After five rounds of calling have occurred, the last person remaining in the group without a formation automatically gets the last formation that does not call at 60% of the fantasy points of each player in that formation. Table showing the maximum and minimum call percentages allowed for each turn Maximum bid allowed Minimum bid allowed Round 1 100% 1% Round 2 92% 1% Round 3 84% 1% Round 4 76% 1% Round 5 68% 1% Last remaining contestant No bid - automatically accepts the formation at 60% No bid - automatically accepts the formation at 60%

在給定如上文多提供之實例性實施例之闡述的情況下,若某些陣營可能具有低至6×乘數而其他陣營可能高達10×乘數,則人們可能認為該遊戲不公平。然而,一實例性實施例之此特徵使得遊戲更具策略性。現在,參賽者將必須在計算中考量如下事實,亦即一強大運動員陣營可能會因為其具有一較小乘數而值變小,而一平庸群組之運動員可能會因為其更值一較高乘數而值增加。即使一強大群組之運動員具有一10×乘數,此亦並非一問題。此陣營之適當百分比叫牌將顯著地低於正常水平。相反,應能夠以遠高於正常水平之一叫牌對具有一小乘數之一平庸陣營之運動員進行鎖定。Given the description of the example embodiments provided above, one might think that the game is unfair if some camps might have as low as a 6× multiplier while other camps might have as high as a 10× multiplier. However, this feature of an example embodiment makes the game more strategic. Now, the player will have to take into account in the calculations the fact that a strong group of players might be worth less because they have a smaller multiplier, while a mediocre group of players might be worth more because they are worth a higher multiplier. Even if a strong group of players has a 10× multiplier, this is not a problem. The proper percentage call for this camp will be significantly lower than normal. Conversely, it should be possible to target a player with a mediocre lineup with a small multiplier with a bid far above normal.

在如所闡述之實例性實施例中,某人最終將得到一陣營;因為,每個參賽者皆準確地具有一個陣營——每個人最終將需要一陣容。未被叫牌之所有陣營被稱為「加擊」,並且將在所有陣營皆已展現之後被重新引入。若存在未接收到一叫牌之一個以上陣營,則該陣營將按其首次出現之次序被重新引入。而且,若前一陣營係一加擊,則一新回合之最高叫牌不會下降8%。當未被叫牌之陣營被重新引入並且所有六個陣營已被展示且被叫牌或被放棄叫牌時,每次一新陣營被重新引入並被叫牌,被重新引入之陣營之最高叫牌下降8%。若在一最終位置存在一平局,則在平局玩家當中,在最低或最後回合中鎖定其陣營之人晉級。In the exemplary embodiment as described, someone will eventually get a formation; because, each participant has exactly one formation - everyone will eventually need a formation. All formations that have not been called are called "strikes" and will be reintroduced after all formations have been revealed. If there is more than one formation that has not received a call, the formations will be reintroduced in the order in which they first appeared. Moreover, if the previous formation was a strike, the highest bid of a new round will not be reduced by 8%. When a formation that has not been called is reintroduced and all six formations have been revealed and called or have abandoned a call, each time a new formation is reintroduced and called, the highest bid of the reintroduced formation is reduced by 8%. If there is a tie at a final position, the player in the tie who locked his or her camp in the lowest or last turn advances.

一旦在一特定回合中接收到來自一群組中之參賽者之叫牌,便將針對最終位置使該群組中之六個參賽者得分。一實例性實施例之專用吃角子老虎機可搜集競賽中所有運動員之資料且然後運算出最終位置。在所有參賽者已鎖定其陣營之後,此運算將不會花費超過五秒。專用吃角子老虎機可將所有運動員之得分繪製成表,且然後將每一陣營之運動員之三個得分加起來。然後,每一參賽者將在專用吃角子老虎機使用者介面螢幕上進行1-6 (1至6)之排名(例如,參見圖7至圖9)。舉例而言,為將一單個運動員之得分繪製成表,需要三個資訊組分。首先,運動員之平均幻想遊戲得分必須係鏈接至管理實體網站之資料庫之一部分,以便於擷取。所需資訊之第二組分係鎖定運動員之叫牌。最終,運動員之乘數必須包含於運算中。使用橄欖球作為一實例,讓我們假定Tom Brady具有10之一連續幻想遊戲積分總數。然後假定以68%之其幻想積分對其進行鎖定,並且其乘數係3×。由於10之68%係是6.8,並且當6.8乘以3時,結果係20.4。此意味著Brady之得分將被加至其陣營之另兩個運動員,作為彼參賽者之一最終得分被公佈。最終,平局局面總是藉由在稍後回合中獎勵給鎖定其陣營的獲得較高排位之人來打破。 一替代實例性實施例中之專用吃角子老虎機錦標比賽結構 Once a call from a contestant in a group is received in a particular round, six contestants in the group will be scored for the final position. The dedicated slot machine of an exemplary embodiment can collect the data of all athletes in the competition and then calculate the final position. After all contestants have locked their camps, this calculation will not take more than five seconds. The dedicated slot machine can draw the scores of all athletes into a table, and then add up the three scores of the athletes in each camp. Then, each contestant will be ranked 1-6 (1 to 6) on the dedicated slot machine user interface screen (for example, see Figures 7 to 9). For example, in order to draw the score of a single athlete into a table, three information components are required. First, the player's average fantasy game score must be part of a database linked to the managing entity's website for easy retrieval. The second component of information required is the call that targets the player. Finally, the player's multiplier must be included in the calculation. Using football as an example, let's assume that Tom Brady has a running fantasy game point total of 10. Then assume that he is targeted at 68% of his fantasy points and his multiplier is 3×. Since 68% of 10 is 6.8, and when 6.8 is multiplied by 3, the result is 20.4. This means that Brady's score will be added to the other two players in his camp and posted as the final score of one of the participants. Ultimately, ties are always broken by rewarding the higher ranking person who locked his faction in a later round. Dedicated Slot Machine Tournament Structure in an Alternative Example Embodiment

以下闡述提供一替代實例性實施例中之專用吃角子老虎機錦標賽結構之一總體概述。在如上文所闡述之專用幻想運動吃角子老虎機之一替代實施例中,替代吃角子老虎機實施例包含上文所闡述之所有內容,但添加了一個變數。此替代實施例要求參賽者創建群組,之後參賽者即刻進行叫牌。此替代實施例之程序闡述於下文中。 •  一疊中存在18個卡。 •  參賽者可提前在使用者介面螢幕上看到所有18個卡。 •  每一參賽者創建將在叫牌程序中引入之六個陣營中之一者。 •  參賽者選擇18個運動員中之三者來表示其為叫牌程序創建之陣營。參賽者具有30秒來進行其挑選。 •  選擇程序係「盲目的」,因此一群組中之六個參賽者中之任一者皆不知曉該群組之其他成員正在選擇什麼。 •  一旦一參賽者為叫牌程序創建其三人陣營,該參賽者便拉動專用吃角子老虎機之控制桿(或者以其他方式啟動一按鈕或所顯示物件)。 •  若一參賽者在30秒時限內沒有選擇三個運動員之一陣營,則專用吃角子老虎機將為該參賽者選擇三個運動員之一陣營。 •  一旦所有六個參賽者已創建一陣營,遊戲便被設定為開始。 •  值得注意的係,僅僅因為一參賽者創建了六個陣營中之一者,此並不一定意味著此陣營將係其最終為幻想運動競賽鎖定之陣營。參賽者確實接收到之陣營將由叫牌程序判定。 •  此程序造成了18個運動員卡中之某些運動員卡沒有被選擇而其他運動員卡被不止一次被選擇之可能性。 •  由參賽者創建之此六個陣營係隨機引入的並遵循先前所闡述之程序之所有規則——其中具有一個明顯例外。一給定陣營中之運動員可能並非全部值100%之其每遊戲幻想積分值來開始。此值藉由一給定運動員被複製多少次來判定。 •  當三個運動員之一陣營被引入時,若一給定運動員在一陣營中僅被選擇一次,則其將值100%之其每遊戲幻想運動積分值。另一方面,若其被複製,並且給定運動員不止一次被選擇,則每次其被複製時,其在每次此複製發生時將值被減少20%之其每遊戲幻想積分平均值。 •  在叫牌程序期間引入三個運動員之該陣營時,每一個別運動員在任何給定時間可用之幻想積分之百分比(基於此複製罰分)將顯著地顯示在每一運動員卡上。 •  在替代實施例中,使一個別運動員得分之方式如下所示:讓我們假定每遊戲Drew Brees幻想積分平均值係每遊戲19.7積分。讓我們亦假定Brees係藉由其所提交之一陣營的群組之六個成員中之兩者引入的。此意味著可用之Brees幻想積分係在80%下或係15.8積分。最終兩個組分運算如下:讓我們假定整個陣營由叫牌68%之某人鎖定,並且Brees之乘數係4。因為15.8之68%等於10.7,此表示Brees在將其乘數納入之前之總得分。在將乘數納入的情況下,得分總計為42.8。 •  下表展示一運動員在陣營之形成期間每次被複製之複製罰分。    1 × % 100% 80% 60% 40% 20% 0% 注意:「3×」讀作「三倍」,其表示一運動員被該群組之六名成員中之一者選擇之次數。在此情形中,所複製之運動員將出現在為叫牌而引入之六個陣營中之三者中,並且每次所複製之運動員出現時,此運動員將僅值60%之其幻想積分值,此係參賽者進行叫牌時要考量之一重要點。 The following description provides a general overview of the dedicated slot tournament structure in an alternative exemplary embodiment. In an alternative embodiment of the dedicated fantasy sports slot machine as described above, the alternative slot machine embodiment includes everything described above, but with one added variable. This alternative embodiment requires the participants to create groups, after which the participants immediately make calls. The process of this alternative embodiment is described below. • There are 18 cards in a stack. • The participants can see all 18 cards on the user interface screen in advance. • Each participant creates one of six camps that will be introduced in the calling process. • The participants select three of the 18 players to represent the camp they create for the calling process. The participants have 30 seconds to make their selections. • The selection process is "blind," so that none of the six players in a group is aware of what the other members of the group are selecting. • Once a player creates his or her three-player lineup for the calling process, the player pulls the dedicated slot machine's lever (or otherwise activates a button or displayed object). • If a player does not select a lineup of three players within the 30-second time limit, the dedicated slot machine will select a lineup of three players for that player. • Once all six players have created a lineup, the game is set to begin. • It is important to note that just because a player creates one of the six lineups, it does not necessarily mean that this lineup will be the lineup that he or she ultimately locks in for the fantasy sports competition. The camp that a participant actually receives will be determined by the calling process. • This process creates the possibility that some of the 18 player cards are not selected while other player cards are selected more than once. • The six camps created by the participant are introduced randomly and follow all the rules of the process previously described - with one notable exception. The players in a given camp may not all start out worth 100% of their per-game fantasy points value. This value is determined by how many times a given player is replicated. • When a camp of three players is introduced, if a given player is only selected once in a camp, he or she will be worth 100% of his or her per-game fantasy points value. On the other hand, if it is duplicated, and a given player is selected more than once, each time it is duplicated it will have its per-game fantasy points average reduced by 20% each time such duplication occurs. • When a lineup of three players is introduced during the calling process, the percentage of fantasy points available to each individual player at any given time (based on this duplication penalty) will be prominently displayed on each player's card. • In an alternative embodiment, the way an individual player is scored is as follows: Let us assume that Drew Brees' per-game fantasy points average is 19.7 points per game. Let us also assume that Brees is introduced by two of the six members of the group to which he is submitted. This means that Brees' available fantasy points are under 80% or 15.8 points. The final two components work out as follows: Let's assume the entire formation is locked up by someone calling 68%, and that Brees' multiplier is 4. Since 68% of 15.8 equals 10.7, this represents Brees' total score before his multiplier is factored in. With the multiplier factored in, the total score is 42.8. • The table below shows the copy penalty for each time a player is copied during formation. 1 × % 100% 80% 60% 40% 20% 0% NOTE: "3x" is pronounced "tripling" and refers to the number of times a player is selected by one of the six members of the group. In this case, the copied player will appear in three of the six camps introduced for the call, and each time the copied player appears, the player will only be worth 60% of his fantasy points, which is an important point for participants to consider when making calls.

如本文中所闡述之幻想運動吃角子老虎機實施例提供市場上尚未見過之一獨特想法。為了使幻想運動吃角子老虎機實施例成為可能,存在四個關鍵要素對於此等實施例引入之幻想運動類型係新的且支援該實施方案。此四個關鍵要素包含以下各項: 1) 一實例性實施例之幻想運動吃角子老虎機提供參賽者以三個或更多個參與者之小群組進行遊戲之一新穎型式—幻想運動競賽總是以兩種方式中之一者進行競賽—此兩種方式皆模仿現實生活運動。該型式使用一個一對一型式進行,或者其組態為整場地同時相互對抗。而且,為何此兩種型式已出現之原因係因為此等型式係真實實況運動事件如何競賽之型式,並且幻想運動競賽總是嘗試儘可能接近地模仿現實。在該兩種型式中,一對一型式係現實生活運動中最常見之競賽方式,無論是團隊比賽還是個人比賽。舉例而言,在團隊運動比賽中,從來不存在三個(或更多個)棒球隊彼此同時進行比賽。彼將係聞所未聞的。在棒球內場上總是存在兩個團隊彼此比賽。類似地,此結構適用於曲棍球、足球、籃球、橄欖球,且極坦率而言亦適用於大多數其他運動。相同一對一型式對諸如網球(單打及雙打兩者)、保齡球、擊劍、乒乓球、拳擊、摔跤等個人運動而言亦係相當普遍的。 幻想運動錦標賽組織者已進行拷貝之另一真實實況運動型式係「整場」概念。一整場事件係指以其中個人或團隊必須在同一時間進行整場比賽之一方式進行真實實況運動競賽。雖然此整場事件不如一對一型式那般普遍,但仍經常使用。此整場事件之實例係高爾夫、腳踏車運動、體操、游泳、田徑等。團隊或個人在一個大型事件中比賽,並且然後根據其完成情況或最終得分對團隊或個人進行排名。 幻想運動錦標賽組織者已嘗試重新創建在運動中使用之真實實況活動型式,以打動喜歡參與幻想運動事件之彼等人。出於此原因,幻想運動錦標賽組織者總是藉由使用一單挑型式或一「整場」型式來組態其產品,以模仿此等真實實況運動事件。然而,如本文中所闡述,存在另一方式使專用吃角子老虎機型式起作用,並且此係行業獨特之概念。此獨特型式亦違背了現實生活運動事件如何競賽,且亦係為何以前沒有人如此做之原因。如本文中所闡述,一幻想運動吃角子老虎機型式之新穎方法係使三個或更多個參賽者之小群組同時相互比賽。而且,此與真實實況運動相違背,因為在現實生活中,Dolphins隊、49人隊及Jets隊在同一橄欖球遊戲中相互對抗係無意義的。恰好出於此原因,沒有人想過使Bob、Steve及Mary在同一幻想運動匹配賽中相互對抗,因為此組態並不模仿現實生活運動。 2) 一實例性實施例之幻想運動吃角子老虎機提供其中一運動員之幻想積分之一部分得分或者可得分之一新穎型式。幻想運動遊戲一直係一全有或全無命題。「擁有」某一運動員之參賽者總是接收到其運動員在其真實實況運動比賽中得分之所有幻想積分。相反,未擁有一運動員之參賽者將一無所獲或接收到零分。此係有助於使一幻想運動吃角子老虎機之實施成為可能之一極有價值之工具。此方法涉及給予參賽者其已鎖定之一給定運動員得分之幻想積分之一部分或小部分。一實例性實施例之此分數得分方法可以如下文所闡述之兩種不同方式來實施。 a. 百分比叫牌—此係其中叫牌涉及抽取運動員之幻想積分之一百分比之一叫牌程序。根據此方法,參賽者為了鎖定一運動員而對一給定運動員進行一百分比叫牌。規則規定,提交最低百分比叫牌之參賽者鎖定其陣容之彼運動員。舉例而言,若三個參賽者對一給定運動員按68%、81%及98%進行叫牌,則會發生兩件事。首先,進行68%叫牌之參賽者將彼運動員接納入其幻想運動陣容。其次,該參賽者在比賽中僅接收到此運動員得分之幻想積分之68%。作為一結果,如由百分比叫牌表示之參賽者之叫牌之一值被用於將參賽者之得分或接收到之積分數量進行折扣或減少一對應量。以此方式,以一最小級別叫牌之一參賽者亦將僅接收到一對應最小級別下之一得分或積分數量。 b. 複製罰分—此型式允許幻想參賽者共用運動員而不是獨佔地擁有運動員,但當複製發生時,需要付出一代價。每當一運動員被複製,則該等運動員之幻想積分值便下降一經設定預定百分比。 3) 一實例性實施例之幻想運動吃角子老虎機提供其中使用幻想遊戲得分平均值而不是總是使用真實實況活動得分來進行幻想運動匹配賽之一新穎型式—人們喜歡幻想運動係因為遊戲有趣。誰說幻想運動遊戲必須完全基於真實世界中之實況比賽? 為何競賽不能基於運動員已具有之平均值與其每遊戲幻想積分平均值? 使用每遊戲平均之積分有助於打開一幻想運動吃角子老虎機運轉之門。人們不必等待直至一真實實況運動遊戲真正開始或真正進入賽季,而是可隨時到達一幻想運動吃角子老虎機並進行遊戲。 4) 一實例性實施例之幻想運動吃角子老虎機提供其中可經由一競拍程序為一陣容選擇運動員陣營之一新穎型式。幻想運動競賽總是以兩種方式中之一者操作:a)參賽者選擇其整個陣容並提交該陣容;或者b)該等參賽者個別地挑選運動員來創建其「團隊」。如本文中所闡述之實例性實施例所提供,存在使幻想運動吃角子老虎機起作用之另一方式。在此實例性實施例中,向參賽者展示兩個或更多個運動員之群組,以同時進行評估。對此「陣營」感興趣之參賽者必須評估整個單元相對於其他潛在單元之實力。此程序造成一新轉折,因為參賽者現被迫給具有多個移動角色之一單元賦值。此並非傳統幻想運動比賽之一部分,但為一幻想運動吃角子老虎機創建一關鍵遊戲組分。 一實例性實施例提供一種用於實施以下各項之專用吃角子老虎機: 一幻想音樂傳奇錦標賽 The fantasy sports slot machine embodiments as described herein provide a unique idea that has not been seen in the market. To make the fantasy sports slot machine embodiments possible, there are four key elements that are new to the fantasy sports genre introduced by these embodiments and support the embodiments. These four key elements include the following: 1) The fantasy sports slot machine of an exemplary embodiment provides a novel format for players to play the game in small groups of three or more players - fantasy sports competitions are always played in one of two ways - both of which mimic real life sports. The format is played using a one-on-one format, or it is configured as a full field against each other at the same time. Furthermore, the reason why these two formats have emerged is because these formats are how real live sports events are played, and fantasy sports competitions always try to mimic reality as closely as possible. Of the two formats, the one-on-one format is the most common way to play in real life sports, whether it is a team game or an individual game. For example, in team sports games, there are never three (or more) baseball teams playing against each other at the same time. That would be unheard of. There are always two teams playing against each other on the infield in baseball. Similarly, this structure applies to hockey, soccer, basketball, football, and quite frankly, most other sports as well. The same one-on-one format is also quite common for individual sports such as tennis (both singles and doubles), bowling, fencing, table tennis, boxing, wrestling, etc. Another type of real-life sports that has been copied by fantasy sports tournament organizers is the "full-time" concept. A full-time event refers to a real-life sports competition conducted in a way that individuals or teams must play the entire game at the same time. Although this full-time event is not as common as the one-on-one format, it is still often used. Examples of this full-time event are golf, cycling, gymnastics, swimming, track and field, etc. Teams or individuals compete in one large event and are then ranked according to their finish or final score. Fantasy sports tournament organizers have tried to recreate the real-life event formats used in sports to impress those who enjoy participating in fantasy sports events. For this reason, fantasy sports tournament organizers always configure their products to mimic these real-life sports events by using a heads-up format or a "full-time" format. However, as explained herein, there is another way to make a dedicated slot format work, and this is a concept that is unique to the industry. This unique format also goes against how real life sports events are played, and is why no one has done this before. As explained herein, a novel approach to a fantasy sports slot format is to have small groups of three or more participants play against each other at the same time. Furthermore, this is contrary to real life sports because in real life, it makes no sense for the Dolphins, 49ers, and Jets to face off against each other in the same football game. For precisely this reason, no one has thought of pitting Bob, Steve, and Mary against each other in the same fantasy sports match because this configuration does not mimic real life sports. 2) A fantasy sports slot machine of an exemplary embodiment provides a novel format in which a portion of a player's fantasy points are scored or can be scored. Fantasy sports games have always been an all-or-nothing proposition. A player who "owns" a player always receives all of the fantasy points that his or her player scores in his or her real life sports game. Conversely, a player who does not own a player will receive nothing or zero points. This is a very valuable tool that helps make the implementation of a fantasy sports slot machine possible. This method involves giving a player a portion or fraction of the fantasy points that he has locked on a given player. This score scoring method of an exemplary embodiment can be implemented in two different ways as explained below. a. Percentage Calling - This is a calling procedure in which the calling involves drawing a percentage of the player's fantasy points. According to this method, players make a percentage call on a given player in order to lock on a player. The rules provide that the player who submits the lowest percentage call locks on that player in his lineup. For example, if three players call on a given player at 68%, 81%, and 98%, two things will happen. First, the participant who makes a 68% call accepts the player into his fantasy lineup. Second, the participant receives only 68% of the fantasy points scored by the player in the game. As a result, a value of the participant's call, as represented by the percentage call, is used to discount or reduce the number of points scored or received by the participant by a corresponding amount. In this way, a participant who calls at a minimum level will also only receive a score or number of points at a corresponding minimum level. b. Copy Penalty - This type allows fantasy participants to share players rather than owning them exclusively, but when a copy occurs, a price is paid. Each time a player is copied, the fantasy point value of those players is reduced by a set predetermined percentage. 3) The fantasy sports slot of an example embodiment provides a novel format in which fantasy sports matches are played using fantasy game score averages instead of always using real-life live scores - People like fantasy sports because the games are fun. Who says fantasy sports games have to be based entirely on real-life games in the real world? Why can't the games be based on the averages that the athletes already have and their fantasy point averages per game? Using the points per game average helps open the door to a fantasy sports slot operation. People don't have to wait until a real-life sports game actually starts or actually enters the season, but can go to a fantasy sports slot and play at any time. 4) A fantasy sports slot machine of an exemplary embodiment provides a novel format in which a lineup of athletes can be selected for a lineup via an auction process. Fantasy sports competitions always operate in one of two ways: a) participants select their entire lineup and submit it; or b) the participants individually pick athletes to create their "team." As provided by the exemplary embodiment described herein, there is another way to make a fantasy sports slot machine work. In this exemplary embodiment, a group of two or more athletes are presented to the participants to be evaluated simultaneously. Participants interested in this "team" must evaluate the strength of the entire unit relative to other potential units. This process creates a new twist, as players are now forced to value a unit with multiple moving characters. This is not a part of traditional fantasy sports tournaments, but creates a key game component for a fantasy sports slot machine. > An exemplary embodiment provides a dedicated slot machine for implementing the following: A Fantasy Music Legends Tournament

圖6至圖9圖解說明實施為一專用吃角子老虎機之一實例性實施例,其展示用於在專用吃角子老虎機上實施具有多參賽者小群組回合之一錦標賽之使用者介面之基本元素。專用吃角子老虎機及其上之使用者介面可用於在一實例性實施例之專用吃角子老虎機上實施各種不同錦標賽型式。以下闡述提供一實例性實施例中之一種此類錦標賽型式之一總體概述。Figures 6-9 illustrate an exemplary embodiment implemented as a dedicated slot machine, which shows the basic elements of a user interface for implementing a tournament with multiple player small group rounds on the dedicated slot machine. The dedicated slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the dedicated slot machine of an exemplary embodiment. The following description provides a general overview of one such tournament format in an exemplary embodiment.

一幻想音樂傳奇錦標賽係任何音樂流派之一錦標賽型式。一給定錦標賽可經設計用於像搖滾、流行、節奏藍調、鄉村、說唱等之一特定流派。亦可存在允許所有流派併入一個錦標賽中之一「開放」錦標賽。此概念可係一公司之一營銷工具,或者其可係收取一參賽費之一獨立錦標賽,並為冠軍錦標賽(TOC)之頂級優勝者提供遊戲點獎賞。若該概念被用作一營銷工具,則錦標賽可為頂級優勝者提供有趣的音樂津貼。對於一說唱錦標賽,總獲勝者可能會贏得一所有費用皆已支付之旅行,去某地看Jay Z之表演並在演出前後與他一起出門閒逛。一頂級總獲勝者可能具有一不同頂級獎賞,諸如為其努力贏得一罕見吉他。作為一營銷工具,關鍵組分係允許參賽者特殊津貼。此等津貼將允許該等參賽者在比正常要求小之一小群組中競賽或者完全跳過一或多個回合。參賽者可藉由在一特定網站上購買某些物品來享受此等優惠。當該等參賽者如此做時,其被允許跳過一回合(或兩回合)或在下一回合在一更小群組中進行遊戲。舉例而言,若某人購買一歌曲,則其也許僅能夠與9個人而不是標準之12個人參加下一回合。若某人購買音樂會門票,則其也許能夠跳過2個回合。有資格入選一幻想音樂傳奇錦標賽之傳奇音樂家係與兩個或更多個人在一群組中演奏過之任何人,其在其專業流派中至少具有1首歌在美國排名前40。舉例而言,Adam Ridgeley係有資格的,因為他係Wham之一成員且具有至少一首熱門歌曲在美國之Billboard Hot 100排行榜上成為其流派。在實例性實施例中,若某人之「樂團」缺少通常作為一典型樂團之一關鍵組分之一部分(像一鼓手),則錦標賽不會取消該人之資格。舉例而言,藉由此遊戲之定義,Carpenters被認為係一「樂團」。某些傳奇音樂家在不止一個樂團中演奏過。舉例而言,Paul McCartney曾與The Beatles且與Paul McCartney及Wings合作過。出於此原因,傳奇音樂家為其參與其中之所有樂團獲得幻想積分。 一實例性實施例中之幻想音樂傳奇錦標賽結構 A Fantasy Music Legend tournament is a tournament format for any genre of music. A given tournament may be designed for a specific genre like rock, pop, R&B, country, rap, etc. There may also be an "open" tournament that allows all genres to be merged into one tournament. This concept may be a marketing tool for a company, or it may be an independent tournament that charges an entry fee and provides game point prizes to the top winners of the Championship Tournament (TOC). If the concept is used as a marketing tool, the tournament may provide interesting musical perks to the top winners. For a rap tournament, the overall winner might win an all-expenses-paid trip to see Jay Z perform and hang out with him before and after the show. A top overall winner might have a different top prize, such as winning a rare guitar for his efforts. As a marketing tool, key group points allow contestants special perks. These perks will allow the contestants to compete in a smaller group than normally required or skip one or more rounds entirely. Contestants can take advantage of these benefits by purchasing certain items on a special website. When the contestants do this, they are allowed to skip a round (or two) or play in a smaller group in the next round. For example, if someone buys a song, they may only be able to play the next round with 9 people instead of the standard 12. If someone buys concert tickets, they may be able to skip 2 rounds. A legend musician eligible for a Fantasy Music Legends Tournament is anyone who has played in a group with two or more people and has at least 1 song in the US Top 40 in their specialty genre. For example, Adam Ridgeley qualifies because he is a member of Wham and has at least one hit song on the US Billboard Hot 100 chart for his genre. In an exemplary embodiment, the tournament will not disqualify someone if their "band" is missing a part that is usually a key component of a typical band (like a drummer). For example, the Carpenters are considered a "band" by the definition of this game. Some legendary musicians have played in more than one band. For example, Paul McCartney has played with The Beatles and with Paul McCartney and Wings. For this reason, legendary musicians receive fantasy points for all bands they have played in. Fantasy Music Legends Tournament Structure in an Example Embodiment

以下闡述提供一實例性實施例中之幻想音樂傳奇錦標賽結構之一總體概述。 •  幻想玩家被放置在12個玩家之群組中 •  幻想玩家提交四名首發—一個主唱,一個鼓手,一個吉他手,一個通配符(可係任何人) •  一群組中之前三個得分晉級至下一回合—其餘得分被淘汰 平局決勝 The following description provides a general overview of the Fantasy Music Legend tournament structure in an example embodiment. • Fantasy players are placed in groups of 12 players • Fantasy players submit four starters - a lead singer, a drummer, a guitarist, and a wildcard (can be anyone) • The top three scores in a group advance to the next round - the remaining scores are eliminated Ties are determined

在一實例性實施例中,並列前三名之幻想玩家將使用以下平局決勝程序: •  第一平局決勝—其設定檔中具有較高排名之幻想玩家。 •  第二平局決勝—具有來自平局中所涉及之IP位址之甚至最高幻想樂團傳奇得分之參賽者。 •  第三平局決勝—至自平局中所涉及之IP位址提交最多參賽人數之參賽者。 •  第四平局決勝—電腦產生之遊戲幣投擲。 幻想樂團積分值 •  一群組中之所有幻想玩家將經由一盲提交程序提交其陣容(亦即,直至一群組中之所有玩家皆提交其陣容,提交內容才會被玩家知曉)。 •  准許複製。 •  對於一給定傳奇音樂家而言,複製出現之次數愈多,其所獲得之實際幻想積分所值將愈低。 •  取決於多少其他幻想玩家選擇彼同一傳奇音樂家,參賽者將被給予其傳奇音樂家所得分之幻想積分之一百分比。此被稱為其經調整幻想得分。每次複製一傳奇音樂家,他/她所值將減少9%之其幻想積分。舉例而言,使用下表,若一群組中之12個幻想玩家正在一匹配賽中進行遊戲,並且其中之4人選擇Keith Richards作為其吉他手,那麼其中之每一者皆將接收到Richards所得分之幻想積分之73% (參見下文以黃色突出顯示之框)。 •  個別傳奇音樂家之得分將四捨五入為最接近之百分之一。 In one example embodiment, fantasy players who are tied for the top three will use the following tie-breaker process: •  First tie-breaker—the fantasy player with the higher ranking in their profile. •  Second tie-breaker—the participant with the highest Fantasy Band Legend score from the IP addresses involved in the tie. •  Third tie-breaker—the participant who submitted the most entries from the IP addresses involved in the tie. •  Fourth tie-breaker—computer-generated coin roll. Fantasy Band Points •  All fantasy players in a group will submit their lineups via a blind submission process (i.e., submissions are not known to players until all players in a group have submitted their lineups). •  Copying is permitted. •  The more times a given Legend appears, the lower the actual Fantasy Points he or she is worth. •  Depending on how many other Fantasy players choose that same Legend, a participant will be given a percentage of the Fantasy Points his or her Legend has scored. This is called his or her Adjusted Fantasy Score. Each time a Legend is copied, he or she will be worth 9% less Fantasy Points. For example, using the table below, if a group of 12 Fantasy Players are playing in a match, and 4 of them choose Keith Richards as their guitarist, then each of them will receive 73% of the Fantasy Points Richards has scored (see the box highlighted in yellow below). •  The scores of individual Legends will be rounded up to the nearest 1 percent.

下文係一表格,展示取決於多少其他比賽者選擇彼傳奇音樂家的一給定參賽者所接收之傳奇音樂家之積分之百分比。 1 傳奇音樂家基於對所選擇傳奇音樂家之複製所值之幻想積分百分比    所選擇之搖滾傳奇 1×*    2×    3×    4×    5×    6×    7×    8×    9×    10×    11×    12× 12玩家群組 100% 91% 82% 73% 64% 55% 46% 37% 28% 19% 10% 1% *注意:1×讀作「一倍」,意指一給定傳奇音樂家恰好被12個比賽者中之一者選擇 Below is a table showing the percentage of Legendary points a given contestant receives depending on how many other contestants choose that Legendary. Table 1 Percentage of Fantasy Points Worth a Legendary Based on Replicas of the Selected Legendary Selected rock legend 1×* 10× 11× 12× 12 Player Groups 100% 91% 82% 73% 64% 55% 46% 37% 28% 19% 10% 1% *Note: 1× is pronounced as "one time", meaning that a given legendary musician is chosen by exactly one of the 12 contestants.

下表展示以由一個12人群組選擇之流行/搖滾類別之傳奇音樂家開始。每一音樂家之名稱之下之百分比表示幻想玩家將得到的其給定傳奇音樂家所得分之實際幻想積分之百分比。此百分比係基於一傳奇音樂家被複製之次數,且直接取自上表(表1)。值得注意的係,若一傳奇音樂家在不止一個樂團中表演過,且亦具有一獨奏生涯(例如,Eric Clapton—Yardbirds樂團及Cream樂團以及一傑出獨奏生涯),則其所有作品及榮譽皆將在其幻想得分中予以運算。 2 基於 12 人群組之複製所保持的傳奇音樂家之百分比值    主唱 20 世紀 60 年代 吉他手 20 世紀 60 年代 鼓手 20 世紀 80 年代 通配符 20 世紀 70 年代 幻想 玩家1 Mick Jagger 滾石樂團 91% Keith Richards 滾石樂團 73% Rick Allen 威豹樂團 82% Clarence Clemmons E街樂團 73% 幻想 玩家2 Paul McCartney 披頭四樂團 82% Angus Young AC/DC樂團 100% Ringo Starr 披頭四樂團 100% Mary Wilson Heart樂團 100% 幻想 玩家3 Eric Clapton Cream樂團 73% Bob Weir 死之華樂團 91% Rick Allen 威豹樂團 82% Barry Gibb 比吉斯樂團 100% 幻想 玩家4 Paul McCartney 披頭四樂團 82% Keith Richards 滾石樂團 73% Phil Collins 創世紀樂團 91% Clarence Clemmons E街樂團 73% 幻想 玩家5 Michael Jackson 傑克森五兄弟樂團 91% Deen Castronovo 旅行團樂團 100% Gina Schock Go Go’s樂團 100% Daryl Dragon 船長與塔尼爾樂團 100% 幻想 玩家6 Annie Lennox Eurythmics樂團 100% Eric Clapton Cream樂團 73% Keith Moon 何許人樂團 100% Alec John Such 邦喬維樂團 100% 幻想 玩家7 Brian Wilson 海灘男孩樂團 100% Jimmy Page 齊柏林飛船樂團 100% Phil Collins 創世紀樂團 91% Dennis DeYoung 冥河樂團 91% 幻想 玩家8 Eric Clapton Cream樂團 73% Keith Richards 滾石樂團 73% Rick Allen 威豹樂團 82% Steven Tyler 史密斯飛船樂團 100% 幻想 玩家9 Mick Jagger 滾石樂團 91% Vivian Campbell 威豹樂團 100% Neil Peart Rush樂團 91% Clarence Clemmons E街樂團 73% 幻想 玩家10 Paul McCartney 披頭四樂團 82% Slash 槍炮玫瑰樂團 100% John Panozzo 冥河樂團 100% Eric Clapton Cream樂團 73% 幻想 玩家11 John Lennon 披頭四樂團 100% Bob Weir 死之華樂團 91% John Bonham 齊柏林飛船樂團 100% Dennis DeYoung 冥河樂團 91% 幻想 玩家12 Michael Jackson 傑克森五兄弟樂團 91% Keith Richards 滾石樂團 73% Neil Peart Rush樂團 91% Clarence Clemmons E街樂團 73% 一實例性實施例中之得分系統 The following table starts with the Legends in the Pop/Rock category selected by a group of 12. The percentage under each musician's name represents the percentage of actual fantasy points scored by the given Legend that the fantasy player will receive. This percentage is based on the number of times a Legend has been replicated, and is taken directly from the table above (Table 1). It is worth noting that if a Legend has performed with more than one band and also has a solo career (e.g., Eric Clapton—The Yardbirds and Cream as well as a prominent solo career), all of his work and accolades will be counted in his fantasy score. Table 2 Percentage values for Legends retained based on replication of the 12 -group group Lead singer 1960s Guitarist 1960s Drummer 1980s Wild Card 1970s Fantasy Player 1 Mick Jagger The Rolling Stones 91% Keith Richards The Rolling Stones 73% Rick Allen Def Leppard 82% Clarence Clemmons E Street Band 73% Fantasy Player 2 Paul McCartney The Beatles 82% Angus Young AC/DC 100% Ringo Starr The Beatles 100% Mary Wilson Heart Band 100% Fantasy Player 3 Eric Clapton Cream 73% Bob Weir, The Deadly Band 91% Rick Allen Def Leppard 82% Barry Gibb Bee Gees 100% Fantasy Player 4 Paul McCartney The Beatles 82% Keith Richards The Rolling Stones 73% Phil Collins Genesis 91% Clarence Clemmons E Street Band 73% Fantasy Player 5 Michael Jackson The Jackson 5 91% Deen Castronovo Touring Band 100% Gina Schock Go Go's Band 100% Captain Daryl Dragon and the Tanniel Band 100% Fantasy Player 6 Annie Lennox Eurythmics 100% Eric Clapton Cream 73% Keith Moon He Xu Ren Band 100% Alec John Such Bon Jovi 100% Fantasy Player 7 Brian Wilson Beach Boys 100% Jimmy Page Led Zeppelin 100% Phil Collins Genesis 91% Dennis DeYoung Styx 91% Fantasy Player 8 Eric Clapton Cream 73% Keith Richards The Rolling Stones 73% Rick Allen Def Leppard 82% Steven Tyler SmithShip 100% Fantasy Player 9 Mick Jagger The Rolling Stones 91% Vivian Campbell Def Leppard 100% Neil Peart Rush 91% Clarence Clemmons E Street Band 73% Fantasy Player 10 Paul McCartney The Beatles 82% Slash Guns N' Roses 100% John Panozzo Styx 100% Eric Clapton Cream 73% Fantasy Player 11 John Lennon The Beatles 100% Bob Weir, The Deadly Band 91% John Bonham Led Zeppelin 100% Dennis DeYoung Styx 91% Fantasy Player 12 Michael Jackson The Jackson 5 91% Keith Richards The Rolling Stones 73% Neil Peart Rush 91% Clarence Clemmons E Street Band 73% Scoring system in an exemplary embodiment

下文闡述一實例性實施例中幻想樂團傳奇之得分系統。 •  10積分—當一樂團中之一人之首支美國前40強歌曲係處於上文圖表上四個樂團類別中之每一者中列出之年代匹配者所要求之同一年代時,則給出該樂團之該人之名稱。舉例而言,主唱類別之年代匹配者係上文圖表中之20世紀60年代。參賽者中之每一者(參賽者#11)選擇John Lennon作為其主唱。因為該指標要求一音樂家在20世紀60年代擁有其首支熱門歌曲,所以John Lennon將為此得分5積分(注意:該指標因匹配賽而異)。參賽者#6所選擇之Annie Lennox沒有接收到5積分,因為其首支熱門歌曲係處於20世紀80年代。 •  5積分—若該音樂家已去世。 •  5積分—若該音樂家在具有兄弟姐妹之一樂團中演奏(或者其本身亦具有一兄弟姐妹) •  5積分—若該音樂家在具有至少一名女性之一樂團中演奏(或者其本身係女性) •  5積分—此音樂家曾獲得每個格萊美獎。 •  5積分—若該音樂家處於搖滾名人堂中。 •  5積分—對於通配符位置參賽人數,若該人主要與一主唱、吉他手或鼓手無關聯。舉例而言,若E街樂團之Clarence Clemons被提名,他將獲得一額外5積分,因為他係最有名之薩克斯手。 •  2積分—此音樂家參與了每個白金唱片。 •  1積分—此藝術家之每個前10名單曲皆係美國流行/搖滾排行榜之一部分。 一實例性實施例中之設定檔排名 The following describes the scoring system for Fantasy Band Legends in an example embodiment. • 10 points - The name of a member of a band is given when the member's first US Top 40 hit is in the same decade as the decade match required for each of the four band categories listed in the chart above. For example, the decade match for the Lead Vocalist category is the 1960s in the chart above. Each of the contestants (Contestant #11) selects John Lennon as his lead vocalist. Since the metric requires a musician to have his first hit in the 1960s, John Lennon would score 5 points for this (Note: this metric varies by match). Entrant #6's choice of Annie Lennox did not receive 5 points because her first hit was in the 1980s. •  5 points—if the musician is deceased. •  5 points—if the musician plays in a band with siblings (or has a sibling) •  5 points—if the musician plays in a band with at least one woman (or is a woman) •  5 points—if the musician has won every Grammy Award. •  5 points—if the musician is in the Rock Hall of Fame. •  5 points—for wildcard position entrants, if the person is not primarily associated with a lead singer, guitarist, or drummer. For example, if Clarence Clemons of the E Street Band is nominated, he will receive an additional 5 points because he is the most famous saxophone player. •  2 points—for every platinum album this artist has participated in. •  1 point—for every top 10 single this artist has had that was part of the US pop/rock charts. Profile Rankings in an Example Implementation

設定檔排名係藉由一參賽者連續多少次藉由獲得其群組前三名在群組內晉級來達成的。下文提供實例性實施例之某些基本設定檔排名規則。 •  一旦某人具有一排名,則其再也不會失去該排名。 •  若某人藉由購買某物跳過一回合,則其不會得到其跳過之回合之排名;然而,若其自其所參加之群組晉級,則其將獲得此新回合所值之排名。舉例而言,若一參賽者具有一個2級排名並跳過一個3級及4級比賽來在一個5級匹配賽中進行比賽(因為其買了某物),若其在5級匹配賽中獲得前3名,則其將成為一個5級玩家。若該參賽者不能獲得前三名,則其將恢復至一個2級。 •  參賽者總是可跳過多個回合或者藉由購買物品將其群組自12人一直減少至6人。 實例性實施例中之11級幻想樂團傳奇 Profile rankings are achieved by how many times in a row a player advances in a group by finishing in the top three of their group. Some basic profile ranking rules for an example embodiment are provided below. • Once someone has a rank, they can never lose it again. • If someone skips a round by purchasing something, they do not get a rank for the round they skipped; however, if they advance from the group they are in, they will get a rank worth this new round. For example, if a player has a level 2 rank and skips a level 3 and 4 match to play in a level 5 match (because they bought something), if they finish in the top 3 in the level 5 match, they will become a level 5 player. If the player fails to finish in the top 3, they will revert to a level 2. •  Participants can always skip multiple rounds or reduce their group from 12 to 6 by purchasing items. Level 11 Fantasy Band Legend in the example implementation

可為幻想樂團傳奇定義複數個級。下文提供了實例性實施例之此等不同級之一實例。 •  1級—無天賦—此係從未在單一比賽中獲得群組賽前3名之一人。 •  2級—視訊遊戲吉他英雄冠軍—此係已藉由在一全國性比賽中之群組賽中獲得前3名來一次晉級但從未連續兩次晉級之一人。 •  3級—高中空中樂團獲勝者—此係藉由在一全國性比賽中獲得群組賽前3名來連續兩次晉級之一人。 •  4級—車庫樂團崇拜者—此係藉由在一全國性比賽中獲得群組賽前3名來連續三次晉級之一人。 •  5級—當地酒吧巡迴賽—此係藉由在一全國性比賽中獲得群組賽前3名來連續四次晉級之一人。 •  6級—一炮走紅之奇跡—此係藉由在一全國性比賽中獲得群組賽前3名來連續五次晉級之一人。 •  7級—白金唱片—此係藉由在一全國性比賽中獲得群組賽前3名來連續六次晉級之一人。 •  8級—音樂會頭牌人物—此係藉由在一全國性比賽中獲得群組賽前3名來連續七次晉級之一人。 •  9級—格萊美獎獲勝者—此係藉由在一全國性比賽中獲得群組賽前3名來連續八次晉級之一人。 •  10級—搖滾名人堂—此係藉由在一全國性比賽中獲得群組賽前3名來連續九次晉級之一人。 •  11級—搖滾之拉什莫爾山—此係藉由在一全國性比賽中獲得群組賽前3名來連續十次晉級之一人。其自動贏得TOC中之一席位並獲得爭奪特等獎之一機會。 幻想樂團傳奇之冠軍錦標賽(TOC)型式 Multiple levels may be defined for Fantasy Band Legends. An example of one of these different levels of an example embodiment is provided below. •  Level 1 - No Talent - This is someone who has never placed in the top 3 in a group in a single tournament. •  Level 2 - Video Game Guitar Hero Champion - This is someone who has advanced once by placing in the top 3 in a group at a national tournament, but has never advanced twice in a row. •  Level 3 - High School Aerial Band Winner - This is someone who has advanced twice in a row by placing in the top 3 in a group at a national tournament. •  Level 4 - Garage Band Wannabe - This is someone who has advanced three times in a row by placing in the top 3 in a group at a national tournament. •  Level 5—Local Bar Circuit—This is one of four consecutive Qualifying Events by placing in the top 3 in a group at a national competition. •  Level 6—One Hit Wonder—This is one of five consecutive Qualifying Events by placing in the top 3 in a group at a national competition. •  Level 7—Platinum—This is one of six consecutive Qualifying Events by placing in the top 3 in a group at a national competition. •  Level 8—Concert Headliner—This is one of seven consecutive Qualifying Events by placing in the top 3 in a group at a national competition. •  Level 9—Grammy Award Winner—This is one of eight consecutive qualifiers by placing in the top 3 in a national competition. •  Level 10—Rock Hall of Fame—This is one of nine consecutive qualifiers by placing in the top 3 in a national competition. •  Level 11—Mount Rushmore of Rock—This is one of ten consecutive qualifiers by placing in the top 3 in a national competition. They automatically win a spot in the TOC and a chance to compete for the Grand Prize. Fantasy Legendary Championship (TOC) Format

管理實體為幻想樂團傳奇提供冠軍錦標賽(TOC)型式,專為在一資格竟爭中連續晉級10個回合之參賽者設計。TOC係六個回合,其中最終回合之高潮係前8個參賽者爭奪最終位置。上文所闡述之相同幻想樂團傳奇得分系統可用於TOC。 一實例性實施例中之第1至6回合之幻想音樂傳奇TOC結構 The Management Entity provides a Tournament of Champions (TOC) format for Fantasy Band Legends, designed for participants who advance 10 consecutive rounds in a qualifying competition. The TOC is six rounds, with the final round culminating in the top 8 participants competing for the final position. The same Fantasy Band Legends scoring system described above can be used for the TOC. Fantasy Band Legends TOC structure for rounds 1 to 6 in an exemplary embodiment

下文提供實例性實施例之第1至6回合之TOC結構之一實例。 •  多達10,000個玩家可參與。 •  參賽者以10人(或更少人)之群組進行爭奪。 •  每一群組中前幾名之參賽者晉級至下一回合。此被稱為一「晉級」位置。未獲得一「晉級」位置之彼等參賽者將自TOC淘汰。 •  自每一群組晉級之參賽者數目取決於其正在參加哪個回合而發生變化。 •  為了自第1回合晉級,參賽者必須獲得其10人群組之前3名。此意味著10,000個參賽人數減少至剩餘之3,000個。 •  為了自第2回合晉級,參賽者必須獲得其10人群組之前3名。此意味著開始該回合之3,000個參賽人數減少至剩餘之900個。 •  為了自第3回合晉級,參賽者必須獲得其10人群組之前2名。此意味著開始該回合之900個參賽人數減少至剩餘之180個。 •  為了自第4回合晉級,參賽者必須獲得其10人群組之前2名。此意味著開始該回合之180個參賽人數減少至剩餘之36個。 •  為了自第5回合晉級,參賽者必須獲得其9人群組之前2名才有資格進行最終回合。此意味著開始該回合之36個參賽者將被減少至8個以進行最後回合。 •  每一回合由恰好具有30個幻想樂團傳奇之卡疊組成。 •  每一群組中之所有10個參賽者(第5回合每群組9個參賽者,並且第6回合8個參賽者)皆被允許在選擇程序開始之前對該疊進行研究。 •  每一參賽者皆被一莊家告知,在其整個幻想陣容中,其僅能得到3個「傳奇」。莊家亦告訴參賽者,其不會一次選擇一個傳奇。相反,參賽者對被稱為「陣營」之3個傳奇之群組進行叫牌。 •  第一次,一參賽者贏得了一叫牌,其將接收到其進行叫牌之所有三個傳奇,此便完成了其陣容。參賽者不再被允許對任何傳奇陣營進行叫牌。 •  莊家藉由對卡進行洗牌並放下前三個卡來開始選擇程序。如上文所闡述,卡之呈現亦可在專用吃角子老虎機中以電子方式實施。 •  所有10個參賽者(第5回合之9個參賽者及第6回合之8個參賽者)皆具有對三個傳奇進行一百分比叫牌(最大範圍係自1%至100%)或者以一「不叫牌」放棄對該等傳奇進行叫牌之一選項。 •  百分比叫牌不能係一小數或一分數。其必須係一完整百分比。 •  最低叫牌贏得整個陣營之三個傳奇。若兩個或更多個參賽者在最佳叫牌上存在一平局,則最先提交其參賽人數之人(由電腦標記時間)將獲得該傳奇陣營。 •  若所有參賽者皆選擇退出,使得不進行叫牌,則此陣營將在稍後作為一「加擊」被重新引入(參見上文對一加擊之一更詳細解釋)。 •  一旦一參賽者贏得三個傳說之一陣營,則該等參賽者將具有擱置在其面前之桌上之傳奇,此向每個人發出信號,該等參賽者具有一完整陣容且不再有資格進行叫牌。 An example of a TOC structure for rounds 1 to 6 of an example embodiment is provided below. • Up to 10,000 players may participate. • Participants compete in groups of 10 (or less). • The top few participants in each group advance to the next round. This is called an "advanced" position. Those participants who do not achieve an "advanced" position are eliminated from the TOC. • The number of participants who advance from each group varies depending on which round they are participating in. • In order to advance from round 1, a participant must finish in the top 3 of their group of 10. This means that the number of participants from 10,000 is reduced to the remaining 3,000. •  To advance from round 2, a competitor must finish in the top 3 of their group of 10. This means that the number of competitors starting the round of 3,000 is reduced to the remaining 900. •  To advance from round 3, a competitor must finish in the top 2 of their group of 10. This means that the number of competitors starting the round of 900 is reduced to the remaining 180. •  To advance from round 4, a competitor must finish in the top 2 of their group of 10. This means that the number of competitors starting the round of 180 is reduced to the remaining 36. •  To advance from round 5, a competitor must finish in the top 2 of their group of 9 to qualify for the final round. This means that the 36 players who start the round will be reduced to 8 for the final round. • Each round consists of a stack of cards with exactly 30 Fantasy Band legends. • All 10 players in each group (9 players per group in round 5, and 8 players in round 6) are allowed to study the stack before the selection process begins. • Each player is told by a dealer that he can only get 3 "legends" in his entire fantasy lineup. The dealer also tells the players that he will not select one legend at a time. Instead, players bid on groups of 3 legends called "camps". • The first time a player wins a bid, he will receive all three legends he bid on, which completes his lineup. Participants are no longer allowed to bid on any Legends. • The dealer begins the selection process by shuffling the cards and laying down the first three cards. The presentation of the cards may also be done electronically in dedicated slot machines, as explained above. • All 10 participants (9 participants in Round 5 and 8 participants in Round 6) have the option to bid a percentage on three Legends (maximum range from 1% to 100%) or to forgo bidding on those Legends with a "No Bid". • A percentage bid cannot be a decimal or a fraction. It must be a full percentage. • The lowest bid wins the entire camp of three Legends. If there is a tie between two or more players on best bid, the first person to submit their bid (timed by the computer) will receive the Legend faction. •  If all players choose to withdraw, resulting in no bids being made, the faction will be reintroduced later as a "strike" (see above for a more detailed explanation of a strike). •  Once a player wins a faction of three legends, they will have the legend placed on the table in front of them, signaling to everyone that they have a full lineup and are no longer eligible to bid.

為何一參賽者不對其真正喜歡之第一陣營之傳奇僅進行1%叫牌呢? 若最低叫牌獲勝,此似乎係一顯而易見之策略,亦即藉由提交作為1%之最低百分比來自動鎖定其所期望之傳奇。然而,此策略會適得其反,且將無形中保證參賽者會排在最後一名。如此做之原因係因為百分比叫牌提供有兩個目的。該叫牌不僅藉由具有最低叫牌來鎖定運動員,而且該叫牌亦對進行低得不合理之叫牌之參賽者進行嚴重罰分。一個1%叫牌無疑將為一參賽者贏得其所期望之傳奇,但該1%叫牌亦表示每一傳奇在遊戲本身中有資格獲得之幻想積分之百分比。舉例而言,若某人叫牌1%來贏得其所期望之一群組,諸如Paul McCartney、Michael Jackson及Keith Richards,則其會非常失望地得知,其亦僅獲得此三位音樂家各自得分之幻想積分之1%。Why wouldn't a player just make a 1% bid on a Legend in the first camp that they really like? If the lowest bid wins, it would seem an obvious strategy to automatically lock in their desired Legend by submitting the lowest percentage as 1%. However, this strategy is counterproductive and will virtually guarantee that the player will finish last. The reason for this is because percentage bidding serves two purposes. Not only does it lock in players by having the lowest bid, but it also severely penalizes players who make unreasonably low bids. A 1% bid will undoubtedly win a player their desired Legend, but the 1% bid also represents a percentage of fantasy points that each Legend is eligible to earn in the game itself. For example, if someone bids 1% to win a desired group, such as Paul McCartney, Michael Jackson, and Keith Richards, he or she will be very disappointed to learn that he or she only received 1% of the fantasy points scored by each of these three musicians.

在實例性實施例中,設置在一個關鍵方式中可能看起來不公平。舉例而言,一個三人陣營可能潛在地具有三個二線藝術家,而另一個三人陣營具有三個圖符。此係可能的,但並不如人們所想像之那般荒謬。在實例性實施例中,所闡述型式實際上將選擇程序轉變成技巧成為一主要因素之一鉚接走鋼絲練習。將此等傳奇群組想像成股票。股票愈值錢,叫牌便愈激進。正確價格將由叫牌設定。95%之其幻想積分下之三個二線藝術家可能比12%之其幻想積分下之圖符更有價值。In an exemplary embodiment, the setup may not seem fair in a key manner. For example, one three-man team may potentially have three B-list artists while another three-man team has three icons. This is possible, but not as absurd as one might imagine. In an exemplary embodiment, the pattern described actually turns the selection process into one where skill becomes a major factor in the practice of high-wire walking. Think of these legendary groups like stocks. The more valuable the stock, the more aggressive the bidding. The correct price will be set by the bidding. Three B-list artists at 95% of their fantasy points may be worth more than icons at 12% of their fantasy points.

在實例性實施例中,三個額外規則加強了在專用吃角子老虎機上實施之錦標賽型式之戲劇性。此等額外規則闡述如下: •  對於每一個三人陣營,將該等卡翻過來之次序極重要。此乃因該等卡出現之次序係加權的。對於每一陣營,所翻過來之第一卡將值三倍之其幻想得分。對於每一陣營,所翻過來之第二卡將係雙倍之其幻想得分。對於每一陣營,所翻過來之第三卡將係其幻想得分之加權面值。(注意:幻想得分被定義為一群組傳奇有資格之幻想積分之百分比。) 此規則如此重要之原因係因為三個傳奇人物,諸如Mick Jagger、Robert Cray及Jimmy James (來自Tommy Tutone)——按彼次序——將產生比其按James、Cray及Jagger之次序出現更激進之叫牌。 •  對於每一新回合,可能之最大叫牌將比前一回合低5%。莊家將在每一回合開始之前宣佈可能之最高叫牌。舉例而言,對於第一回合,莊家將宣佈最大叫牌為100%。至第六輪,莊家會宣佈最高叫牌為75%。此產生涉及每一回合之叫牌程序之一緊迫性,但亦具有足夠技巧來知曉一給定陣營之一適當叫牌,使得不會以一低得離譜之叫牌對該陣營進行鎖定。 •  幻想消除器被添加至混合。此係其中決定匹配賽之實際「遊戲」片段。遊戲程序將被分成幾個間隔。在每一間隔結束時,一給定間隔中之最低剩餘參賽者被淘汰。此程序繼續,直至一給定群組僅留下晉級位置為止。 In an exemplary embodiment, three additional rules enhance the drama of the tournament format implemented on a dedicated slot machine. These additional rules are described below: • For each three-person camp, the order in which the cards are turned over is extremely important. This is because the order in which the cards appear is weighted. For each camp, the first card turned over will be worth three times its fantasy score. For each camp, the second card turned over will be double its fantasy score. For each camp, the third card turned over will be the weighted face value of its fantasy score. (Note: Fantasy points are defined as the percentage of fantasy points that a group of legends are eligible for.) The reason this rule is so important is because three legends, such as Mick Jagger, Robert Cray, and Jimmy James (from Tommy Tutone) - in that order - will produce more aggressive bids than if they were James, Cray, and Jagger in that order. •  For each new round, the maximum possible bid will be 5% lower than the previous round. The dealer will announce the maximum possible bid before each round begins. For example, for the first round, the dealer will announce a maximum bid of 100%. By the sixth round, the dealer will announce a maximum bid of 75%. This creates an urgency in the bidding process involved in each turn, but also enough skill to know an appropriate bid for a given camp so that the camp is not locked in with a ridiculously low bid. •  Fantasy Eliminator is added to the mix. This is the actual "game" segment where matches are determined. The game process is divided into several intervals. At the end of each interval, the lowest remaining participant in a given interval is eliminated. This process continues until only advancing positions are left for a given group.

在如所闡述之實例性實施例中,某人將最終得到一陣營;因為,每個參賽者皆恰好具有三個卡——每個人最終皆需要一陣容。然而,可能發生之情況係,未被叫牌之所有陣營皆被稱為「加擊」並將在所有陣營皆被展現之後被重新引入。若存在一個以上陣營沒有接收到一叫牌,則該等陣營將按其首次出現之次序被重新引入。而且,若前一陣營係一加擊,則一新回合之最大叫牌不會下降5%。當該等陣營在最後被重新引入時,每次引入一新陣營,該等叫牌便會下降5%。若在幻想消除器期間最後一名存在一平局,則在平局玩家(兩個或更多個)中,在最後回合中鎖定其陣營之玩家自動被宣佈為晉級參賽者。 一實例性實施例提供一種專用吃角子老虎機,用於實施: 用於進行幻想運動之一吃角子老虎機 In the exemplary embodiment as described, someone will eventually get a formation; because, each participant has exactly three cards - everyone needs a formation in the end. However, it may happen that all formations that have not been called are called "hit" and will be reintroduced after all formations have been revealed. If there is more than one formation that has not received a call, the formations will be reintroduced in the order in which they first appeared. Moreover, if the previous formation was a hit, the maximum bid of a new round will not be reduced by 5%. When the formations are reintroduced at the end, the bids will be reduced by 5% each time a new formation is introduced. If there is a tie for the last place during the fantasy eliminator, then among the tied players (two or more), the player whose camp was locked in the last round is automatically declared as the advanced participant. > An exemplary embodiment provides a dedicated slot machine for implementing: A slot machine for playing fantasy sports

圖6至圖9圖解說明實施為一專用吃角子老虎機之一實例性實施例,其展示用於在專用吃角子老虎機上以多參賽者小群組回合實施一錦標賽之使用者介面之基本元素。專用吃角子老虎機及其上之使用者介面可用於在一實例性實施例之專用吃角子老虎機上實施各種不同錦標賽型式。以下闡述提供一實例性實施例中之一種此錦標賽型式之一總體概述。Figures 6-9 illustrate an exemplary embodiment implemented as a dedicated slot machine, which shows the basic elements of a user interface for implementing a tournament with multiple small group rounds of players on the dedicated slot machine. The dedicated slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the dedicated slot machine of an exemplary embodiment. The following description provides a general overview of one such tournament format in an exemplary embodiment.

在下文所闡述之各種實例性實施例中,在一專用吃角子老虎機上實施即時/實況事件及相關錦標賽型式。此等實例性實施例將吃角子老虎機帶入21世紀,並使用現實生活事件將專用吃角子老虎機自一靜態實體(當前僅僅基於已存資訊)變換成一即時/實況事件戲設備。In various exemplary embodiments described below, real-time/live events and related tournament formats are implemented on a dedicated slot machine. These exemplary embodiments bring slot machines into the 21st century and transform dedicated slot machines from a static entity (currently based only on stored information) into a real-time/live event gaming device using real-life events.

出於此實例性實施例之目的,區分一即時/實況事件之含義係很重要的。並非一即時/實況事件型式之一實例係讓一群撲克牌玩家參加一線上吃角子錦標賽。此可能係一即時/實況事件,但彼名稱僅係指正在進行遊戲之參與者—而不是其在錦標賽中使用之遊戲材料本身。實例性實施例闡述構成遊戲材料本身之即時/實況活動事件。吃角子老虎機不再係簡單地基於預定義之若干組卡出現,從而排成三個連續櫻桃或者甚至使一輪自旋,希望創造一財富。本文中所闡述之各種實例性實施例之此專用吃角子老虎機及特定錦標賽型式係基於即時/實況事件資料的。換言之,玩家對遊戲本身所做之決策係基於正在進行遊戲時正在發生之事件。For the purposes of this exemplary embodiment, it is important to distinguish what is meant by a real-time/live event. One example of a type of real-time/live event that is not a real-time/live event is having a group of poker players participate in an online slot tournament. This may be a real-time/live event, but the name refers only to the participants who are playing the game—not the game materials themselves that are used in the tournament. The exemplary embodiments describe real-time/live activity events that constitute the game materials themselves. Slot machines are no longer simply based on a predefined number of sets of cards appearing, arranging three consecutive cherries or even spinning a round in the hope of creating a fortune. This dedicated slot machine and specific tournament format of the various exemplary embodiments described herein are based on real-time/live event data. In other words, the decisions players make about the game itself are based on events that are happening while the game is being played.

此即時/實況事件吃角子想法可用於所有類型之現實生活事件。出於此實例性實施例之目的,所闡述實例性實施例使用具有即時/實況運動事件之專用吃角子老虎機來創建一新類型之吃角子老虎機。甚至更具體而言,所闡述實例性實施例藉由修改參加幻想運動遊戲之某些當前方式來用於幻想運動,以增強如本文中所闡述之即時/實況事件吃角子老虎機實施例。 •  如本文中所闡述之專用吃角子老虎機被放置在世界各地之娛樂場或其他場館中。此等專用吃角子老虎機可經程式化以提供與參賽者可能期望參加之任何即時/實況事件相關之一比賽。 •  此等專用吃角子老虎機被鏈接至一中央網路可存取資料庫,使得在一給定「群組遊戲」中比賽之參賽者可在世界各地之不同娛樂場/場館進行遊戲。換言之,若一人在拉斯維加斯MGM™中坐了下來,則其不必坐著等待直至其六個人群組被坐在彼特定MGM™娛樂場之人填滿。與其比賽之其他五個玩家可坐在世界上任何地方之娛樂場/場館中。 •  參賽者坐在其本身個別專用吃角子老虎機/終端機處,如本文中所闡述。該等參賽者可選擇參加$1、$5、$20、$50及$100之競賽(或娛樂場/場館認為對一吃角子老虎機有吸引力之任何其他參賽金額)。 •  當一參賽者觀看專用吃角子老虎機/終端機之顯示螢幕時,其將在顯示螢幕上看到一影像,如本文中所闡述之一實例性實施例之使用者介面邏輯所呈現,展示具有六個位置之一虛擬卡桌(例如,參見圖9)。專用吃角子老虎機/終端機處之參賽者將係佔用由專用吃角子老虎機/終端機呈現之虛擬卡桌處之此六個位置中之一者的玩家中之一者。 •  參賽者將一遊戲券獎值投入與其想要參與之遊戲級別對應之專用吃角子老虎機/終端機中。舉例而言,為了進入遊戲,參賽者可能在1甲代幣遊戲中投入1甲代幣,在10甲代幣遊戲中投入10甲代幣,或者在20甲代幣遊戲中投入20甲代幣。 •  然後,參賽者拉動手柄(或者啟動一控制桿或按下專用吃角子老虎機/終端機之使用者介面上之一按鈕),並且專用吃角子老虎機/終端機開始產生各種吸引人且有趣之圖形,該等圖形不斷閃爍,直至參賽者具有一完整群組之六個其他玩家(該等玩家亦在為相同進入獎值進行遊戲)與之對戰為止。因為遊戲將很快被玩家填滿,所以花費約五秒之圖形顯示產生將花費比填滿一實況群組之玩家所需之時間更長之時間,此將即刻發生,因為遊戲及玩家鏈接至整個國家/世界之娛樂場/場館(例如,地理上分佈之)。 •  在一實例性實施例中,群組總是由六個參賽者組成。 •  將填滿由專用吃角子老虎機/終端機呈現之虛擬卡桌處之剩餘五個位置之其他五個參賽者在一給定參賽者面前之顯示螢幕上將係匿名的。使用者介面邏輯將為每一玩家組態實例性實施例之使用者介面,以將不同玩家位置識別為「你」、「參賽者#1」、「參賽者#2」等(參見圖9)。 •  實例性實施例之使用者介面將指令參賽者,其將看到三個幻想體育運動員。 •  參賽者將被指令,遊戲將基於來自當前正在進行之某些運動事件之實況得分。 •  對於每個群組之六個比賽參賽者,此等群組中之每一者中最高得分之兩個參賽者被視為獲勝者。在獲得第一名與第二名之間不存在區別。最高得分之兩個參賽者兩者皆係獲勝者,並且若該兩個參賽者選擇兌現,則便有資格獲得相同獎賞。 •  每一群組之此兩個最高得分之獲勝者具有兩個選項中之一者。兩個最高得分之獲勝者可:1)藉由按壓一按鈕(或者啟動專用吃角子老虎機/終端機之使用者介面上之一虛擬物件)來兌現,該按鈕對遊戲券進行兌現並使其遊戲券翻倍,或者2)該等獲勝者可藉由拉動手柄(或者啟動專用吃角子老虎機/終端機之使用者介面上之一控制桿或按下一按鈕)來選擇「轉好運」,以與五個其他新參賽者形成一新群組,並嘗試藉由加入一新回合中來使其遊戲券再次翻倍。 •  一群組之最低得分之四個參賽者被淘汰並失去其遊戲券。最低得分之四個參賽者可離開專用吃角子老虎機,或者將更多遊戲券投入至專用吃角子老虎機中,以藉由加入至一新群組之六個參賽者中來再次進行遊戲。 •  娛樂場/場館在兩個方向上為獲勝參賽者提供強大動力,以使其留下來進行另一回合而不是進行兌現。首先,獲勝參賽者可「轉好運」並試圖在每次其留下來而不是進行兌現時使其遊戲券再次翻倍。其次,實例性實施例之專用吃角子老虎機體驗為人們留下來提供了另一巨大激勵。連續十次晉級之任何參賽者將參加由其正在裡面進行遊戲之娛樂場/場館贊助之一冠軍錦標賽(TOC)。 •  一實例性實施例中之TOC型式在一專用吃角子老虎機、線上或在一娛樂場/場館舞廳中使用相同即時/實況活動實況幻想運動型式。 •  提供TOC之基本原理係為參賽者提供一巨大激勵,使其不進行兌現並繼續在專用吃角子老虎機上進行遊戲。TOC向獲勝者及其他頂級完成者支付數百萬甲代幣,並且此係一非常有吸引力之激勵,以鼓勵人們嘗試並獲得資格(且因此不會進行兌現)。 •  出於澄清目的,即使參賽者可能扮演由其他娛樂場/場館之一管理實體指派之人,此亦並不意味著此係一經協調多娛樂場TOC。每一娛樂場/場館皆主辦其本身TOC,此可直接自其網站運行,自其本身吃角子老虎機運行,或者甚至可在其娛樂賭場/場館中進行實況活動。 •  娛樂場激勵參賽者不進行兌現之原因係,每當參賽者進行轉好運地進入另一回合中時,娛樂場/場館獲得之遊戲券之百分比便會顯著上升。舉例而言,若每個群組之兩個獲勝者總是進行兌現,則娛樂場將接收到33%之一標準收入。然而,若玩家從不進行兌現並一直轉好運,則至第十回合時,娛樂場/場館將總是獲得98.3%之一驚人收入。 •  上文所陳述之表展示取決於參賽者決定再次進行兌現之回合來劃分娛樂場收入與參賽者收入之一實例,其說明若玩家決定留在遊戲中對娛樂場/場館之益處。 •  參賽者可在一專用吃角子老虎機上進行遊戲多達15個回合,此乃因其試圖在每一新回合皆使其遊戲券翻倍。此意味著該等參賽者可繼續嘗試,並且甚至在藉由連續十次成功獲勝來獲得TOC資格之後將其遊戲券再次翻倍。若一TOC資格賽在第11至15回合中失敗,則該等參賽者不會喪失其TOC席位。 一實例性實施例中用於即時 / 實況運動事件之專用吃角子老虎機錦標賽結構 This real time/live event slot idea can be used for all types of real life events. For purposes of this exemplary embodiment, the described exemplary embodiment uses a dedicated slot machine with a real time/live sports event to create a new type of slot machine. Even more specifically, the described exemplary embodiment is used for fantasy sports by modifying certain current ways of playing fantasy sports games to enhance the real time/live event slot machine embodiments as described herein. • Dedicated slot machines as described herein are placed in casinos or other venues around the world. These dedicated slot machines can be programmed to offer a tournament related to any real time/live event that a participant may wish to participate in. • These dedicated slot machines are linked to a central network accessible database, allowing participants playing in a given "group game" to play at different casinos/venues around the world. In other words, if a person sits down at MGM™ in Las Vegas, they do not have to sit and wait until their group of six players is filled by people sitting at that particular MGM™ casino. The other five players they are playing against can be seated in casinos/venues anywhere in the world. • Participants sit at their own individual dedicated slot machine/terminal as explained herein. Such participants can choose to enter $1, $5, $20, $50 and $100 tournaments (or any other entry amount that the casino/venue deems attractive for a slot machine). • When a participant views the display screen of a dedicated slot machine/terminal, he or she will see an image on the display screen, as presented by the user interface logic of an exemplary embodiment described herein, showing a virtual card table with six positions (e.g., see FIG. 9 ). The participant at the dedicated slot machine/terminal will be one of the players occupying one of the six positions at the virtual card table presented by the dedicated slot machine/terminal. • The participant deposits a game ticket prize into the dedicated slot machine/terminal corresponding to the game level he or she wishes to participate in. For example, to enter a game, a participant may deposit 1 A token in a 1 A token game, 10 A tokens in a 10 A token game, or 20 A tokens in a 20 A token game. • The participant then pulls the handle (or activates a joystick or presses a button on the dedicated slot machine/terminal's user interface) and the dedicated slot machine/terminal begins to generate a variety of attractive and interesting graphics that flash continuously until the participant has a full group of six other players (who are also playing for the same entry bonus) to play against. Because the game will fill up quickly with players, the graphical display taking about five seconds to generate will take longer than the time required to fill up a live group of players, which will happen instantly because the game and players are linked to casinos/venues throughout the country/world (e.g., geographically distributed). • In an exemplary embodiment, the group will always consist of six participants. • The other five participants who will fill the remaining five positions at the virtual card table presented by the dedicated slot machine/terminal will be anonymous on the display screen in front of a given participant. User Interface Logic will configure the user interface of the example embodiment for each player to identify different player positions as "You,""Player#1,""Player#2," etc. (See FIG. 9 ). • The user interface of the example embodiment will instruct the player that he will see three fantasy sports players. • The player will be instructed that the game will be based on live scores from certain sporting events currently in progress. • For each group of six tournament players, the two highest scoring players in each of such groups are deemed the winners. There is no distinction between first and second place. The two highest scoring players are both winners and are eligible for the same prize if both players choose to cash out. • The two highest scoring winners of each group have one of two options. The two highest scoring winners can: 1) Cash out by pressing a button (or activating a virtual object on the dedicated slot machine/terminal's user interface) which cashes out the game ticket and doubles their game ticket, or 2) the winners can choose to "Turn Luck" by pulling the handle (or activating a joystick or pressing a button on the dedicated slot machine/terminal's user interface) to form a new group with five other new participants and attempt to double their game tickets again by joining a new round. • The four lowest scoring participants of a group are eliminated and lose their game tickets. The four lowest scoring participants can leave the dedicated slot machine, or put more tickets into the dedicated slot machine to play again by joining a new group of six participants. • The casino/venue provides strong incentives for winning participants to stay for another round rather than cashing out in two directions. First, the winning participant can "turn his luck" and try to double his tickets again each time he stays instead of cashing out. Second, the dedicated slot machine experience of the example embodiment provides another great incentive for people to stay. Any participant who advances ten times in a row will enter a Tournament of Champions (TOC) sponsored by the casino/venue in which he is playing. • The TOC format in one example embodiment uses the same real-time/live action live fantasy sports format at a dedicated slot machine, online or in a casino/venue ballroom. • The rationale for offering a TOC is to provide a huge incentive for entrants to not cash out and continue playing at the dedicated slot machines. The TOC pays millions of A-Tokens to winners and other top finishers, and this is a very attractive incentive to encourage people to try and qualify (and therefore not cash out). • For purposes of clarification, even though entrants may be playing as someone assigned by one of the other casino/venue management entities, this does not mean that this is a coordinated multi-venue TOC. Each casino hosts its own TOC, which may be run directly from its website, from its own slot machines, or even live at its casino/venue. • The reason casinos incentivize players not to cash out is that each time a player lucks into another round, the percentage of tickets the casino receives rises dramatically. For example, if the two winners in each group always cash out, the casino will receive a standard revenue of 33%. However, if the player never cashes out and keeps lucking through, by the tenth round the casino will always receive an amazing 98.3%. • The table presented above shows an example of the division of casino revenue and participant revenue depending on the round in which the participant decides to cash out again, illustrating the benefit to the casino/venue if the player decides to stay in the game. • Participants can play up to 15 rounds on a dedicated slot machine as they attempt to double their game tickets with each new round. This means that such participants can continue to try and double their game tickets again even after qualifying for the TOC with ten consecutive successful wins. If a TOC qualifier fails in rounds 11 to 15, the participants do not lose their TOC seat. Dedicated Slot Tournament Structure for Live / Live Sports Events in an Exemplary Embodiment

以下闡述在一實例性實施例中提供用於即時/實況運動事件之專用吃角子老虎機錦標賽結構之一總體概述: •  每一回合遊戲存在五個叫牌階段。 •  參賽者一次對三個運動員進行叫牌。三個運動員之此等群組被稱為「陣營」。 •  參賽者僅得到三個運動員之一陣營作為其幻想陣容。 •  第一次,一參賽者贏得一叫牌,其將接收到其對其進行叫牌之所有三個運動員,此就完成其陣容。不再允許該等參賽者對任何運動員陣營進行叫牌。在專用吃角子老虎機顯示螢幕上該等參賽者之位置旁邊會放置有一黑色圓圈,指示其已完成鎖定一陣營之嘗試。 •  專用吃角子老虎機藉由對卡進行洗牌並放下前三個卡來開始選擇程序。 •  所有六個參賽者皆具有對三個運動員進行一百分比叫牌(最大範圍係自1%至100%)或者以一「不叫牌」放棄對該等運動員叫牌之選項。 •  參賽者具有30秒來進行一叫牌。為了使叫牌正式,一參賽者拉動專用吃角子老虎機之控制桿(或者以其他方式啟動顯示在專用吃角子老虎機之顯示螢幕上之一按鈕或一物件)。若一參賽者未能在所規定時間期間進行一叫牌,則該參賽者將自動接收到一「不叫牌」。叫牌係基於拉動控制桿(或啟動其他物件)以打破平局之時間來標記時間的。 •  因為參賽者僅具有30秒來為五個回合中之每一者叫牌,所以整個遊戲之叫牌程序僅花費兩分三十秒。 •  一旦每個人皆具有其陣營,則專用吃角子老虎機便基於各別陣營中每一運動員之即時/實況活動幻想積分總數即刻運算出匹配賽之最終得分。 •  百分比叫牌不能係一小數或一分數。該百分比叫牌必須係一完整百分數。 •  參賽者在顯示螢幕上之其排位旁邊會一直具有一綠色、紅色或黑色圓圈。一綠色圓圈表示參賽者已轉至其叫牌中。一紅色圓圈表示參賽者尚未提交其叫牌。一黑色圓圈表示參賽者已在前一回合鎖定其陣營。 •  最低叫牌贏得三個運動員之整個陣營。若兩個或兩個以上參賽者在最佳叫牌上存在一平局,則首先提交其叫牌之參賽者將接收到該陣營。 •  若參賽者中沒有一個對一陣營進行叫牌,則此陣營稍後將作為一「加擊」被重新引入(參見下文關於一加擊之一更詳細解釋)。換言之,不會存在三個運動員之一新群組來替換不具有叫牌者之一陣營。 •  一旦一參賽者贏得三個運動員之一陣營,則其便具有一完整陣容且不再有資格進行叫牌。卡桌上該等參賽者之排位旁邊會放置有一黑色圓圈,指示其不再有資格進行叫牌。 The following provides a general overview of a dedicated slot tournament structure for real-time/live sports events in one example embodiment: • There are five calling phases per round of play. • Players call on three players at a time. Such groups of three players are called "lines." • Players only get one line of three players as their fantasy lineup. • The first time a player wins a call, they will receive all three players they called on, completing their lineup. Such players are no longer allowed to call on any player line-up. A black circle is placed next to the player's position on the dedicated slot machine display screen, indicating that the attempt to lock a camp has been completed. • The dedicated slot machine begins the selection process by shuffling the cards and laying down the first three cards. • All six players have the option to make a percentage call on three players (maximum range from 1% to 100%) or to forgo calling on the players with a "no call". • Players have 30 seconds to make a call. To make the call official, a player pulls the dedicated slot machine's joystick (or otherwise activates a button or an object displayed on the dedicated slot machine's display screen). If a player fails to make a call within the allotted time period, that player will automatically receive a "no call". Calls are timed based on the time it takes to pull the lever (or activate other objects) to break a tie. •  Because players only have 30 seconds to call for each of the five rounds, the entire game calling process takes only two minutes and thirty seconds. •  Once everyone has their team, the dedicated slot machine instantly calculates the final score of the match based on the real-time/live action fantasy point totals of each player in the respective team. •  Percent calls cannot be a fraction or a fraction. The percentage call must be a full percent. •  A participant will always have a green, red, or black circle next to their position on the display. A green circle means that the participant has moved on to their call. A red circle means that the participant has not yet submitted their call. A black circle means that the participant has locked their formation in the previous round. •  The lowest call wins the entire formation of three players. If there is a tie between two or more participants on the best call, the participant who submitted their call first receives the formation. •  If none of the participants calls on a formation, the formation will be reintroduced later as a "hit" (see below for a more detailed explanation of a hit). In other words, there will not be a new group of three players to replace a formation that does not have a caller. •  Once a competitor wins a lineup of three players, they have a complete lineup and are no longer eligible to call. A black circle will be placed next to the ranking of these competitors on the card table to indicate that they are no longer eligible to call.

為何一參賽者不對其真正喜歡之第一陣營之運動員進行1%叫牌呢?若最低叫牌獲勝,此似乎係一顯而易見之策略,亦即藉由提交作為1%之最低百分比來自動鎖定其所期望之運動員。然而,此策略會適得其反,且將無形中保證參賽者會排在最後一名。如此做之原因係因為百分比叫牌提供有兩個目的。該叫牌不僅藉由具有最低叫牌來鎖定運動員,而且該叫牌亦對進行低得不合理之叫牌之參賽者進行嚴重罰分。舉例而言,一個1%叫牌無疑將為一參賽者贏得其所期望之運動員,但此叫牌亦表示每一運動員在遊戲本身中有資格獲得之幻想積分之百分比。舉例而言,若某人叫牌1%來贏得其所期望之一幻想橄欖球群組,諸如Peyton Manning、Calvin Johnson及Marshawn Lynch,其將非常失望地得知其亦僅獲得此三個運動員中之每一者在其各自遊戲中得分之幻想積分之1%。作為一結果,如由百分比叫牌表示之參賽者之叫牌之一值被用於將參賽者之得分或接收到之積分數量進行折扣或減少一對應量。以此方式,以一最小級別叫牌之一參賽者亦將僅接收到一對應最小級別下之一得分或積分數量。Why wouldn't a player make a 1% bid for a player in the first camp that they really like? If the lowest bid wins, it would seem to be an obvious strategy to automatically lock in their desired player by submitting the lowest percentage as 1%. However, this strategy is counterproductive and will virtually guarantee that the player will be in last place. The reason for this is because percentage bidding serves two purposes. Not only does the bidding lock in players by having the lowest bid, but the bidding also severely penalizes players who make unreasonably low bids. For example, a 1% bid will undoubtedly win a player their desired player, but the bid also represents a percentage of fantasy points that each player is eligible to earn in the game itself. For example, if one calls 1% to win a fantasy football group one desires, such as Peyton Manning, Calvin Johnson, and Marshawn Lynch, one will be very disappointed to learn that one also only receives 1% of the fantasy points scored by each of these three players in their respective games. As a result, a value of a participant's call, as represented by a percentage call, is used to discount or reduce the number of points the participant scores or receives by a corresponding amount. In this way, a participant who calls at a minimum level will also only receive a number of points or points at a corresponding minimum level.

在實例性實施例中,設置在一個關鍵方式中可能看起來不公平。舉例而言,三個運動員之一陣營可能潛在地具有三個無用物,像一橄欖球競賽之所有踢球者那般,而三個運動員之另一陣營具有所有高值運動員,像同一比賽之四分衛那般。此難道不荒謬麼,此乃因四分衛比踢球者有價值得多? 在實例性實施例中,所闡述型式實際上將選擇程序轉變成技巧成為一主要因素之一鉚接走鋼絲練習。將此等群組之運動員想像成股票。股票愈值錢,叫牌便愈激進。正確價格將由叫牌設定。95%之其幻想積分下之三名踢球者可能比12%之其幻想積分下之三名四分衛更有價值。此叫牌程序創建了一巨量之策略以供參與者考量。In an exemplary embodiment, the arrangement may seem unfair in a critical manner. For example, one camp of three players may potentially have three useless players, like all the kickers for a football game, while another camp of three players has all high-value players, like the quarterbacks for the same game. Isn't this absurd, since the quarterbacks are more valuable than the kickers? In an exemplary embodiment, the described pattern actually turns the selection process into a tightrope walking exercise where skill becomes a major factor. Think of these groups of players as stocks. The more valuable the stock, the more aggressive the bidding. The correct price will be set by the bidding. Three kickers at 95% of their fantasy points may be more valuable than three quarterbacks at 12% of their fantasy points. This calling process creates a huge number of strategies for participants to consider.

在實例性實施例中,兩個額外規則加強了在專用吃角子老虎機上實施之錦標賽型式之戲劇性。此等額外規則闡述如下: •  對於一陣營中之每一運動員,陣營對其皆可具有乘數。整個陣營之乘數範圍可自6×(讀作「6倍」)一直變化至10×。不過,該等乘數並沒有被統一指派給陣營中之每一運動員。乘數可被拆分,並且對個別運動員具有不同強度級別。舉例而言,專用吃角子老虎機可在乘數係7×時閃爍,此意味著所展示之三個運動員(例如,參見圖9)將具有一總和總數為7×之乘數;然而,該等乘數之位置將係隨機的,如其對每一運動員之強度(或值)亦係隨機的。對於7×實例,此意味著3個運動員之乘數之總數必須加起來為7。有可能第一運動員值1×之其幻想積分總數,第二運動員值5×之其幻想積分總數,並且且第三運動員值1×之其幻想積分總數。亦有可能分別係2×、2×及3×。使用稍後實例,此意味著翻過來之第一卡將意味著該運動員將值雙倍之其幻想得分。翻過來之第二卡意味著該運動員將值雙倍之其幻想得分。翻過來之第三卡將意味著該運動員將值三倍之其幻想得分。(注意:幻想得分被定義為一群組運動員有資格獲得之幻想積分之百分比,該得分由該陣營所鎖定之叫牌判定。) •  對於每一新回合,可能之最大叫牌將比前一回合低8%。專用吃角子老虎機將展示每一回合之叫牌範圍。舉例而言,對於第一回合,專用吃角子老虎機將給出如1%至100%之範圍。至第四回合,此範圍將降至1%至76%。此產生涉及每一回合之叫牌程序之一緊迫性,但亦具有足夠技巧來知曉一給定陣營之一適當叫牌,使得不會以一低得離譜之叫牌對該陣營進行鎖定。在五個回合之叫牌已發生之後,留在不具有一陣營之群組中之最後一人自動得到未按該陣營中之每一運動員之幻想積分之60%進行叫牌之最後陣營。參見上文針對一實例實施例闡述之「展示每一回合所允許之最大及最小叫牌百分比之表」。 In an example embodiment, two additional rules enhance the drama of a tournament format implemented on a dedicated slot machine. These additional rules are described below: • For each player in a camp, the camp can have a multiplier for that player. The multiplier for the entire camp can range from 6× (read "6 times") all the way up to 10×. However, these multipliers are not uniformly assigned to each player in the camp. Multipliers can be split and have different levels of intensity for individual players. For example, a dedicated slot machine may flash when the multiplier is 7×, which means that the three players displayed (e.g., see FIG. 9 ) will have a multiplier that sums to 7×; however, the location of the multipliers will be random, as will the strength (or value) for each player. For the 7× example, this means that the total of the multipliers for the three players must add up to 7. It is possible that the first player is worth 1× his total fantasy points, the second player is worth 5× his total fantasy points, and the third player is worth 1× his total fantasy points. It is also possible that they are 2×, 2×, and 3×, respectively. Using the later example, this means that the first card turned over will mean that the player will be worth double his fantasy points. The second card turned over means that player will be worth double his fantasy points. The third card turned over will mean that player will be worth triple his fantasy points. (Note: Fantasy points are defined as the percentage of fantasy points that a group of players are eligible to earn, as determined by the call that the camp is locked in on.) •  For each new round, the maximum possible call will be 8% lower than the previous round. The dedicated slot machine will display the call range for each round. For example, for the first round, the dedicated slot machine will give a range of 1% to 100%. By the fourth round, this range will drop to 1% to 76%. This creates an urgency in the calling process involved in each round, but also enough skill to know an appropriate call for a given camp so that the camp is not locked in with a ridiculously low call. After five rounds of calling have occurred, the last person left in the group without a camp automatically gets the last camp that does not call at 60% of the fantasy points of each player in that camp. See the "Table Showing Maximum and Minimum Call Percentages Allowed for Each Round" explained above for an example embodiment.

在給定如上文所提供之實例性實施例之闡述的情況下,若某些陣營可能具有低至一個6×乘數而其他陣營可能具有高達一個10×乘數,則人們可能認為該遊戲不公平。然而,一實例性實施例之此特徵使得遊戲甚至更具策略性。現在,參賽者將必須在計算中考量如下事實,亦即一陣營之強大運動員可能會因為其具有一較小乘數而值變小,而一平庸群組之運動員可能會因為其更值一較高乘數而值增加。即使一強大群組之運動員具有一個10×乘數,此亦並非一問題。此陣營之適當百分比叫牌將顯著低於正常水平。相反,應能夠以遠高於正常水平之一叫牌對具有一小乘數之一平庸群組之運動員進行鎖定。Given the description of the example embodiment provided above, one might think that the game is unfair if some camps might have as low as a 6× multiplier while other camps might have as high as a 10× multiplier. However, this feature of an example embodiment makes the game even more strategic. Now, players will have to factor in the fact that a camp's strong players might be worth less because they have a smaller multiplier, while a mediocre group of players might be worth more because they are worth a higher multiplier. Even if a strong group of players has a 10× multiplier, this is not a problem. The proper percentage call for this camp will be significantly lower than normal. Conversely, it should be possible to target a mediocre group of players with a small multiplier with a bid well above normal.

在如所闡述之實例性實施例中,某人將最終得到一陣營;因為,每個參賽者皆恰好具有一個陣營——每個人最終皆需要一陣容。未被叫牌之所有陣營皆被稱為「加擊」且將在所有陣營已被展現之後被重新引入。若存在一個以上陣營未接收到一叫牌,則該陣營將按其首次出現之次序被重新引入。而且,若前一陣營係一加擊,則一新回合之最大叫牌不會下降8%。當未被叫牌之陣營被重新引入並且所有六個陣營已被展示且被叫牌或放棄叫牌時,每次一個新陣營被重新引入並被叫牌時,經重新引入陣營之最大叫牌下降8%。若在一最終位置存在一平局,則在平局玩家當中,在最低或最新回合中鎖定其陣營之人晉級。In the exemplary embodiment as described, someone will eventually get a camp; because, each participant has exactly one camp - everyone eventually needs a camp. All camps that have not been called are called "strikes" and will be reintroduced after all camps have been revealed. If there is more than one camp that has not received a call, the camps will be reintroduced in the order they first appeared. Moreover, if the previous camp was a strike, the maximum bid for a new round will not be reduced by 8%. When a camp that has not been called is reintroduced and all six camps have been revealed and called or abandoned, each time a new camp is reintroduced and called, the maximum bid of the reintroduced camp is reduced by 8%. If there is a tie at a final position, the player in the tie who locked his or her faction in the lowest or most recent turn advances.

一旦在一特定回合中接收到來自一群組中之參賽者之叫牌,便將針對最終位置使該群組中之六個參賽者得分。一實例性實施例之專用吃角子老虎機可搜集競賽中所有運動員之資料且然後運算出最終位置。在所有參賽者已鎖定其陣營之後,此運算將不會花費超過五秒。專用吃角子老虎機可將所有運動員之得分繪製成表,且然後將每一陣營之運動員之三個得分加起來。然後,每一參賽者將在專用吃角子老虎機使用者介面螢幕上進行1-6 (1至6)之排名(例如,參見圖7及圖8)。舉例而言,為將一單個運動員之得分繪製成表,需要三個資訊組分。首先,運動員之平均幻想遊戲得分必須係鏈接至管理實體網站之資料庫之一部分,以便於擷取。所需之資訊之第二組分係鎖定運動員之叫牌。最終,運動員之乘數必須包含於運算中。使用橄欖球作為一實例,讓我們假定Tom Brady具有10之一連續幻想遊戲積分總數。然後假定在68%之幻想積分下對其進行鎖定,並且其乘數係3×。由於10之68%係6.8,並且當6.8乘以3時,結果係20.4。此意味著Brady之得分將被加至其陣營中之其他兩個運動員,作為彼參賽者之一最終得分被公佈。最終,平局局面總是藉由在稍後回合中獎勵給鎖定其陣營的獲得較高排位之人來打破。 一替代實例性實施例中之專用吃角子老虎機錦標賽結構 Once a call from a contestant in a group is received in a particular round, six contestants in the group will be scored for the final position. The dedicated slot machine of an exemplary embodiment can collect the data of all athletes in the competition and then calculate the final position. After all contestants have locked their camps, this calculation will not take more than five seconds. The dedicated slot machine can draw the scores of all athletes into a table, and then add up the three scores of the athletes in each camp. Then, each contestant will be ranked 1-6 (1 to 6) on the dedicated slot machine user interface screen (for example, see Figures 7 and 8). For example, in order to draw the score of a single athlete into a table, three information components are required. First, the player's average fantasy game score must be part of a database linked to the managing entity's website for easy retrieval. The second component of information required is the call that targets the player. Finally, the player's multiplier must be included in the calculation. Using football as an example, let's assume that Tom Brady has a running fantasy game point total of 10. Then assume that he is targeted at 68% of fantasy points and his multiplier is 3×. Since 68% of 10 is 6.8, and when 6.8 is multiplied by 3, the result is 20.4. This means that Brady's score will be added to the other two players in his camp and posted as the final score of one of the participants. Ultimately, ties are always broken by rewarding the higher ranking person who locked in his or her faction in a later round. Dedicated Slot Tournament Structure in an Alternative Example Embodiment

以下闡述提供一替代實例性實施例中之專用吃角子老虎機錦標賽結構之一總體概述。在如上文所闡述之專用幻想運動吃角子老虎機之一替代實施例中,替代吃角子老虎機實施例包含上文所闡述之所有內容,但添加了一個變數。此替代實施例要求參賽者創建該等參賽者對其進行叫牌之群組。此替代實施例之程序闡述如下。 •  一疊中存在18個卡。 •  參賽者可提前在使用者介面螢幕上看到所有18個卡。 •  每一參賽者創建將在叫牌程序中引入之六個陣營中之一者。 •  參賽者選擇18個運動員中之三者來表示其為叫牌程序創建之陣營。參賽者具有30秒來進行其挑選。 •  選擇程序係「盲目的」,因此一群組中之六個參賽者中之任一者皆不知曉該群組之其他成員正在選擇什麼。 •  一旦一參賽者為叫牌程序創建其三人陣營,該參賽者便拉動專用吃角子老虎機之控制桿(或者以其他方式啟動一按鈕或所顯示物件)。 •  若一參賽者在30秒時限內沒有選擇三個運動員之一陣營,則專用吃角子老虎機將為該參賽者選擇三個運動員之一陣營。 •  一旦所有六個參賽者已創建一陣營,遊戲便被設定為開始。 •  值得注意的係,僅僅因為一參賽者創建六個陣營中之一者,此並不一定意味著此陣營將係其最終為幻想運動比賽鎖定之陣營。參賽者確實接收到之陣營將由叫牌程序判定。 •  此程序造成了18個運動員卡中之某些運動員卡沒有被選擇而其他運動員卡被不止一次被選擇之可能性。 •  由參賽者創建之此六個陣營係隨機引入的並遵循先前所闡述之程序之所有規則——其中具有一個明顯例外。一給定陣營中之運動員可能並非全部值100%之其每遊戲幻想積分值來開始。此值係藉由一給定運動員被複製多少次來判定。 •  當引入三個運動員之一陣營時,若一給定運動員在一陣營中僅被選擇一次,則其將值100%之其每遊戲幻想運動積分值。另一方面,若其被複製,並且給定運動員不止一次被選擇,則每次其被複製時,其在每次此複製發生時將值被減少20%之其每遊戲幻想積分平均值。 •  在叫牌程序期間引入三個運動員之陣營時,每一個別運動員在任何給定時間可用之幻想積分之百分比(基於此複製罰分)將顯著地顯示在每一運動員卡上。參見上文所陳述之表,其展示在陣營之形成期間一運動員每次被複製時之複製罰分。 The following description provides a general overview of the structure of a dedicated slot machine tournament in an alternative exemplary embodiment. In an alternative embodiment of a dedicated fantasy sports slot machine as described above, the alternative slot machine embodiment includes everything described above, but with one variable added. This alternative embodiment requires the participants to create the groups that they bid on. The process of this alternative embodiment is described below. • There are 18 cards in a stack. • The participants can see all 18 cards on the user interface screen in advance. • Each participant creates one of the six formations that will be introduced in the bidding process. • The participants select three of the 18 players to represent the formation they create for the bidding process. The participants have 30 seconds to make their selections. • The selection process is "blind" so that none of the six players in a group know what the other members of the group are selecting. • Once a player creates his or her three-player lineup for the bidding process, the player pulls the dedicated slot machine's lever (or otherwise activates a button or displayed object). • If a player does not select a lineup of three players within the 30-second time limit, the dedicated slot machine will select a lineup of three players for that player. • Once all six players have created a lineup, the game is set to begin. •  It is important to note that just because a player creates one of the six lineups, it does not necessarily mean that this lineup will be the one they ultimately lock in for fantasy sports play. The lineup a player actually receives will be determined by the calling process. •  This process creates the possibility that some of the 18 player cards are not selected while others are selected more than once. •  The six lineups created by players are randomly introduced and follow all the rules of the process described previously - with one notable exception. Players in a given lineup may not start at all 100% of their per-game fantasy points value. This value is determined by how many times a given player is copied. •  When introducing a three player camp, if a given player is selected only once in a camp, he will be worth 100% of his per-game fantasy points value. On the other hand, if he is duplicated, and the given player is selected more than once, each time he is duplicated, he will be worth 20% of his per-game fantasy points average each time such duplication occurs. •  When introducing a three player camp during the calling process, the percentage of fantasy points available to each individual player at any given time (based on this duplication penalty) will be prominently displayed on each player card. See the table set forth above, which shows the duplication penalty each time a player is duplicated during the formation of the camp.

如本文中所闡述,基於即時/實況活動事件之幻想運動吃角子老虎機實施例提供市場上尚未見過之一獨特想法。在此等實例性實施例中,參賽者本身並不構成即時/實況活動事件,而是遊戲本身在比賽展開時使用即時/實況活動事件。此等實例性實施例自根本上改變了當前使用吃角子老虎機之方式。當吃角子老虎機玩家正在進行遊戲時,其突然以基於正在展開之事件之結果進行遊戲。此為吃角子老虎機添加了以前尚未有過之一維度。As described herein, fantasy sports slot machine embodiments based on real-time/live events offer a unique idea that has not been seen in the market. In these exemplary embodiments, the participants themselves do not constitute the real-time/live events, but rather the game itself uses the real-time/live events as the game unfolds. These exemplary embodiments fundamentally change the way slot machines are currently used. When a slot machine player is playing the game, they are suddenly playing with the results based on the events that are unfolding. This adds a dimension to slot machines that has not been there before.

為了使此等幻想運動吃角子老虎機實施例成為可能,存在三個關鍵要素對於此等實施例引入之幻想運動流派係新的且支援該實施。此三個關鍵要素包含以下各項: 1) 實例性實施例之幻想運動吃角子老虎機提供參賽者以三個或更多個參與者之小群組進行遊戲之一新穎型式—幻想運動競賽總是以兩種方式中之一者進行競賽—此兩種方式皆模仿現實生活運動。該型式使用一個一對一型式進行,或者其組態為其中整場地同時相互對抗。而且,為何此兩種型式已出現之原因係因為此等係真實實況運動事件如何競賽之型式,並且幻想運動競賽總是嘗試儘可能接近地模仿現實。在該兩種型式中,一對一型式係現實生活運動中最常見之競賽方式——無論是團隊比賽還是個人比賽。舉例而言,在團隊運動比賽中,從來不存在三個(或更多個)棒球隊彼此同時進行比賽。彼將係聞所未聞的。在棒球內場上總是存在兩個團隊彼此比賽。類似地,此結構適用於曲棍球、足球、籃球、橄欖球,且極坦率而言亦適用於大多數其他運動。相同一對一型式對諸如網球(單打及雙打兩者)、保齡球、擊劍、乒乓球、拳擊、摔跤等個人運動而言亦係相當普遍的。 幻想運動錦標賽組織者已進行拷貝之另一真實實況運動型式係「整場」概念。一整場事件係指以其中個人或團隊必須在同一時間進行整場比賽之一方式進行真實實況運動競賽。雖然此整場事件不如一對一型式那般普遍,但仍經常使用。此整場事件之實例係高爾夫、腳踏車運動、體操、游泳、田徑等。團隊或個人在一個大型事件中比賽,並且然後根據其完成情況或最終得分對團隊或個人進行排名。 幻想運動錦標賽組織者已嘗試重新創建在運動中使用之真實實況活動型式,以打動喜歡參與幻想運動事件之彼等人。出於此原因,幻想運動錦標賽組織者總是藉由使用一單挑型式或一「整場」型式來組態其產品,以模仿此等真實實況運動事件。然而,如本文中所闡述,存在另一方式使專用吃角子老虎機型式起作用,並且此係行業獨特之一概念。此獨特型式亦違背了現實生活運動事件如何競賽,且亦係為何以前沒有人如此做之原因。如本文中所闡述,一幻想運動吃角子老虎機型式之新穎方法係使三個或更多個參賽者之小群組同時相互比賽。而且,此與真實實況運動相違背,因為在現實生活中,Dolphins隊、49人隊及Jets隊在同一橄欖球遊戲中相互對抗係無意義的。恰好出於此原因,沒有人想過使Bob、Steve及Mary在同一幻想運動匹配賽中相互對抗,因為此組態並不模仿現實生活運動。 2) 一實例性實施例之幻想運動吃角子老虎機提供其中一運動員之幻想積分之一部分得分或者可得分之一新穎型式。幻想運動遊戲一直係一全有或全無命題。「擁有」某一運動員之參賽者總是接收到其運動員在其真實實況運動比賽中得分之所有幻想積分。相反,未擁有一運動員之參賽者將一無所獲或接收到零分。此係有助於使一幻想運動吃角子老虎機之實施成為可能之一極有價值之工具。此方法涉及給予參賽者其已鎖定之一給定運動員得分之幻想積分之一部分或小部分。一實例性實施例之此分數得分方法可以如下文所闡述之數種不同方式來實施。 a. 百分比叫牌—此係其中叫牌涉及抽取運動員之幻想積分之一百分比之一叫牌程序。根據此方法,參賽者為了鎖定一運動員而對一給定運動員進行一百分比叫牌。規則規定,提交最低百分比叫牌之參賽者鎖定其陣容之彼運動員。舉例而言,若三個參賽者對一給定運動員按68%、81%及98%進行叫牌,則會發生兩件事。首先,進行68%叫牌之參賽者將彼運動員接納入其幻想運動陣容。其次,該參賽者在比賽中僅接收到此運動員得分之幻想積分之68%。作為一結果,如由百分比叫牌表示之參賽者之叫牌之一值被用於將參賽者之得分或接收到之積分數量進行折扣或減少一對應量。以此方式,以一最小級別叫牌之一參賽者亦將僅接收到一對應最小級別下之一得分或積分數量。 b. 複製罰分—此型式允許幻想參賽者共用運動員而不是獨佔地擁有運動員,但當複製發生時,需要付出一代價。每當一運動員被複製,則該等運動員之幻想積分值便下降一經設定預定百分比。 c. 部分得分 此型式允許實際幻想運動競賽在相關即時/實況運動事件結束之前開始及結束。此意味著一給定運動員現在僅具有所得分之其幻想積分之一部分。僅對運動員在幻想競賽結束之前之即時/實況活動遊戲中所得分之積分才被計數。 3) 一實例性實施例之幻想運動吃角子老虎機提供其中可經由一競拍程序為一陣容選擇運動員陣營之一新穎型式。幻想運動競賽總是以兩種方式中之一者操作:a)參賽者選擇其整個陣容並提交該陣容;或者b)該等參賽者個別地挑選運動員來創建其「團隊」。如本文中所闡述之實例性實施例所提供,存在使幻想運動吃角子老虎機起作用之另一方式。在此實例性實施例中,向參賽者展示兩個或更多個運動員之群組,以同時進行評估。對此「陣營」感興趣之參賽者必須評估整個單元相對於其他潛在單元之實力。此程序造成一新轉折,因為參賽者現被迫給具有多個移動角色之一單元賦值。此並非傳統幻想運動比賽之一部分,但為本文中所闡述之各種實施例之一幻想運動吃角子老虎機創建了一關鍵遊戲組分。 To make these fantasy sports slot machine embodiments possible, there are three key elements that are new to the fantasy sports genre introduced by these embodiments and support the implementation. These three key elements include the following: 1) The fantasy sports slot machine of the exemplary embodiment provides a novel format for players to play the game in small groups of three or more players - fantasy sports competitions are always played in one of two ways - both of which mimic real life sports. The format is played using a one-on-one format, or it is configured where the entire field is playing against each other at the same time. And, the reason why these two formats have emerged is because these are the formats of how real live sports events are played, and fantasy sports competitions always try to mimic reality as closely as possible. Of the two formats, the one-on-one format is the most common way to compete in real-life sports - both team and individual. For example, in team sports, there are never three (or more) baseball teams playing against each other at the same time. That would be unheard of. There are always two teams playing against each other on the infield in baseball. Similarly, this structure applies to hockey, soccer, basketball, football, and quite frankly, most other sports. The same one-on-one format is also quite common for individual sports such as tennis (both singles and doubles), bowling, fencing, table tennis, boxing, wrestling, etc. Another real-life sports format that fantasy sports tournament organizers have copied is the "full field" concept. A full event refers to a real-life sports competition conducted in a way that individuals or teams must compete for the entire game at the same time. Although this full event is not as common as the one-on-one format, it is still often used. Examples of this full event are golf, cycling, gymnastics, swimming, track and field, etc. Teams or individuals compete in one large event and are then ranked according to their finishes or final scores. Fantasy sports tournament organizers have tried to recreate the real-life event format used in sports to impress those who like to participate in fantasy sports events. For this reason, fantasy sports tournament organizers always configure their products to mimic these real-life sports events by using a heads-up format or a "full-time" format. However, as explained herein, there is another way to make a dedicated slot machine format work, and this is a concept that is unique to the industry. This unique format also goes against how real life sports events are played, and is why no one has done this before. As explained herein, a novel approach to a fantasy sports slot machine format is to have small groups of three or more players play against each other at the same time. Moreover, this goes against real-life sports because in real life, it makes no sense for the Dolphins, 49ers, and Jets to play against each other in the same football game. For precisely this reason, no one has thought of having Bob, Steve, and Mary play against each other in the same fantasy sports match because this configuration does not mimic real life sports. 2) A fantasy sports slot machine of an exemplary embodiment provides a novel format in which a portion of a player's fantasy points are scored or can be scored. Fantasy sports games have always been an all or nothing proposition. A player who "owns" a particular player always receives all of the fantasy points that his or her player scores in his or her real-life sports game. Conversely, a player who does not own a player will receive nothing or zero points. This is a very valuable tool that helps make the implementation of a fantasy sports slot machine possible. This method involves giving players a portion or fraction of the fantasy points they have locked in to score for a given player. This scoring method of an exemplary embodiment can be implemented in a number of different ways as explained below. a. Percentage Calling - This is a calling procedure in which the calling involves extracting a percentage of the player's fantasy points. According to this method, a participant makes a percentage call on a given player in order to lock in a player. The rules provide that the participant who submits the lowest percentage call locks that player in his lineup. For example, if three participants call a given player at 68%, 81%, and 98%, two things will happen. First, the participant who makes the 68% call accepts that player into his fantasy lineup. Second, the participant receives only 68% of the fantasy points scored by this player in the game. As a result, a value of the participant's call, as represented by the percentage call, is used to discount or reduce the number of points scored or received by the participant by a corresponding amount. In this way, a participant who calls at a minimum level will also only receive a score or number of points at the corresponding minimum level. b. Copy Penalty - This format allows fantasy participants to share athletes rather than owning athletes exclusively, but there is a cost when copying occurs. Each time a player is copied, the fantasy point value of those athletes is reduced by a set predetermined percentage. c. Partial Scoring - This format allows actual fantasy sports games to start and end before the related real-time/live sports event ends. This means that a given player now only has a portion of his fantasy points that were scored. Only the points scored by the player in the real-time/live event games before the end of the fantasy game are counted. 3) A fantasy sports slot machine of an exemplary embodiment provides a novel format in which a lineup of athletes can be selected for a lineup via an auction process. Fantasy sports competitions always operate in one of two ways: a) participants select their entire lineup and submit it; or b) the participants individually pick athletes to create their "team." As provided by the exemplary embodiment described herein, there is another way to make a fantasy sports slot machine work. In this exemplary embodiment, a group of two or more athletes are presented to the participants to be evaluated simultaneously. Participants interested in this "team" must evaluate the strength of the entire unit relative to other potential units. This process creates a new twist, as players are now forced to value a unit with multiple moving characters. This is not a part of traditional fantasy sports games, but creates a key game component for fantasy sports slots of the various embodiments described herein.

圖15係圖解說明用於使用一卡系統對如本文中所闡述之即時或實況活動事件內容進行投注遊戲之吃角子老虎機處理邏輯之一實例性實施例之一處理流程圖。一實例性實施例之方法1300包含:藉由使用資料處理器提供一虛擬卡疊,其中該疊中之複數個虛擬卡係已自一虛擬卡集區選擇,其中複數個虛擬卡中之每一者皆包括與現實生活運動事件中一運動員之活動相關之識別資訊及現實生活統計資料,其中複數個虛擬卡中之每一者進一步包括指示以下各項之資訊:1)一運動員之名稱;2)一運動員所加入之一團隊之一名稱;3)藉由一對應運動員所值之幻想積分而判定的虛擬卡之一值;4)一運動員進行比賽之一位置;及5)對應於虛擬卡之獎勵積分或乘數,該疊中之複數個虛擬卡係已自該虛擬卡集區被選擇成將該疊中之虛擬卡基於該疊中之所選擇虛擬卡之現實生活統計資料產生一獲勝總數之一概率維持在一預定範圍內,複數個虛擬卡中之每一者進一步包括指示該卡之一顏色之可讀資訊(處理方塊1310);經由一顯示裝置將來自該虛擬卡疊的一陣營中正面朝上之至少三個虛擬卡隨機呈現給複數個玩家(處理方塊1320);藉由使用資料處理器來提示複數個玩家對所呈現虛擬卡陣營進行叫牌或者棄牌並退出一當前回合(處理方塊1330);接受來自複數個玩家之叫牌(處理方塊1340);以及將所呈現虛擬卡陣營獎勵給複數個玩家中具有一最佳叫牌之一獲勝玩家(處理方塊1350)。FIG. 15 is a process flow diagram illustrating an exemplary embodiment of slot machine processing logic for using a card system to wager on real-time or live sports event content as described herein. A method 1300 of an exemplary embodiment includes: providing a virtual card stack using a data processor, wherein a plurality of virtual cards in the stack have been selected from a pool of virtual cards, wherein each of the plurality of virtual cards includes identification information related to an athlete's activity in a real-life sports event and real-life statistics, wherein each of the plurality of virtual cards further includes an indication of The stack of virtual cards may include information such as: 1) a player's name; 2) a name of a team that a player joins; 3) a value of a virtual card determined by a fantasy point value of a corresponding player; 4) a position at which a player plays a game; and 5) a bonus point or multiplier corresponding to a virtual card, wherein a plurality of virtual cards in the stack have been selected from the pool of virtual cards to be used as virtual cards in the stack. The card generates a probability of a winning total within a predetermined range based on real-life statistics of selected virtual cards in the stack, each of the plurality of virtual cards further comprising readable information indicating a color of the card (processing block 1310); randomly presenting at least three face-up virtual cards from a formation of the virtual card stack to a plurality of players via a display device (processing block 1314); The method further comprises: providing a plurality of players with a plurality of cards to bid or discard the cards and exit a current round by using a data processor (processing block 1330); accepting bids from the plurality of players (processing block 1340); and awarding the presented virtual card formation to a winning player among the plurality of players who has a best bid (processing block 1350).

圖16展示一固定或行動運算及/或通信系統700之實例性形式之一機器之一圖形表示,在該系統中,一組指令在被執行時及/或處理邏輯在被啟動時可致使機器執行本文中所闡述及/或主張之方法論中之任何一或多者。在替代實施例中,機器可操作為一獨立裝置或可連接(例如,網路連結)至其他機器。在一經網路連結部署中,機器可在用戶端-伺服器網路環境中以一伺服器或一用戶端機器之能力操作或者在一同級間(或分佈式)網路環境中作為一同級機器操作。該機器可係一個人電腦(PC)、一膝上型電腦、一平板型運算系統、一個人數位助理(PDA)、一蜂巢式電話、一智慧型電話、一web器具、一機上盒(STB)、一網絡路由器、交換機或橋接器,或者能夠執行規定將由彼機器採取之活動之一指令集(順序的或其他)或啟動處理邏輯之任何機器。此外,雖然圖解說明僅一單個機器,但亦應將術語「機器」視為包含個別地或聯合地執行一組(或多組)指令或處理邏輯以執行本文中所闡述及/或主張之方法論中之任何一或多者的任何機器集合。FIG. 16 shows a diagrammatic representation of a machine in an exemplary form of a fixed or mobile computing and/or communication system 700 in which a set of instructions when executed and/or processing logic when activated may cause the machine to perform any one or more of the methodologies described and/or claimed herein. In alternative embodiments, the machine may operate as a standalone device or may be connected (e.g., networked) to other machines. In a networked deployment, the machine may operate in the capacity of a server or a client machine in a client-server network environment or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may be a personal computer (PC), a laptop, a tablet computing system, a personal digital assistant (PDA), a cellular phone, a smart phone, a web appliance, a set-top box (STB), a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) or initiating processing logic that specifies actions to be taken by that machine. Furthermore, although only a single machine is illustrated, the term "machine" should also be construed to include any collection of machines that individually or jointly execute a set (or multiple sets) of instructions or processing logic to perform any one or more of the methodologies described and/or claimed herein.

實例性固定或行動運算及/或通信系統700包含一資料處理器702 (例如,一系統單晶片(SoC)、通用處理核心、圖形核心及視情況其他處理邏輯)及一記憶體704,該資料處理器與該記憶體可經由一匯流排或其他資料傳送系統706彼此通信。固定或行動運算及/或通信系統700可進一步包含各種輸入/輸出(I/O)裝置及/或介面710,諸如一監視器、觸控螢幕顯示器、鍵盤或小鍵盤、游標控制裝置、語音介面以及視情況一網路介面712。在一實例性實施例中,網路介面712可包含一或多個網路介面裝置或無線電收發器,其經組態以與任何一或多個標準有線網路資料通信協定、無線及/或蜂巢式協定或存取技術(例如,第2代(2G)、第2.5代、第3代(3G)、第4代(4G)及未來一代蜂巢式系統無線電存取、全球行動通信系統(GSM)、通用封包無線電服務(GPRS)、增強型資料GSM環境(EDGE)、寬頻帶碼分多重存取(WCDMA)、LTE、CDMA2000、WLAN、無線路由器(WR)網格及諸如此類)相容。網路介面712亦可經組態以供與包含TCP/IP、UDP、SIP、SMS、RTP、WAP、CDMA、TDMA、UMTS、UWB、WiFi、WiMax、藍芽、IEEE 802.11x及諸如此類之各種其他有線及/或無線通信協定搭配使用。本質上,網路介面712無形中可包含或支援任何有線及/或無線通信機制,藉由該機制,資訊可經由網路714在固定或行動運算及/或通信系統700與另一運算或通信系統之間傳播。The exemplary fixed or mobile computing and/or communication system 700 includes a data processor 702 (e.g., a system on a chip (SoC), general processing core, graphics core, and optionally other processing logic) and a memory 704, which can communicate with each other via a bus or other data transfer system 706. The fixed or mobile computing and/or communication system 700 may further include various input/output (I/O) devices and/or interfaces 710, such as a monitor, touch screen display, keyboard or keypad, cursor control device, voice interface, and optionally a network interface 712. In one exemplary embodiment, the network interface 712 may include one or more network interface devices or radio transceivers configured to be compatible with any one or more standard wired network data communication protocols, wireless and/or cellular protocols or access technologies (e.g., 2nd Generation (2G), 2.5th Generation, 3rd Generation (3G), 4th Generation (4G) and future generations of cellular system radio access, Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (WCDMA), LTE, CDMA2000, WLAN, Wireless Router (WR) Mesh, and the like). The network interface 712 may also be configured for use with a variety of other wired and/or wireless communication protocols including TCP/IP, UDP, SIP, SMS, RTP, WAP, CDMA, TDMA, UMTS, UWB, WiFi, WiMax, Bluetooth, IEEE 802.11x, and the like. In essence, the network interface 712 may include or support any wired and/or wireless communication mechanism by which information may be communicated between the fixed or mobile computing and/or communication system 700 and another computing or communication system via the network 714.

記憶體704可表示上面儲存有一或多組指令、軟體、韌體或者體現本文中所闡述及/或主張之方法論或功能中之任何一或多者之其他處理邏輯(例如,邏輯708)之一機器可讀媒體。在由固定或行動運算及/或通信系統700執行期間,邏輯708或其一部分亦可完全或至少部分地駐留在處理器702內。如此,記憶體704及處理器702亦可構成機器可讀媒體。邏輯708或其一部分亦可被組態為處理邏輯或邏輯,該處理邏輯或邏輯之至少一部分部分地在硬體中實施。邏輯708或其一部分可進一步經由網路介面712經由一網路714進行傳輸或接收。雖然一實例性實施例之機器可讀媒體可係一單個媒體,但術語「機器可讀媒體」應被視為包含儲存一或多組指令之一單個非暫時性媒體或多個非暫時性媒體(例如,一集中式或分佈式資料庫及/或相關聯快取及運算系統)。術語「機器可讀媒體」亦可被視為包含任何非暫時性媒體,其能夠儲存、編碼或攜載由機器執行之一指令集,並且致使機器執行各種實施例之方法論中之任何一或多者,或者能夠儲存、編碼或攜載由此一指令集利用或與此一指令集相關聯之資料結構。因此,術語「機器可讀媒體」應被視為包含但不限於固態記憶體、光學媒體及磁性媒體。The memory 704 may represent a machine-readable medium having stored thereon one or more sets of instructions, software, firmware, or other processing logic (e.g., logic 708) embodying any one or more of the methodologies or functions described and/or claimed herein. The logic 708, or a portion thereof, may also reside completely or at least partially within the processor 702 during execution by the fixed or mobile computing and/or communication system 700. Thus, the memory 704 and the processor 702 may also constitute machine-readable media. The logic 708, or a portion thereof, may also be configured as processing logic or logic that is at least partially implemented in hardware. Logic 708 or a portion thereof may further be transmitted or received via a network 714 via a network interface 712. Although the machine-readable medium of an exemplary embodiment may be a single medium, the term "machine-readable medium" should be construed to include a single non-transitory medium or multiple non-transitory media (e.g., a centralized or distributed database and/or associated cache and computing system) storing one or more sets of instructions. The term "machine-readable medium" may also be considered to include any non-transitory medium that is capable of storing, encoding or carrying an instruction set executed by a machine and causing the machine to perform any one or more of the methodologies of the various embodiments, or capable of storing, encoding or carrying data structures utilized by or associated with such an instruction set. Thus, the term "machine-readable medium" should be considered to include, but not be limited to, solid-state memory, optical media, and magnetic media.

鑒於本文中之揭示內容,對於熟習此項技術者而言顯而易見的係,本文中所闡述之其他概念亦可在特定實施例中實施。鑒於本文中之揭示內容,對於熟習此項技術者而言顯而易見的係,本文中所闡述之各種概念及特徵可在特定實施例中以各種排列進行組合。In view of the disclosure herein, it is obvious to those skilled in the art that other concepts described herein may also be implemented in specific embodiments. In view of the disclosure herein, it is obvious to those skilled in the art that various concepts and features described herein may be combined in various arrangements in specific embodiments.

提供本發明之摘要以允許讀者快速地確定本技術發明之本質。基於以下理解提交其並非將用於解釋或限制申請專利範圍之範疇或含義。另外,在前述實施方式中,可看出,出於簡化本發明之目的而將各種特徵共同分群於一單個實施例中。不應將本發明之此方法解釋為反映所主張實施例需要比每一請求項中所明確陳述多之特徵之意圖。而是,如所附申請專利範圍反映,發明性標的物在於少於一單個所揭示實施例之所有特徵。因此,藉此所附申請專利範圍併入至實施方式中,其中每一申請項獨立地作為一單獨實施例。 附錄 表1 獲得錦標賽資格 基於 2012 NFL™ 橄欖球賽季之實例    資格賽 #1 資格賽 #2 資格賽 #3 資格賽 #4 資格賽 #5 資格賽 #6 資格賽 #7 資格賽 #8 資格賽 #9 回合 9 8 7 6 5 4 3 2 1                               1 第1回合 9月9日 ------------- ------------- ------------ ------------ ------------ ------------ ------------ ------------ 2 第2回合 9月16日 第1回合 9月16日 ------------- ------------ ------------ ------------ ------------ ------------ ------------ 3 第3回合 9月23日 第2回合 9月23日 第1回合 9月23日 ------------ ------------ ------------ ------------ ------------ ------------ 4 第4回合 9月30日 第3回合 9月30日 第2回合 9月30日 第1回合 9月30日 ------------ ------------ ------------ ------------ ------------ 5 第5回合 10月7日 第4回合 10月7日 第3回合 10月7日 第2回合 10月7日 第1回合 10月7日 ------------ ------------ ------------ ------------ 6 第6回合 10月14日 第5回合 10月14日 第4回合 10月14日 第3回合 10月14日 第2回合 10月14日 第1回合 10月14日 ------------ ------------ ------------ 7 第7回合 10月21日 第6回合 10月21日 第5回合 10月21日 第4回合 10月21日 第3回合 10月21日 第2回合 10月21日 第1回合 10月21日 ------------ ------------ 8 第8回合 10月28日 第7回合 10月28日 第6回合 10月28日 第5回合 10月28日 第4回合 10月28日 第3回合 10月28日 第2回合 10月28日 第1回合 10月28日 ------------ 9 第9回合 11月4日 第8回合 11月4日 第7回合 11月4日 第6回合 11月4日 第5回合 11月4日 第4回合 11月4日 第3回合 11月4日 第2回合 11月4日 第1回合 11月4日 表2 獲得上限為 12 人群組之錦標賽資格 每回合每一群組中前 3 名晉級 爭奪 4,096 個可獲得的主要事件席位    # 回合 上限 ( 所允許之參賽人數 #) 主要事件席位 # 資格賽 #1 9 272,105,472** 1,038 資格賽 #2 8 53,477,376 816 資格賽 #3 7 11,698,176 714 資格賽 #4 6 2,088,960 510 資格賽 #5 5 313,344 306 資格賽 #6 4 52,224 204 資格賽 #7 3 13,056 204 資格賽 #8 2 1,632 102 資格賽 #9 1 408 102 直接進入主要事件 * ------ 100 100 總數 339,750,748 4,096 *幻想玩家不必經由一衛星錦標賽獲得資格並直接進入主要事件。 **為了計算資格賽#1之上限,必須決定將4,096個主要事件席位中之多少個指派給此特定資格賽。數目1,038係任意選擇的。因為十二個幻想玩家中之三者係自每一群組晉級的,所以此係一個4比1之比率,其可寫作4/1,其等於4。現將數目4提高至該回合所具有之回合數之次方。在此情形中,衛星#1具有9個回合。數目4之9次方等於262,144。此意味著262,144個幻想玩家將為一個主要事件席位進行9個回合以上之比賽。因為我們將1,038個主要事件席位任意指派給資格賽#1,此意味著262,144乘以1,038係可參加資格賽#1之幻想玩家之數目。此數目係272,105,472,此係為何對此數目設定上限之原因。 表3 基於複製來保持之一運動員之幻想積分百分比 幻想匹配賽中之玩家數目    1 ×*    2 ×    3 ×    4 ×    5 ×    6 ×    7 ×    8 ×    9 ×    10 ×    11 ×    12 ×    13 ×    14 ×    15 ×    16 ×    17 ×    18 ×    19 ×    20 × 4 100% 67% 33% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 5 100% 75% 50% 25% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 6 100%    80% 60% 40% 20% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 7 100% 83% 67% 50% 33% 17% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 8 100% 86% 72% 58% 43% 28% 14% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 9 100% 87% 75% 62% 50% 38% 25% 13% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 10 100% 89% 78% 67% 56% 45% 34% 23% 12% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 *注意:1×讀作「一倍」,其意味著一給定運動員被20個幻想玩家中之恰好一者選擇。所選擇之百分比係任意的。 表3 (續) 基於複製來保持之一運動員之幻想積分百分比 ( ) 11 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 12 100% 91% 82% 73% 64% 55% 46% 37% 28% 19% 10% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 不適用 13 100% 92% 84% 75% 67% 59% 50% 42% 34% 25% 17% 9% 0% 不適用 不適用 不適用 不適用 不適用 不適用 不適用 14 100% 92% 84% 77% 69% 61% 54% 46% 38% 31% 23% 15% 8% 0% 不適用 不適用 不適用 不適用 不適用 不適用 15 100% 93% 86% 79% 72% 65% 58% 51% 44% 36% 29% 22% 15% 8% 0% 不適用 不適用 不適用 不適用 不適用 16 100% 93% 86% 80% 73% 66% 60% 53% 46% 40% 33% 26% 20% 13% 6% 0% 不適用 不適用 不適用 不適用 17 100% 94% 88% 82% 75% 69% 63% 57% 50% 44% 38% 32% 25% 19% 13% 7% 0% 不適用 不適用 不適用 18 100% 94% 88% 82% 76% 70% 64% 58% 53% 47% 41% 35% 29% 23% 17% 11% 6% 0% 不適用 不適用 19 100% 94% 89% 83% 78% 72% 67% 61% 56% 50% 45% 39% 34% 28% 23% 17% 12% 6% 0% 不適用 20 100% 95% 90% 85% 79% 74% 69% 64% 58% 53% 48% 43% 37% 32% 27% 22% 16% 11% 6% 0% 表4 基於多少個幻想玩家選擇一給定運動員之經調整幻想積分 來自 NFL™ 橄欖球之實例 運動員 一運動員所得分之實際幻想積分 一幻想玩家選擇之次數 所保持之幻想積分百分比—基於對運動員之複製 *經調整幻想積分 Vick,Phila 31 2 91% 28.21 Brady,NE 25 6 55% 13.75 P. Manning,Ind 40 3 82% 32.80 Brees,NO 28 1 100% 28.00 Gore,SF 16 2 91% 14.56 Peterson,Min 33 11 10% 3.30 Mendenhall,Pit 15 1 100% 15.00 C. Johnson,Ten 29 4 73% 21.17 Foster,Hou 21 1 100% 21.00 Jones-Drew,Jax 9 1 100% 9.00 Bradshaw,NYG 13 1 100% 13.00 Turner,Atl 31 1 100% 31.00 Rice,Balt 17 1 100% 17.00 S. Jackson,STL 24 1 100% 24.00 Welker,NE 21 2 91% 19.11 C. Johnson,Det 18 6 55% 9.90 A. Johnson,Hou 27 5 64% 17.28 Bowe,KC 11 1 100% 11.00 Austin,Dal 15 1 100% 15.00 White,Atl 13 1 100% 13.00 Wallace,Pitt 25 1 100% 25.00 Jennings,GB 17 1 100% 17.00 Marshall,Mia 16 1 100% 16.00 Fitzgerald,Az 22 3 82% 18.04 Wayne,Ind 10 1 100% 10.00 D. Jackson,Phila 12 1 100% 12.00 表5 假設 12 之最終得分 幻想玩家橄欖球群組 ( 2 名之幻想玩家晉級 )    NFL™玩家#1 三倍積分 NFL™玩家#2 雙倍積分 NFL™玩家#3 面值 總數 幻想 玩家1 Rodgers QB Green Bay 3.90×3=11.70  ** Roethlisberger QB Pittsburgh 23.78×2=47.56 Nelson WR Green Bay 19.20 78.46* 第2名 幻想 玩家2 Rodgers QB Green Bay 3.90×3=11.70 Green Bay Defense 20.00×2=40.00 Mendenhall Pitt 9.84 61.54 第8名 幻想 玩家3 Randle El WR Pittsburgh 9.00×3=27.00 Rodgers QB Green Bay 3.90×2=7.80 Driver WR Green Bay 2.00 36.80 第12名 幻想 玩家4 Wallace WR Pittsburgh 15.47×3=46.41 Rodgers QB Green Bay 3.90×2=7.80 Pittsburgh Defense 10.92 65.13 第6名 幻想 玩家5 Crosby K GB 7.00×3=21.00 Pittsburgh Defense 10.92×2=21.84 Rodgers QB Green Bay 3.90 46.74 第11名 幻想 玩家6 Roethlisberger QB Pittsburgh 23.78×3=71.34 Jennings WR Green Bay 17.22×2=34.44 Rodgers QB Green Bay 3.90 109.68 第1名 幻想 玩家7 Ward WR Pittsburgh 13.00×3=39.00 Mendenhall RB Pittsburgh 9.84×2=19.68 Rodgers QB Green Bay 3.90 62.58 第7名 幻想 玩家8 Jones WR Green Bay 5.00×3=15.00 Wallace WR Pittsburgh 15.47×2=30.94 Starks RB Green Bay 5.00 50.94 第10名 幻想 玩家9 Rodgers QB Green Bay 3.90×3=11.70 Roethlisberger QB Pittsburgh 23.78×2=47.56 Nelson WR Green Bay 19.20 78.46* 第3名 幻想 玩家10 Rodgers QB Green Bay 3.90×3=11.70 Nelson WR Green Bay 19.20×2=38.40 Jennings WR Green Bay 17.22 67.32 第4名 幻想 玩家11 Rodgers QB Green Bay 3.90×3=11.70 Jennings WR Green Bay 17.22×2=34.44 Nelson WR Green Bay 19.20 65.34 第5名 幻想 玩家12 Rodgers QB Green Bay 3.90×3=11.70 Nelson WR Green Bay 19.20×2=38.40 Mendenhall RB Pittsburgh 9.84 59.94 第9名 *晉級下一回合或獲得參加主要事件資格。 **在上文之實例中,運動員Rodgers之經調整後幻想得分係3.90。此得分係原來的三倍,因為他率先吃角子。 The Abstract of the present invention is provided to allow the reader to quickly ascertain the nature of the present technical invention. It is submitted with the following understanding that it will not be used to interpret or limit the scope or meaning of the claims. In addition, in the foregoing embodiments, it can be seen that various features are grouped together in a single embodiment for the purpose of simplifying the present invention. This method of the invention should not be interpreted as reflecting an intention that the claimed embodiments require more features than expressly stated in each claim item. Rather, as reflected in the attached claims, the inventive subject matter lies in less than all the features of a single disclosed embodiment. Therefore, the attached claims are hereby incorporated into the embodiments, wherein each claim item stands alone as a separate embodiment. Appendix Table 1 Examples of Championship Qualification Based on the 2012 NFL Football Season Qualifying Round #1 Qualifying Round #2 Qualifying Round #3 Qualifying Round #4 Qualifying Round #5 Qualifying Round #6 Qualifying Round #7 Qualifying Round #8 Qualifying Round #9 round 9 8 7 6 5 4 3 2 1 Week 1 Round 1 September 9 ------------- ------------- ------------ ------------ ------------ ------------ ------------ ------------ Week 2 Round 2 September 16 Round 1 September 16 ------------- ------------ ------------ ------------ ------------ ------------ ------------ Week 3 Round 3 September 23 Round 2 September 23 Round 1 September 23 ------------ ------------ ------------ ------------ ------------ ------------ Week 4 Round 4 September 30 Round 3 September 30 Round 2 September 30 Round 1 September 30 ------------ ------------ ------------ ------------ ------------ Week 5 Round 5 October 7 Round 4 October 7 Round 3 October 7 Round 2 October 7 Round 1 October 7 ------------ ------------ ------------ ------------ Week 6 Round 6 October 14 Round 5 October 14 Round 4 October 14 Round 3 October 14 Round 2 October 14 Round 1 October 14 ------------ ------------ ------------ Week 7 Round 7 October 21 Round 6 October 21 Round 5 October 21 Round 4 October 21 Round 3 October 21 Round 2 October 21 Round 1 October 21 ------------ ------------ Week 8 Round 8 October 28 Round 7 October 28 Round 6 October 28 Round 5 October 28 Round 4 October 28 Round 3 October 28 Round 2 October 28 Round 1 October 28 ------------ Week 9 Round 9 November 4 Round 8 November 4 Round 7 November 4 Round 6 November 4 Round 5 November 4 Round 4 November 4 Round 3 November 4 Round 2 November 4 Round 1 November 4 Table 2 Qualifying for the 12 -person tournament The top 3 players from each group advance to compete for 4,096 available Main Event seats Round # Upper limit ( # of participants allowed ) Main Event Seats # Qualifying Round #1 9 272,105,472** 1,038 Qualifying Round #2 8 53,477,376 816 Qualifying Round #3 7 11,698,176 714 Qualifying Round #4 6 2,088,960 510 Qualifying Round #5 5 313,344 306 Qualifying Round #6 4 52,224 204 Qualifying Round #7 3 13,056 204 Qualifying Round #8 2 1,632 102 Qualifying Round #9 1 408 102 Direct access to the main event * ------ 100 100 Total 339,750,748 4,096 *Fantasy players do not have to qualify through a Satellite tournament and go directly to the Main Event. **In order to calculate the cap for Qualifier #1, a decision must be made as to how many of the 4,096 Main Event seats should be assigned to this particular Qualifier. The number 1,038 was chosen arbitrarily. Since three of the twelve fantasy players advance from each group, this is a 4 to 1 ratio, which can be written as 4/1, which equals 4. Now raise the number 4 to the power of the number of rounds that the round has. In this case, Satellite #1 has 9 rounds. The number 4 to the power of 9 equals 262,144. This means that 262,144 fantasy players will play more than 9 rounds for one Main Event seat. Since we arbitrarily assigned 1,038 Main Event seats to Qualifier #1, this means that 262,144 times 1,038 is the number of fantasy players who can participate in Qualifier #1. This number is 272,105,472, which is why this number is capped. Table 3 Fantasy Points Percentages for Players Retained Based on Replication Number of players in fantasy match 1 ×* 2 × 3 × 4 × 5 × 6 × 7 × 8 × 9 × 10 × 11 × 12 × 13 × 14 × 15 × 16 × 17 × 18 × 19 × 20 × 4 100% 67% 33% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 5 100% 75% 50% 25% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 6 100% 80% 60% 40% 20% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 7 100% 83% 67% 50% 33% 17% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 8 100% 86% 72% 58% 43% 28% 14% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 9 100% 87% 75% 62% 50% 38% 25% 13% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 10 100% 89% 78% 67% 56% 45% 34% twenty three% 12% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable *Note: 1× reads "one time" and means that a given player was selected by exactly one of the 20 fantasy players. The percentage selected is arbitrary. Table 3 (continued) Fantasy Points Percentages of a Player Retained Based on Replication ( continued ) 11 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 12 100% 91% 82% 73% 64% 55% 46% 37% 28% 19% 10% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 13 100% 92% 84% 75% 67% 59% 50% 42% 34% 25% 17% 9% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 14 100% 92% 84% 77% 69% 61% 54% 46% 38% 31% twenty three% 15% 8% 0% Not applicable Not applicable Not applicable Not applicable Not applicable Not applicable 15 100% 93% 86% 79% 72% 65% 58% 51% 44% 36% 29% twenty two% 15% 8% 0% Not applicable Not applicable Not applicable Not applicable Not applicable 16 100% 93% 86% 80% 73% 66% 60% 53% 46% 40% 33% 26% 20% 13% 6% 0% Not applicable Not applicable Not applicable Not applicable 17 100% 94% 88% 82% 75% 69% 63% 57% 50% 44% 38% 32% 25% 19% 13% 7% 0% Not applicable Not applicable Not applicable 18 100% 94% 88% 82% 76% 70% 64% 58% 53% 47% 41% 35% 29% twenty three% 17% 11% 6% 0% Not applicable Not applicable 19 100% 94% 89% 83% 78% 72% 67% 61% 56% 50% 45% 39% 34% 28% twenty three% 17% 12% 6% 0% Not applicable 20 100% 95% 90% 85% 79% 74% 69% 64% 58% 53% 48% 43% 37% 32% 27% twenty two% 16% 11% 6% 0% Table 4 Adjusted fantasy points based on how many fantasy players selected a given player from an example from NFL™ football Athlete The actual fantasy points scored by a player 1. Number of fantasy player selections Fantasy Points Percentage Maintained—Based on Copying Players *Adjusted fantasy points Vick, Phila 31 2 91% 28.21 Brady, NE 25 6 55% 13.75 P. Manning, Ind 40 3 82% 32.80 Brees, NO 28 1 100% 28.00 Gore, S.F. 16 2 91% 14.56 Peterson, Min 33 11 10% 3.30 Mendenhall, Pit 15 1 100% 15.00 C. Johnson, Ten 29 4 73% 21.17 Foster, Hou twenty one 1 100% 21.00 Jones-Drew, Jax 9 1 100% 9.00 Bradshaw, NYG 13 1 100% 13.00 Turner, Atl 31 1 100% 31.00 Rice, Balt 17 1 100% 17.00 S. Jackson, STL twenty four 1 100% 24.00 Welker, NE twenty one 2 91% 19.11 C. Johnson, Det. 18 6 55% 9.90 A. Johnson, Hou 27 5 64% 17.28 Bowe, KC 11 1 100% 11.00 Austin, Dal 15 1 100% 15.00 White, Atl 13 1 100% 13.00 Wallace, Pitt 25 1 100% 25.00 Jennings, G.B. 17 1 100% 17.00 Marshall, Mia 16 1 100% 16.00 Fitzgerald, Az twenty two 3 82% 18.04 Wayne, Ind 10 1 100% 10.00 D. Jackson, Phila 12 1 100% 12.00 Table 5 Final Scores of 12 Hypothetical Fantasy Player Football Groups ( Top 2 Fantasy Players Promoted ) NFL™ Player #1 Triple Points NFL™ Player #2 Double Points NFL™ Player #3 Value Total Fantasy Player 1 Rodgers QB Green Bay 3.90 x 3 = 11.70 ** Roethlisberger QB Pittsburgh 23.78 × 2 = 47.56 Nelson WR Green Bay 19.20 78.46* 2nd place Fantasy Player 2 Rodgers QB Green Bay 3.90×3=11.70 Green Bay Defense 20.00×2=40.00 Mendenhall Pitt 9.84 61.54 8th Fantasy Player 3 Randle El WR Pittsburgh 9.00 x 3 = 27.00 Rodgers QB Green Bay 3.90×2=7.80 Driver WR Green Bay 2.00 36.80 12th Fantasy Player 4 Wallace WR Pittsburgh 15.47×3=46.41 Rodgers QB Green Bay 3.90×2=7.80 Pittsburgh Defense 10.92 65.13 6th place Fantasy Player 5 Crosby K GB 7.00×3=21.00 Pittsburgh Defense 10.92×2=21.84 Rodgers QB Green Bay 3.90 46.74 11th Fantasy Player 6 Roethlisberger QB Pittsburgh 23.78 × 3 = 71.34 Jennings WR Green Bay 17.22×2=34.44 Rodgers QB Green Bay 3.90 109.68 No.1 Fantasy Player 7 Ward WR Pittsburgh 13.00×3=39.00 Mendenhall RB Pittsburgh 9.84×2=19.68 Rodgers QB Green Bay 3.90 62.58 No.7 Fantasy Player 8 Jones WR Green Bay 5.00×3=15.00 Wallace WR Pittsburgh 15.47 × 2 = 30.94 Starks RB Green Bay 5.00 50.94 10th Fantasy Player 9 Rodgers QB Green Bay 3.90×3=11.70 Roethlisberger QB Pittsburgh 23.78 × 2 = 47.56 Nelson WR Green Bay 19.20 78.46* 3rd place Fantasy Player 10 Rodgers QB Green Bay 3.90×3=11.70 Nelson WR Green Bay 19.20×2=38.40 Jennings WR Green Bay 17.22 67.32 4th place Fantasy Player 11 Rodgers QB Green Bay 3.90×3=11.70 Jennings WR Green Bay 17.22×2=34.44 Nelson WR Green Bay 19.20 65.34 5th place Fantasy Player 12 Rodgers QB Green Bay 3.90×3=11.70 Nelson WR Green Bay 19.20×2=38.40 Mendenhall RB Pittsburgh 9.84 59.94 9th place * Advance to the next round or qualify for the main event. **In the example above, Athlete Rodgers has an adjusted fantasy score of 3.90. This score is tripled because he is the first to eat the slot.

10:老虎機/吃角子老虎機/專用吃角子老虎機/自由站立式吃角子老虎機 12:外殼 14:主要顯示器/下伏主要顯示器 16:次級顯示器 18:值輸入裝置 20:遊戲幣接收器 22:票據接受器 24:玩家輸入裝置 26:按鈕/適當按鈕/按壓式按鈕 28:觸控螢幕 30:觸控鍵/軟觸控鍵/適當觸控鍵/觸控螢幕鍵 32:支付線 34:控制器/中央處理單元 36:記憶體/系統記憶體 38:遊戲券/信用偵測器 40:清算機構 42:票單列印機 44:遊戲幣出口 46:輸入/輸出(I/O)電路 48:輸入/輸出(I/O)電路 50:外部系統 52:資訊讀取器/玩家資訊讀取器 100:實例性實施例/資料網路環境/支援網路存取式遊戲系統環境 101:實例性實施例 103:資料庫/資料儲存裝置/遊戲系統資料庫/網路可存取中央資料庫/網路可存取中央資料儲存庫 110:主機/主機站點/主機系統 114:網路/內部網路/習用內部網路或區域網路(LAN) 120:網路/廣域資料網路 140:使用者平臺 141:用戶端裝置/使用者裝置/使用者平臺/使用者介面平臺 142:個人電腦 144:可攜式裝置 146:消費者電子(CE)裝置 148:行動運算裝置 150:參賽者 155:網路資源 200:遊戲系統 210:功能組件/使用者介面處理模組 220:功能組件/遊戲處理模組 230:功能組件/使用者賬戶管理模組 240:功能組件/行政管理模組 402:應用程式化介面(API) 404:web介面/web伺服器 406:介面 408:資料 610:吃角子老虎機/專用吃角子老虎機/手持式吃角子老虎機/手持式或行動吃角子老虎機 612:外殼/外罩 614:主要顯示器 616:次級顯示器/選用次級顯示器 617:揚聲器 618:值輸入裝置/玩家可存取之值輸入裝置 619:玩家可存取之埠 624:玩家輸入裝置 628:觸控螢幕 630:觸控鍵/適當觸控鍵/觸控螢幕鍵/可選擇觸控鍵 632:支付線 652:玩家資訊讀取器/生物辨識玩家資訊讀取器 700:固定或行動運算及/或通信系統/實例性固定或行動運算及/或通信系統 702:資料處理器 704:記憶體 706:匯流排或其他資料傳送系統 708:邏輯 710:輸入/輸出(I/O)裝置及/或介面 712:網路介面 714:網路 1300:方法 1310:處理方塊 1320:處理方塊 1330:處理方塊 1340:處理方塊 1350:處理方塊 10: Slot machine/ Slot machine/ Dedicated slot machine/ Free standing slot machine 12: Housing 14: Primary display/ Underlying primary display 16: Secondary display 18: Value input device 20: Coin receiver 22: Ticket acceptor 24: Player input device 26: Button/ Appropriate button/ Push-button 28: Touch screen 30: Touch key/ Soft touch key/ Appropriate touch key/ Touch screen key 32: Pay line 34: Controller/ Central processing unit 36: Memory/ System memory 38: Ticket/ Credit detector 40: Clearing house 42: Ticket printer 44: Game coin outlet 46: Input/output (I/O) circuit 48: Input/output (I/O) circuit 50: External system 52: Information reader/player information reader 100: Example implementation/data network environment/network-accessible game system environment 101: Example implementation 103: Database/data storage device/game system database/network-accessible central database/network-accessible central data storage 110: Host/host site/host system 114: Network/intranet/using intranet or local area network (LAN) 120: Network/wide area data network 140: User platform 141: Client device/User device/User platform/User interface platform 142: Personal computer 144: Portable device 146: Consumer electronics (CE) device 148: Mobile computing device 150: Participant 155: Network resources 200: Game system 210: Functional component/User interface processing module 220: Functional component/Game processing module 230: Functional component/User account management module 240: Functional component/Administrative management module 402: Application programming interface (API) 404: Web interface/Web server 406: Interface 408: Data 610: slot machine/dedicated slot machine/handheld slot machine/handheld or mobile slot machine 612: housing/housing 614: primary display 616: secondary display/optional secondary display 617: speaker 618: value input device/player accessible value input device 619: player accessible port 624: player input device 628: touch screen 630: touch key/appropriate touch key/touch screen key/optional touch key 632: pay line 652: player information reader/biometric player information reader 700: Fixed or mobile computing and/or communication system/instantiation of fixed or mobile computing and/or communication system 702: Data processor 704: Memory 706: Bus or other data transfer system 708: Logic 710: Input/output (I/O) device and/or interface 712: Network interface 714: Network 1300: Method 1310: Processing block 1320: Processing block 1330: Processing block 1340: Processing block 1350: Processing block

在附圖之各圖中,藉由實例方式而非藉由限制方式圖解說明各種實施例,其中:Various embodiments are illustrated by way of example and not by way of limitation in the figures of the accompanying drawings, in which:

圖1係體現實施性實施例之一自由站立式吃角子老虎機之一透視圖;FIG. 1 is a perspective view of a free-standing slot machine embodying an exemplary embodiment;

圖2係體現實例性實施例之一手持式吃角子老虎機之一透視圖;FIG. 2 is a perspective view of a handheld slot machine according to an exemplary embodiment;

圖3係適合於操作圖1及圖2之吃角子老虎機之一實例性實施例中之一控制系統之一方塊圖;FIG3 is a block diagram of a control system in an exemplary embodiment suitable for operating the slot machine of FIGS. 1 and 2;

圖4圖解說明一支援網路存取式環境中之一遊戲系統之一實例性實施例;FIG. 4 illustrates an exemplary embodiment of a gaming system in a network-accessible environment;

圖5圖解說明各種實施例可在其中操作之一網路連結系統之另一實例性實施例;FIG5 illustrates another exemplary embodiment of a network connection system in which various embodiments may operate;

圖6至圖9圖解說明實施為一專用吃角子老虎機之一實例性實施例,其展示用於在專用吃角子老虎機上以虛擬撲克牌表示及多參賽者小群組回合實施一幻想運動錦標賽之使用者介面之基本元素;FIGS. 6-9 illustrate an exemplary embodiment implemented as a dedicated slot machine showing basic elements of a user interface for implementing a fantasy sports tournament on a dedicated slot machine with virtual poker card representations and multi-player small group rounds;

圖10至圖14圖解說明展示用於各種類型之遊戲之新撲克牌之基本元素之實例性實施例;10 to 14 illustrate exemplary embodiments showing basic elements of new poker cards for various types of games;

圖15係圖解說明用於用虛擬撲克牌進行一幻想運動遊戲之遊戲處理邏輯之一實例性實施例之一處理流程圖;且FIG15 is a process flow diagram illustrating an exemplary embodiment of game processing logic for playing a fantasy sports game using virtual poker cards; and

圖16展示一固定或行動運算及/或通信系統之實例性形式之一機器之一示意性表示,在該系統中,一組指令在被執行時及/或處理邏輯在被啟動時可致使該機器執行本文中所闡述及/或主張之方法中之任何一或多者。Figure 16 shows a schematic representation of a machine in an exemplary form of a fixed or mobile computing and/or communication system in which a set of instructions, when executed and/or processing logic, when activated, may cause the machine to perform any one or more of the methods described and/or claimed herein.

10:老虎機/吃角子老虎機/專用吃角子老虎機/自由站立式吃角子老虎機 10: Slot Machine/Slot Machine/Special Slot Machine/Free Standing Slot Machine

12:外殼 12: Shell

14:主要顯示器/下伏主要顯示器 14: Main display/underlying main display

16:次級顯示器 16: Secondary display

18:值輸入裝置 18: Value input device

20:遊戲幣接收器 20: Game coin receiver

22:票據接受器 22: Ticket acceptor

24:玩家輸入裝置 24: Player input device

26:按鈕/適當按鈕/按壓式按鈕 26: Button/Appropriate button/Push button

28:觸控螢幕 28: Touch screen

30:觸控鍵/軟觸控鍵/適當觸控鍵/觸控螢幕鍵 30: Touch key/soft touch key/proper touch key/touch screen key

32:支付線 32: Payline

40:清算機構 40: Liquidation agency

42:票單列印機 42: Ticket printer

44:遊戲幣出口 44: Game Coin Export

52:資訊讀取器/玩家資訊讀取器 52: Information reader/player information reader

Claims (20)

一種專用吃角子老虎機,其包括: 一資料處理器; 一網路介面,其與該資料處理器進行資料通信以用於在一資料網路上進行通信; 一顯示裝置,其與該資料處理器進行資料通信,其中該顯示裝置充當一遊戲表面;及 一遊戲系統,其可由該資料處理器執行,以將該資料處理器及網路介面變換成一專用吃角子老虎機,該專用吃角子老虎機經組態以使用一虛擬卡疊來實施一投注錦標賽遊戲之一用戶端版本,該遊戲系統進一步經組態以: 藉由使用該資料處理器來提供一虛擬卡疊,其中該疊中之複數個虛擬卡係已自一虛擬卡集區選擇,其中該複數個虛擬卡中之每一者包括與現實生活運動事件中一運動員之活動相關之識別資訊及現實生活統計資料,其中該複數個虛擬卡中之每一者進一步包括指示以下各項之資訊:1)一運動員之名稱;2)一運動員所加入之一團隊之一名稱;3)藉由一對應運動員所值之幻想積分而判定的該虛擬卡之一值;4)一運動員進行比賽之一位置;及5)對應於該虛擬卡之獎勵積分或乘數,該疊中之該複數個虛擬卡係已自該虛擬卡集區被選擇成將該疊中之該等虛擬卡基於該疊中之所選擇虛擬卡之現實生活統計資料產生一獲勝總數之一概率維持在一預定範圍內,該複數個虛擬卡中之每一者進一步包括指示該卡之一顏色之可讀資訊; 經由該顯示裝置將來自該虛擬卡疊的一陣營中正面朝上之至少三個虛擬卡隨機呈現給複數個玩家; 藉由使用該資料處理器來提示該複數個玩家對所呈現虛擬卡陣營進行叫牌或者棄牌並退出一當前回合; 接受來自該複數個玩家之叫牌;且 將該所呈現虛擬卡陣營獎勵給該複數個玩家中具有一最佳叫牌之一獲勝玩家。 A dedicated slot machine comprising: a data processor; a network interface that communicates data with the data processor for communication on a data network; a display device that communicates data with the data processor, wherein the display device serves as a game surface; and a gaming system executable by the data processor to transform the data processor and the network interface into a dedicated slot machine, the dedicated slot machine being configured to use a virtual card stack to implement a client version of a betting tournament game, the gaming system being further configured to: A virtual card stack is provided using the data processor, wherein a plurality of virtual cards in the stack have been selected from a pool of virtual cards, wherein each of the plurality of virtual cards includes identification information and real-life statistics related to an athlete's activity in a real-life sporting event, wherein each of the plurality of virtual cards further includes information indicating: 1) a name of an athlete; 2) a name of a team that an athlete joins; 3) a name of a corresponding athlete; and 4) a name of a corresponding athlete. 4) a value of the virtual card determined based on the fantasy points valued by a player; 5) a bonus point or multiplier corresponding to the virtual card, the plurality of virtual cards in the stack having been selected from the pool of virtual cards to maintain a probability of the virtual cards in the stack generating a winning total based on real-life statistics of the selected virtual cards in the stack within a predetermined range, each of the plurality of virtual cards further comprising readable information indicating a color of the card; Randomly present at least three face-up virtual cards from a formation of the virtual card stack to a plurality of players via the display device; Prompt the plurality of players to bid on the presented virtual card formation or to discard and exit a current round by using the data processor; Accept bids from the plurality of players; and Award the presented virtual card formation to a winning player among the plurality of players who has a best bid. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以藉由使用該顯示裝置來顯示具有一或多個玩家位置之一虛擬卡桌。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to display a virtual card table having one or more player positions using the display device. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以基於每一玩家所持有之虛擬卡之值使該複數個玩家得分。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to score points for the multiple players based on the value of a virtual card held by each player. 如請求項1之專用吃角子老虎機,其中該疊中之該複數個虛擬卡中之每一者之顏色對應於與一虛擬卡上所表示之一運動員對應之至少一個特質。A dedicated slot machine as claimed in claim 1, wherein the color of each of the plurality of virtual cards in the stack corresponds to at least one characteristic corresponding to a player represented on a virtual card. 如請求項1之專用吃角子老虎機,其中該疊中之該複數個虛擬卡中之至少一者具有一特定顏色及與該虛擬卡上所表示之一運動員對應之一名稱。A dedicated slot machine as claimed in claim 1, wherein at least one of the plurality of virtual cards in the stack has a specific color and a name corresponding to a player represented on the virtual card. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以藉由使用該資料處理器經由一手持式裝置之一值輸入機構自該複數個玩家接收對應於一玩家叫牌之信用,該值輸入機構包含一讀取器及一觸控鍵介面,以使得一玩家能夠授權對該玩家之一中央賬戶進行存取,並授權將該玩家之信用自該中央賬戶轉帳至該專用吃角子老虎機,該讀取器係一讀卡器、一條碼掃描器或一QR碼掃描器。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to receive credits corresponding to a player's bid from the plurality of players via a value input mechanism of a handheld device using the data processor, the value input mechanism comprising a reader and a touch key interface to enable a player to authorize access to a central account of the player and to authorize the transfer of the player's credits from the central account to the dedicated slot machine, the reader being a card reader, a barcode scanner or a QR code scanner. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以藉由使用該資料處理器基於該等玩家之叫牌及每一玩家之完整的一手虛擬卡使該等玩家中之每一者得分。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to score points for each of the players based on the players' calls and each player's complete virtual hand using the data processor. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以基於對應於該所獎勵虛擬卡陣營之多個虛擬卡是否識別同一運動員而將獎勵積分獎勵給該等玩家中之每一者。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to award bonus points to each of the players based on whether multiple virtual cards corresponding to the bonus virtual card array identify the same athlete. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以使得來自複數個玩家群組中之每一者之一預定數量之最高排名玩家能夠留下以進行下一回合且自動增加該等最高排名玩家之叫牌。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to enable a predetermined number of top-ranked players from each of a plurality of player groups to remain for the next round and automatically increase the bids of the top-ranked players. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以使得來自複數個玩家群組中之每一者之玩家能夠對一陣營中之複數個內容類別進行叫牌。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to enable players from each of a plurality of player groups to bid on a plurality of content categories in a lineup. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以藉由使用該顯示裝置來顯示複數個玩家群組中之每一者中每一玩家之一叫牌狀態之一指示。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to display an indication of a bidding status of each player in each of a plurality of player groups by using the display device. 如請求項1之專用吃角子老虎機,其中對該疊中之該複數個虛擬卡中之每一者進行顏色寫碼。A dedicated slot machine as claimed in claim 1, wherein each of the plurality of virtual cards in the stack is color coded. 如請求項1之專用吃角子老虎機,其中該遊戲系統進一步經組態以基於同一顏色之虛擬卡將獎勵積分獎勵給該等玩家中之每一者。A dedicated slot machine as claimed in claim 1, wherein the gaming system is further configured to award bonus points to each of the players based on a virtual card of the same color. 如請求項1之專用吃角子老虎機,其中該疊中之該複數個虛擬卡中之每一者可用一彩色護套來表示,以指示一所選擇卡。A dedicated slot machine as claimed in claim 1, wherein each of the plurality of virtual cards in the stack can be represented by a colored sleeve to indicate a selected card. 一種專用吃角子老虎機,其包括: 一資料處理器; 一網路介面,其與該資料處理器進行資料通信以在一資料網路上進行通信; 一顯示裝置,其與該資料處理器進行資料通信,其中該顯示裝置充當一遊戲表面;及 一遊戲系統,其可由該資料處理器執行,以將該資料處理器及網路介面變換成一專用吃角子老虎機,該專用吃角子老虎機經組態以使用一虛擬卡疊來實施一投注錦標賽遊戲之一用戶端版本,該遊戲系統進一步經組態以: 藉由使用該資料處理器來提示複數個使用者在複數個地理上分佈之使用者平臺處各自提交一賭注以作為玩家進入該投注錦標賽遊戲中; 藉由使用該資料處理器將該投注錦標賽遊戲之該複數個玩家分成玩家群組,該等玩家群組各自具有一預定數量之玩家,每一玩家群組中之該等玩家與同一玩家群組之其他玩家比賽以在該投注錦標賽遊戲中經由一預定數目之回合晉級,每一玩家群組中之該等玩家在一給定回合期間僅與該同一玩家群組之其他成員對抗; 藉由使用該資料處理器來獲得與現實生活運動事件中一運動員之活動相關之一組現實生活統計資料,該遊戲系統使用該網路介面來建立與位於一現實生活運動事件正在發生之一遠端場館處之一網路資源之一資料連接; 藉由使用該資料處理器來提供一虛擬卡疊,其中該疊中之複數個虛擬卡係已自一虛擬卡集區選擇,其中該複數個虛擬卡中之每一者包括與現實生活運動事件中一運動員之活動相關之識別資訊及現實生活統計資料,其中該複數個虛擬卡中之每一者進一步包括指示以下各項之資訊:1)一運動員之名稱;2)一運動員所加入之一團隊之一名稱;3)藉由一對應運動員所值之幻想積分而判定的該虛擬卡之一值,4)一運動員進行比賽之一位置;及5)對應於該虛擬卡之獎勵積分或乘數,該疊中之該複數個虛擬卡係已自該虛擬卡集區被選擇成將該疊中之該等虛擬卡基於該疊中之所選擇虛擬卡之現實生活統計資料產生一獲勝總數之一概率維持在一預定範圍內,該複數個虛擬卡中之每一者進一步包括指示該卡之一顏色之可讀資訊; 經由該顯示裝置將來自該虛擬卡疊的一陣營中正面朝上之至少三個虛擬卡隨機呈現給複數個玩家; 藉由使用該資料處理器來提示該複數個玩家對所呈現虛擬卡陣營進行叫牌或者棄牌並退出一當前回合; 藉由使用該資料處理器來接受來自該複數個玩家之叫牌; 藉由使用該資料處理器將該所呈現虛擬卡陣營指派給該複數個玩家中具有最佳叫牌之一特定玩家; 藉由使用該資料處理器,針對一玩家手中之每一虛擬卡,自與現實生活運動事件中一運動員之活動相關之該現實生活統計資料當中隨機選擇一統計資料,並將該所選擇統計資料作為一得分顯示在該虛擬卡上; 藉由使用該資料處理器來評估每一玩家之一完整手牌並基於一獲勝總數來判定一獲勝玩家;且 經由該顯示裝置顯示與任何獲勝玩家相關聯之任何獎勵或派彩值。 A dedicated slot machine comprising: a data processor; a network interface that communicates data with the data processor to communicate on a data network; a display device that communicates data with the data processor, wherein the display device serves as a game surface; and a gaming system executable by the data processor to transform the data processor and the network interface into a dedicated slot machine, the dedicated slot machine configured to use a virtual card stack to implement a client version of a betting tournament game, the gaming system further configured to: prompt a plurality of users to each submit a bet at a plurality of geographically distributed user platforms to enter the betting tournament game as a player by using the data processor; By using the data processor to divide the plurality of players of the betting tournament game into player groups, each of the player groups having a predetermined number of players, the players in each player group compete with other players of the same player group to advance in the betting tournament game through a predetermined number of rounds, the players in each player group only play against other members of the same player group during a given round; By using the data processor to obtain a set of real-life statistics related to the activities of an athlete in a real-life sporting event, the gaming system uses the network interface to establish a data connection with a network resource located at a remote venue where a real-life sporting event is occurring; A virtual card stack is provided using the data processor, wherein a plurality of virtual cards in the stack have been selected from a pool of virtual cards, wherein each of the plurality of virtual cards includes identification information and real-life statistics related to an athlete's activity in a real-life sporting event, wherein each of the plurality of virtual cards further includes information indicating: 1) a name of an athlete; 2) a name of a team that an athlete joins; 3) a name of a corresponding athlete; and 4) a value of the virtual card determined based on the fantasy points valued by the player; 5) a bonus point or multiplier corresponding to the virtual card, the plurality of virtual cards in the stack having been selected from the pool of virtual cards to maintain a probability of the virtual cards in the stack generating a winning total within a predetermined range based on real-life statistics of the selected virtual cards in the stack, each of the plurality of virtual cards further comprising readable information indicating a color of the card; Randomly present at least three face-up virtual cards from a formation of the virtual card stack to a plurality of players via the display device; Prompt the plurality of players to bid on the presented virtual card formation or discard and exit a current round by using the data processor; Accept bids from the plurality of players by using the data processor; Assign the presented virtual card formation to a specific player with the best bid among the plurality of players by using the data processor; By using the data processor, for each virtual card in a player's hand, randomly selecting a statistic from the real-life statistics associated with an athlete's activity in a real-life sporting event and displaying the selected statistic as a score on the virtual card; By using the data processor to evaluate a complete hand of each player and determine a winning player based on a winning total; and Displaying any prize or payout value associated with any winning player via the display device. 如請求項15之專用吃角子老虎機,其中對該疊中之該複數個虛擬卡中之每一者進行顏色寫碼。A dedicated slot machine as claimed in claim 15, wherein each of the plurality of virtual cards in the stack is color coded. 如請求項15之專用吃角子老虎機,其中該遊戲系統進一步經組態以基於同一顏色之虛擬卡將獎勵積分獎勵給該等玩家中之每一者。A dedicated slot machine as claimed in claim 15, wherein the gaming system is further configured to award bonus points to each of the players based on a virtual card of the same color. 如請求項15之專用吃角子老虎機,其中該遊戲系統進一步經組態以基於對應於該所獎勵虛擬卡陣營之運動員在現實生活運動中是否係隊友來將獎勵積分獎勵給該等玩家中之每一者。A dedicated slot machine as claimed in claim 15, wherein the gaming system is further configured to award bonus points to each of the players based on whether the athlete corresponding to the bonus virtual card camp is a teammate in a real-life sport. 如請求項15之專用吃角子老虎機,其中該疊中之該複數個虛擬卡中之至少一者具有一特定顏色及與該虛擬卡上所表示表之一運動員對應之一名稱。A dedicated slot machine as claimed in claim 15, wherein at least one of the plurality of virtual cards in the stack has a specific color and a name corresponding to a player represented on the virtual card. 如請求項15之專用吃角子老虎機,其中該疊中之該複數個虛擬卡中之每一者可用一彩色護套來表示,以指示一所選擇卡。A dedicated slot machine as claimed in claim 15, wherein each of the plurality of virtual cards in the stack can be represented by a colored sleeve to indicate a selected card.
TW111149239A 2022-09-29 2022-12-21 Specialized slot machine for conducting a wagering game using a card system for real time or live action event content TW202412904A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US17/956,583 2022-09-29

Publications (1)

Publication Number Publication Date
TW202412904A true TW202412904A (en) 2024-04-01

Family

ID=

Similar Documents

Publication Publication Date Title
US11861987B2 (en) Specialized slot machine for conducting a wagering game using real time or live action event content
US11557179B2 (en) Specialized slot machine for conducting a wagering fantasy sports tournament
US11398126B2 (en) Sorting games of chance
US11361610B2 (en) Game of chance display
US10339762B2 (en) Game with chance element and strategy component that can be copied
TW201526965A (en) Wager matrix with multiple betting parameters
US11568715B2 (en) Gaming system, gaming device, and method for providing a sports-based card game
CN101163526A (en) System and method of an interactive multiple participant game
US20230015622A1 (en) Specialized slot machine for conducting a wagering game using a card system for real time or live action event content
EP3188143A1 (en) Specialized slot machine for conducting a wagering game using real time or live action event content
TW202412904A (en) Specialized slot machine for conducting a wagering game using a card system for real time or live action event content
EP4345781A1 (en) Specialized slot machine for conducting a wagering game using a card system for real time or live action event content
CN109791719A (en) The system and method for linking game station
US20230215245A1 (en) Specialized slot machine for conducting a wagering fantasy sports tournament
WO2022115414A1 (en) Specialized slot machine for conducting a wagering fantasy sports tournament