US20150224387A1 - Color war wagering event - Google Patents

Color war wagering event Download PDF

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US20150224387A1
US20150224387A1 US14/614,321 US201514614321A US2015224387A1 US 20150224387 A1 US20150224387 A1 US 20150224387A1 US 201514614321 A US201514614321 A US 201514614321A US 2015224387 A1 US2015224387 A1 US 2015224387A1
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symbols
symbol
playing cards
cards
wager
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US14/614,321
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Young Gi Lee
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00157Casino or betting games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • Wagering games particularly those intended primarily for play in casinos, should provide players with a sense of participation and control, the opportunity to make decisions, and reasonable odds of winning, even though the odds favor the casino, house, dealer or banker.
  • the game must also meet the requirements of regulatory agencies.
  • a first format is based on poker ranks, in which individual cards and combinations of cards have ranks or strength based upon the relative probability of a hand being provided with a specific number of cards.
  • the least frequent (lowest probability) hand in a five-card poker game that is readily identifiable is the Royal Flush comprising the Ace, King, Queen, Jack and Ten of a single suit.
  • This low probability hand is deemed the highest ranking hand because it is readily identifiable, even though the actual probability of that hand occurring is identical to the probability for specifically any other predetermined five cards, such as the 2 of clubs, 4 of diamonds, 5 of spades, 10 of diamonds and Queen of hearts.
  • a second format of game is based on the count or point value of individual cards and the collective value of points counted in hands, usually played against a dealer or banker.
  • the most common games using point count systems are blackjack (twenty-one) and baccarat.
  • the value of cards are based on their numerical value shown, with face cards (Jack, Queen and King) counting as 10 value or point cards and Aces being 1 or 11 at the option of the card holder.
  • face cards Jack, Queen and King
  • Aces being 1 or 11 at the option of the card holder.
  • cards again have their face values, but Aces are always a value of 1 and face cards are always valued at 0 (zero) points.
  • a third format of casino table games is fairly rare and is often found as a side bet event, where cards are matched in suit, rank or suit and rank to establish winning events. Some games combine these games with side bet wagers in blackjack or baccarat hands that player's cards and/or dealer's cards alone or in combination can provide poker ranks of high rank out of specific combinations or total combinations of cards in the hands. Alternatively, in the play of Casino WarTM games, wagers may be placed on the total point count of the player's initial card, the sum of the player's and dealer's initial cards, and the like.
  • U.S. Pat. No. 6,994,345 (Henry) describes a card game played using two decks of cards per each hand, with the dealer dealing out two groups of cards face down from one deck and a single face up reference card from the second deck. The dealer then turns up each of the cards sequentially from the two groups of the first deck, with the object being to attain an exact match between any or the cards of the two groups, and the reference card.
  • players may wager upon the likelihood of the occurrence of a specific mismatch. Color is used as part of a resolution.
  • U.S. Pat. No. 5,772,211 (Nazaryan) describes a method of playing a wagering game with a number of players and a dealer, utilizing a deck of game cards formed by combining a plurality of standard decks of playing cards from which all kings and queens have been removed so as to leave only numbered cards, jacks, and aces, with the numbered cards having a number value equal to their number, with jacks having a number value of zero, and with the aces having a number value of eleven, said method comprising the steps of: (a) having each player place a first wager identifying a type of a game hand selected from a group of game hands including: (iii) red, wherein “red” is defined as a game hand in which the majority of the game cards making up the game hand are red in color; and (iv) black, wherein “black” is defined as a game hand in which the majority of the game cards making up the game hand are black in color (b) dealing face up to each
  • casinos have a compelling interest in providing a poker-style game with simplified betting structure and dealing procedures that provides a player with sufficient betting options to maintain player interest, and follows the rules of poker, as poker rules are well known throughout the world.
  • Casinos also have an interest in reducing personnel costs and the potential for fraud.
  • casinos have a need for both interesting live table games and systems for implementing such games in a manner that prohibits cheating, reduces personnel costs, and appeals to players of all experience levels at least as much as the live table game itself. Accordingly, the present invention is directed to a game and gaming systems that meets these needs.
  • FIG. 1 shows an electronic gaming table on which the gaming method may be executed.
  • FIG. 1A shows a schematic for an electronic system for enabling play of the gaming method described herein.
  • FIG. 1B shows another schematic for an electronic system for enabling play of the gaming method described herein.
  • a first wager being received on an underlying game at a player position may be received by placing coins, tokens, chips, currency or other value at wagering positions, or player positions may have input controls (e.g., buttons, touchscreens, personal data entry devices, distal information communication devices, internet connectivity and input and the like);
  • input controls e.g., buttons, touchscreens, personal data entry devices, distal information communication devices, internet connectivity and input and the like
  • a full set of at least 48 symbols is provided in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol.
  • these symbols may be provided as cards, playing cards, tiles, virtual symbols (including virtual cards and virtual playing cards);
  • the symbols are provided out of a single complete set for both the player and the dealer with physical symbol providers and may also be provided out of separate identical sets of symbols in a virtual symbol providing symbol. The latter slightly adjusts odds against a player winning;
  • the first wager based on a selection between a) the first symbol being at least four of the seven symbols provided to the player position and b) the second symbol being at least four of the seven symbols provided to the player position.
  • the set may have at least 48 cards, with 24 cards being apples and the 24 of the symbols being lemons.
  • the set of playing cards has only the colors of the cards of import. That is a three of hearts and a King of Diamonds are considered only as red cards, without regard to rank. Thus cards without ranks may be provided for the underlying game called “Color War”TM card game.
  • Non-symbol cards or one or two different symbols (third and fourth symbols for example) may be added into the set;
  • the first wager may be resolved in favor of the player position when the symbol from the first and second symbol wagered on appears as at least four of the seven symbols provided to the player and the dealer hand has five or fewer symbols of the same symbol addressed by the first wager; while the first wager is neither won nor lost when at least four of the seven symbols provided to the player are the symbol wagered upon, and the dealer hand has six or more symbols of the symbol not addressed by the first wager.
  • symbols may be colors provided on color carrying elements, such as a set of cards.
  • the color carrying elements may be a randomized standard fifty-two card, four suited deck of playing cards, or a randomized standard fifty-two card deck of playing cards plus at least one and fewer than two cards that are not one of thirteen standard ranks in playing cards.
  • a second wager may be received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
  • the wager may be that at least five symbols are a specific symbol or color.
  • the underlying wager may be on one symbol and the side bet may be on the second symbol or both wagers may be on the same symbol.
  • the method may use a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position.
  • the method may alternatively be performed on a play table, and each player position has three wager areas, one for the first color symbol, the second for the second color symbol and the third for a side bet against a paytable.
  • This method may use physical playing cards wherein the randomization is effected by shuffling of the physical playing cards, as by manual shuffling or an electromechanical shuffler.
  • the physical playing cards are preferably a single deck of physical playing cards and randomization is effected by automated electromechanical shuffling of the physical playing cards.
  • the playing cards may be virtual playing cards and the method is performed on a system comprising a processor, a video display screen and player input controls and the processor displays hands at a virtual player position and a virtual dealer position and a random number generator provides random individual cards for the first subset of playing cards and the second subset of playing cards.
  • the set of playing cards should comprise at least a standard deck of playing cards, fifty-two cards having four suits (spades, hearts, diamonds and clubs) having ranks from 2 to Ace. Multiple decks and/or specialty cards may also be included with the deck.
  • the deck(s) must be randomized by shuffling to provide cards in a random order. The transformation of cards into a random order must be done before the play of each round of the game so that the cards provided cannot be predicted with any significant degree of certainty.
  • the dealer controls the play of the game and dictates the rules of play of the game. The dealer will not allow cards to be dealt to player positions unless the appropriate wager is verified by the dealer.
  • the dealer segments the shuffled set of playing cards into random content subsets of exactly the number of cards that the dealer must provide in each step of the method.
  • the cards may be manually dealt or automatically dealt by a shuffling apparatus.
  • the shuffling apparatus may be a batch shuffler or a continuous shuffler. Cards may be provided one at a time from a delivery position in the shuffler, entire randomized deck(s) may be provided from the shufflers, or individual hands of exactly three cards for delivery to individual player positions and the dealer position. There are a number of variations in the play of the game that may be used.
  • the shuffling may be performed by a number of various methods, including manual shuffling to produce a randomized set of playing cards.
  • the automatic shufflers may operate by either actually shuffling a portion of or entire set of playing cards (e.g., one or more decks of playing cards), or by providing hands or subsets of playing cards randomly out of the original complete set of playing cards.
  • the cards may be batch shuffled or continuously shuffled (returned, spent cards from previous hands are returned to the machine and randomly distributed among cards already in the machine).
  • the shuffling mechanism may be accomplished by use of carousels (or linear moving stacked arrays) of multiple compartments into which cards are inserted (randomly or in predetermined locations among the compartments) and then unloaded from the compartments (randomly or in predetermined order of compartments) so that random hands or subsets of playing cards are distributed to a delivery area for distribution by the dealer.
  • the cards may also be delivered to a delivery tray by random removal (e.g., random ejection as understood in the art, or random removal by any other technology) from the original set and delivery of the randomly withdrawn/removed cards to the delivery tray to form random hands or random subsets in the delivery tray.
  • the game may also be played as a video gaming system, with either a single player terminal or multiple player terminals against a dealer hand. Multiplayer playstations with 4-7 players at seats before a virtual dealer on a screen may also be used.
  • Methods of the present invention may be implemented in computer hardware, software, or computer hardware and software.
  • a most common form of computer implementation is a stand-alone, single player electronic gaming machine with electronic player controls and one or more video output screens.
  • the gaming device preferably includes at least one processor, such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit or one or more application-specific integrated circuits (ASIC's) or Field Programmable Gated Arrays (FPGA's).
  • the processor is in communication with or operable to access or to exchange signals with at least one data storage or memory device, and/or a player monitor or monitors.
  • the processor and the memory device reside within the cabinet of a gaming device. Multiple gaming devices are typically connected to a casino information network.
  • the memory device stores program code and instructions, executable by the processor, to control the gaming device.
  • the memory device also stores other data such as image data, event data, player input data, random or pseudo-random number generators, pay-table data or information, House Ways distributions and applicable game rules that relate to the play of the gaming device.
  • the memory device includes random access memory (RAM): which can include non-volatile RAM (NVRAM): magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and other forms as commonly understood in the gaming industry.
  • RAM random access memory
  • NVRAM non-volatile RAM
  • MRAM magnetic RAM
  • FeRAM ferroelectric RAM
  • the memory device includes read only memory (ROM).
  • the memory device includes flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical, and/or semiconductor memory may operate in conjunction with the gaming device disclosed herein.
  • part or all of the program code and/or operating data described above can be stored in a detachable or removable memory device, including, but not limited to, a suitable cartridge, disk, CD ROM, DVD, or USB memory device.
  • a gaming device or gaming machine as disclosed herein may be a device that has obtained approval from a regulatory gaming commission or a device that has not obtained approval from a regulatory gaming commission.
  • the processor and memory device may be collectively referred to herein as a “processor” or “computer” or “controller” or “game controller.”
  • 6,159,096 and 6,117,009 disclose a method of configuring a video output gaming device to randomly generate game outcomes.
  • the method includes the steps of selecting a set of game symbols, assigning a probability of occurrence to each symbol, selecting a plurality of outcome templates, each template comprising X variables, selecting a probability of occurrence for each outcome template, assigning a subset of symbols from the set of game symbols to each template for filling the positions, defining payouts for selected outcomes, and configuring a video output gaming device, which randomly selects a template, randomly selects a symbol for each variable in the template from the subset of game symbols assigned to the selected template, randomly fills at least a portion of the positions in the template and displays the outcome on a video output display.
  • a video output gaming device programmed to randomly select a template, randomly select symbols to define the variables and randomly display the selected symbols is also disclosed.
  • That separate mechanical gaming system may be in a relatively vertical viewing position as shown or in a more horizontal (table like) display unit. Viewable through the main door is a video display monitor 34 and an information panel 36 .
  • the display monitor 34 will typically be a cathode ray tube, high resolution flat-panel LCD, LED, plasma screen or other conventional electronically controlled video monitor.
  • the information panel 36 may be a back-lit, silk screened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g. $0.25 or $1).
  • the bill validator 30 , player-input switches 32 , video display monitor 34 , and information panel are devices used to play a game on the game machine 2 . The devices are controlled by circuitry (e.g. the master gaming controller) housed inside the main cabinet 4 of the machine 2 .
  • the gaming machine 2 may be operable to provide a play of many different instances of games of chance.
  • the instances may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, etc.
  • the gaming machine 2 may be operable to allow a player to select a game of chance to play from a plurality of instances available on the gaming machine.
  • the gaming machine may provide a menu with a list of the instances of games that are available for play on the gaming machine and a player may be able to select from the list a first instance of a game of chance that they wish to play.
  • the gaming machine 2 includes a top box 6 , which sits on top of the main cabinet 4 .
  • the top box 6 houses a number of devices, which may be used to add features to a game being played on the gaming machine 2 , including speakers 10 , 12 , 14 , a ticket printer 18 which prints bar-coded tickets 20 , a key pad 22 for entering player tracking information, a florescent display 16 for displaying player tracking information, a card reader 24 for entering a magnetic striped card containing player tracking information, and a video display screen 42 .
  • the ticket printer 18 may be used to print tickets for a cashless ticketing system.
  • the top box 6 may house different or additional devices than shown in the FIG. 1 .
  • Images rendered from 3-D gaming environments may be displayed on portable gaming devices that are used to play a game of chance.
  • a gaming machine or server may include gaming logic for commanding a remote gaming device to render an image from a virtual camera in a 3-D gaming environments stored on the remote gaming device and to display the rendered image on a display located on the remote gaming device.
  • gaming machines are implemented with special features and/or additional circuitry that differentiates them from general-purpose computers (e.g., desktop PC's and laptops). Gaming machines are highly regulated to ensure fairness and, in many cases, gaming machines are operable to dispense monetary awards of multiple millions of dollars. Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures may be implemented in gaming machines that differ significantly from those of general-purpose computers. A description of gaming machines relative to general-purpose computing machines and some examples of the additional (or different components and features found in gaming machines are described below.
  • a fault or a weakness tolerated in a PC may not be tolerated in a gaming machine because in a gaming machine these faults can lead to a direct loss of funds from the gaming machine, such as stolen cash or loss of revenue when the gaming machine is not operating properly.
  • a first difference between gaming machines and common PC based computers systems is that gaining machines are designed to be state-based systems.
  • a state-based system the system stores and maintains its current state in a non-volatile memory, such that, in the event of a power failure or other malfunction the gaming machine will return to its current state when the power is restored. For instance, if a player was shown an award for a game of chance and, before the award could be provided to the player the power failed, the gaming machine, upon the restoration of power, would return to the state where the award is indicated.
  • PCs are not state machines and a majority of data is usually lost when a malfunction occurs. This requirement affects the software and hardware design on a gaming machine.
  • a second important difference between gaming machines and common PC based computer systems is that for regulation purposes, the software on the gaining machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to prevent cheating by the operator of gaming machine.
  • one solution that has been employed in the gaming industry to prevent cheating and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor running instructions to generate the game of chance from an EPROM or other form of non-volatile memory.
  • the coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction.
  • any changes to any part of the software required to generate the game of chance can require a new EPROM to be burnt, approved by the gaming jurisdiction and reinstalled on the gaming machine in the presence of a gaming regulator.
  • a gaming machine must demonstrate sufficient safeguards that prevent an operator or player of a gaining machine from manipulating hardware and software in a manner that gives them an unfair and some cases an illegal advantage.
  • the gaming machine should have a means to determine if the code it will execute is valid. If the code is not valid, the gaming machine must have a means to prevent the code from being executed.
  • the code validation requirements in the gaining industry affect both hardware and software designs on gaming machines.
  • a third important difference between gaming machines and common PC based computer systems is the number and kinds of peripheral devices used on a gaining machine are not as great as on PC based computer systems.
  • gaining machines have been relatively simple in the sense that the number of peripheral devices and the number of functions the gaining machine has been limited.
  • the functionality of gaming machines were relatively constant once the gaming machine was deployed, i.e., new peripherals devices and new gaming software were infrequently added to the gaining machine.
  • This differs from a PC where users will go out and buy different combinations of devices and software from different manufacturers and connect them to a PC to suit their needs depending on a desired application. Therefore, the types of devices connected to a PC may vary greatly from user to user depending in their individual requirements and may vary significantly over time.
  • gaming machines still have unique device requirements that differ from a PC, such as device security requirements not usually addressed by PCs.
  • monetary devices such as coin dispensers, bill validators and ticket printers and computing devices that are used to govern the input and output of cash to a gaming machine have security requirements that are not typically addressed in PCs. Therefore, many PC techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry.
  • a watchdog timer is normally used in gaming machines to provide a software failure detection mechanism.
  • the operating software periodically accesses control registers in the watchdog timer subsystem to “re-trigger” the watchdog. Should the operating software fail to access the control registers within a preset timeframe, the watchdog timer will timeout and generate a system reset.
  • Typical watchdog timer circuits contain a loadable timeout counter register to allow the operating software to set the timeout interval within a certain range of time.
  • a differentiating feature of the some preferred circuits is that the operating software cannot completely disable the function of the watchdog timer. In other words, the watchdog timer always functions from the time power is applied to the board.
  • Gaming computer platforms preferably use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the computer may result. Though most modem general-purpose computers include voltage monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the gaming computer. Gaming machines typically have power supplies with tighter voltage margins than that required by the operating circuitry. In addition, the voltage monitoring circuitry implemented in gaming computers typically has two thresholds of control. The first threshold generates a software event that can be detected by the operating software and an error condition generated.
  • This threshold is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry.
  • the second threshold is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the computer.
  • the standard method of operation for slot machine game software is to use a state machine. Different functions of the game (bet, play, result, points in the graphical presentation, etc.) may be defined as a state.
  • critical data regarding the game software is stored in a custom non-volatile memory subsystem. This is critical to ensure the player's wager and credits are preserved and to minimize potential disputes in the event of a malfunction on the gaming machine.
  • the gaming machine does not advance from a first state to a second state until critical information that allows the first state to be reconstructed is stored.
  • This feature allows the game to recover operation to the current state of play in the event of a malfunction, loss of power, etc. that occurred just prior to the malfunction.
  • game play may resume and the game may be completed in a manner that is no different than if the malfunction had not occurred.
  • battery backed RAM devices are used to preserve this critical data although other types of non-volatile memory devices may be employed. These memory devices are not used in typical general-purpose computers.
  • the gaming machine when a malfunction occurs during a game of chance, the gaming machine may be restored to a state in the game of chance just prior to when the malfunction occurred.
  • the restored state may include metering information and graphical information that was displayed on the gaming machine in the state prior to the malfunction.
  • the gaming machine when the malfunction occurs during the play of a card game after the cards have been dealt, the gaming machine may be restored with the cards that were previously displayed as part of the card game.
  • a bonus game may be triggered during the play of a game of chance where a player is required to make a number of selections on a video display screen.
  • the gaining machine may be restored to a state that shows the graphical presentation at the just prior to the malfunction including an indication of selections that have already been made by the player.
  • the gaming machine may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.
  • Game history information regarding previous games played such as an amount wagered, the outcome of the game and so forth may also be stored in a non-volatile memory device.
  • the information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the gaming machine and the state of the gaming machine (e.g., credits) at the time the game of chance was played.
  • the game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won.
  • the game history information may be used to reconstruct the state of the gaining machine prior, during and/or after the disputed game to demonstrate whether the player was correct or not in their assertion.
  • serial devices may have electrical interface requirements that differ from the “standard” EIA 232 serial interfaces provided by general-purpose computers. These interfaces may include EIA 485, EIA 422, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc.
  • serial devices may be connected in a shared, daisy-chain fashion where multiple peripheral devices are connected to a single serial channel.
  • the serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry.
  • the NetplexTM system of IGT is a proprietary communication protocol used for serial communication between gaming devices.
  • SAS is a communication protocol used to transmit information, such as metering information, from a gaming machine to a remote device. Often SAS is used in conjunction with a player tracking system.
  • Gaming machines may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface.
  • the peripheral devices are preferably assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General-purpose computer serial ports are not able to do this.
  • Security monitoring circuits detect intrusion into a gaming machine by monitoring security switches attached to access doors in the slot machine cabinet. Preferably, access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the slot machine. When power is restored, the gaming machine can determine whether any security violations occurred while power was off, e.g., via software for reading status registers. This can trigger event log entries and further data authentication operations by the slot machine software.
  • Trusted memory devices are preferably included in a gaming machine computer to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not allow modification of the code and data stored in the memory device while the memory device is installed in the slot machine. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the slot machine that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the slot machine computer and verification of the secure memory device contents is a separate third party verification device.
  • Mass storage devices used in a general purpose computer typically allow code and data to be read from and written to the mass storage device.
  • modification of the gaming code stored on a mass storage device is strictly controlled and would only be allowed under specific maintenance type events with electronic and physical enablers required.
  • this level of security could be provided by software
  • gaming computers that include mass storage devices preferably include hardware level mass storage data protection circuitry that operates at the circuit level to monitor attempts to modify data on the mass storage device and will generate both software and hardware error triggers should a data modification be attempted without the proper electronic and physical enablers being present.
  • the bill validator may accept a printed ticket voucher which may be accepted by the bill validator 30 as an indicia of credit when a cashless ticketing system is used.
  • the player may enter playing tracking information using the card reader 24 , the keypad 22 , and the florescent display 16 . Further, other game preferences of the player playing the game may be read from a card inserted into the card reader.
  • the player views game information using the video display 34 . Other game and prize information may also be displayed in the video display screen 42 located in the top box.
  • a player may be required to make a number of decisions, which affect the outcome of the game. For example, a player may vary his or her wager on a particular game, select a prize for a particular game selected from a prize server, or make game decisions which affect the outcome of a particular game. The player may make these choices using the player-input switches 32 , the video display screen 34 or using some other device which enables a player to input information into the gaming machine. In some embodiments, the player may be able to access various game services such as concierge services and entertainment content services using the video display screen 34 and one more input devices.
  • game services such as concierge services and entertainment content services
  • the gaming machine 2 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to continue playing. Auditory effects include various sounds that are projected by the speakers 10 , 12 , 14 . Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming machine 2 or from lights within the separate mechanical (or electronic) separately, individually wagerable gaming system 40 .
  • the player may receive game tokens from the coin tray 38 or the ticket 20 from the printer 18 , which may be used for further games or to redeem a prize. Further, the player may receive a ticket 20 for food, merchandise, or games from the printer 18 .
  • Gaming establishment 1001 could be any sort of gaming establishment, such as a casino, a card room, an airport, a store, etc.
  • gaming network 1077 includes more than one gaming establishment, all of which are networked to game server 1022 .
  • gaming machine 1002 and the other gaming machines 1030 , 1032 , 1034 , and 1036 , include a main cabinet 1006 and a top box 1004 .
  • the main cabinet 1006 houses the main gaming elements and can also house peripheral systems, such as those that utilize dedicated gaming networks.
  • the top box 1004 may also be used to house these peripheral systems.
  • the master gaming controller 1008 controls the game play on the gaming machine 1002 according to instructions and/or game data from game server 1022 or stored within gaming machine 1002 and receives or sends data to various input/output devices 1011 on the gaming machine 1002 .
  • master gaming controller 1008 includes processor(s) and other apparatus of the gaming machines described above.
  • the master gaming controller 1008 may also communicate with a display 1010 .
  • a particular gaming entity may desire to provide network gaming services that provide some operational advantage.
  • dedicated networks may connect gaming machines to host servers that track the performance of gaming machines under the control of the entity, such as for accounting management, electronic fund transfers (EFTs), cashless ticketing, such as EZPayTM marketing management, and data tracking, such as player tracking.
  • EFTs electronic fund transfers
  • EZPayTM cashless ticketing
  • master gaming controller 1008 may also communicate with EFT system 1012 , EZPayTM system, and player tracking system 1020 .
  • the systems of the gaming machine 1002 communicate the data onto the network 1022 via a communication board 1018 .
  • player tracking system 1020 is not a necessary feature of some implementations of the present invention.
  • player tracking programs may help to sustain a game player's interest in additional game play during a visit to a gaming establishment and may entice a player to visit a gaming establishment to partake in various gaming activities.
  • Player tracking programs provide rewards to players that typically correspond to the player's level of patronage (e.g., to the player's playing frequency and/or total amount of game plays at a given casino).
  • Player tracking rewards may be free meals, free lodging and/or free entertainment.
  • Player tracking information may be combined with other information that is now readily obtainable by an SBG system.
  • DCU 1024 and translator 1025 are not required for all gaming establishments 1001 .
  • the manufacturer of a host system usually employs a particular networking language having proprietary protocols. For instance, 10-20 different companies produce player tracking host systems where each host system may use different protocols. These proprietary protocols are usually considered highly confidential and not released publicly.
  • gaming machines are made by many different manufacturers.
  • the communication protocols on the gaming machine are typically hard-wired into the gaming machine and each gaming machine manufacturer may utilize a different proprietary communication protocol.
  • a gaming machine manufacturer may also produce host systems, in which case their gaming machines are compatible with their own host systems.
  • gaming machines from different manufacturers, each with its own communication protocol may be connected to host systems from other manufacturers, each with another communication protocol. Therefore, communication compatibility issues regarding the protocols used by the gaming machines in the system and protocols used by the host systems must be considered.
  • a network device that links a gaming establishment with another gaming establishment and/or a central system will sometimes be referred to herein as a “site controller.”
  • site controller 1042 provides this function for gaming establishment 1001 .
  • Site controller 1042 is connected to a central system and/or other gaming establishments via one or more networks, which may be public or private networks.
  • site controller 1042 communicates with game server 1022 to obtain game data, such as ball drop data, bingo card data, etc.
  • gaming machines 1002 , 1030 , 1032 , 1034 and 1036 are connected to a dedicated gaming network 1022 .
  • the DCU 1024 functions as an intermediary between the different gaming machines on the network 1022 and the site controller 1042 .
  • the DCU 1024 receives data transmitted from the gaming machines and sends the data to the site controller 1042 over a transmission path 1026 .
  • a translator 1025 may be used to convert serial data from the DCU 1024 to a format accepted by site controller 1042 . The translator may provide this conversion service to a plurality of DCUs.
  • the DCU 1024 can receive data transmitted from site controller 1042 for communication to the gaming machines on the gaming network.
  • the received data may be, for example, communicated synchronously to the gaming machines on the gaming network.
  • CVT 1052 provides cashless and cashout gaming services to the gaming machines in gaming establishment 1001 .
  • CVT 1052 authorizes and validates cashless gaming machine instruments (also referred to herein as “tickets” or “vouchers”), including but not limited to tickets for causing a gaming machine to display a game result and cash-out tickets.
  • CVT 1052 authorizes the exchange of a cashout ticket for cash.
  • the tickets may be printed by gaming machines, by cashout kiosk 1044 , by a stand-alone printer, by CVT 1052 , etc. Some gaming establishments will not have a cashout kiosk 1044 . Instead, a cashout ticket could be redeemed for cash by a cashier (e.g. of a convenience store), by a gaming machine or by a specially configured CVT.
  • a cashier e.g. of a convenience store
  • FIG. 1B illustrates an example of a network device that may be configured for implementing some methods of the present invention.
  • Network device 1160 includes a master central processing unit (CPU) 1162 , interfaces 1168 , and a bus 1167 (e.g., a PCI bus).
  • interfaces 1168 include ports 1169 appropriate for communication with the appropriate media.
  • one or more of interfaces 1168 includes at least one independent processor and, in some instances, volatile RAM.
  • the independent processors may be, for example, ASICs or any other appropriate processors. According to some such embodiments, these independent processors perform at least some of the functions of the logic described herein.
  • one or more of interfaces 1168 control such communications-intensive tasks as encryption, decryption, compression, decompression, packetization, media control and management.
  • interfaces 1168 allow the master microprocessor 1162 efficiently to perform other functions such as routing computations, network diagnostics, security functions, etc.
  • the interfaces 1168 are typically provided as interface cards (sometimes referred to as “linecards”). Generally, interfaces 1168 control the sending and receiving of data packets over the network and sometimes support other peripherals used with the network device 1160 .
  • interfaces that may be provided are FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, and the like.
  • various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
  • CPU 1162 may be responsible for implementing specific functions associated with the functions of a desired network device. According to some embodiments, CPU 1162 accomplishes all these functions under the control of software including an operating system and any appropriate applications software.
  • CPU 1162 may include one or more processors 1163 such as a processor from the Motorola family of microprocessors or the MIPS family of microprocessors. In an alternative embodiment, processor 1163 is specially designed hardware for controlling the operations of network device 1160 . In a specific embodiment, a memory 1161 (such as non-volatile RAM and/or ROM) also forms part of CPU 1162 . However, there are many different ways in which memory could be coupled to the system. Memory block 1161 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc.
  • network device may employ one or more memories or memory modules (such as, for example, memory block 1165 ) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the techniques described herein.
  • the program instructions may control the operation of an operating system and/or one or more applications, for example.
  • the present invention relates to machine-readable media that include program instructions, state information, etc. for performing various operations described herein.
  • machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM).
  • ROM read-only memory devices
  • RAM random access memory
  • the invention may also be embodied in a carrier wave traveling over an appropriate medium such as airwaves, optical lines, electric lines, etc.
  • program instructions include both machine code, such as produced by a compiler, and files containing higher-level code that may be executed by the computer using an interpreter.
  • FIG. 1B illustrates one specific network device of the present invention
  • an architecture having a single processor that handles communications as well as routing computations, etc. is often used.
  • other types of interfaces and media could also be used with the network device.
  • the communication path between interfaces may be bus based (as shown in FIG. 1B ) or switch fabric based (such as a cross-bar).
  • a more generic method of technology in the present invention may include a method of playing a wagering game in which at least:
  • the side bet may be optional or may be made a mandatory side bet under rules of games.
  • Amounts used in playing the side bet wager may be based on game minimums or independently structured, by way of non-limiting examples, as with 1-10 units of wagering in the game, $0.25, $0.50, $1.00, $1.50, $2.00, $5.00, etc., and top limits may be applied to the wagers.
  • the side bet may be used in electronic games, physical games, and mixed electronic and physical games (e.g., where physical plying cards and electronic wagering are combined).

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Abstract

A wagering game is played by:
a first wager being received on an underlying game at a player position;
providing a full set of at least 48 symbols in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol;
providing seven symbols to a dealer position and to a player position;
the first wager based on selecting between a) the first symbol being at least four of the seven symbols provided and b) the second symbol being at least four of the seven symbols provided to the player position; and
the first wager being resolved in favor of the player position when at least four of the seven symbols provided to the player are the symbol wager upon, and the dealer hand has five or fewer symbols of the symbol not addressed by the first wager.
the first wager being neither won nor lost when the symbol from the first and second symbol wagered on appears as at least four of the seven symbols provided to the player and the dealer hand has six or more symbols of the symbol not addressed by the first wager.

Description

    RELATED APPLICATIONS DATA
  • This application claims priority from two U.S. Provisional Application Nos. 61/950,826, filed 10 Mar. 2014 and 61/939,721, filed 13 Feb. 2014.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to the field of casino-type wagering games that may be played on gaming tables with card-elements, playing table with virtual card-elements, electronic systems using virtual card-elements or on-line using virtual card-elements.
  • 2. Background of the Art
  • There are many wagering games used for gambling. Such games should be sufficiently exciting to arouse players' interest and uncomplicated so they can be understood easily by a large number of players. Ideally, the games should include more than one wagering opportunity during the course of the game, yet be able to be played rapidly to a wager resolving outcome. Exciting play, the opportunity to make more than one wager and rapid wager resolution enhance players' interest and enjoyment because the frequency of betting opportunities and bet resolutions is increased.
  • Wagering games, particularly those intended primarily for play in casinos, should provide players with a sense of participation and control, the opportunity to make decisions, and reasonable odds of winning, even though the odds favor the casino, house, dealer or banker. The game must also meet the requirements of regulatory agencies.
  • There are essentially three types of casino card game formats that are available to players. A first format is based on poker ranks, in which individual cards and combinations of cards have ranks or strength based upon the relative probability of a hand being provided with a specific number of cards. For example, the least frequent (lowest probability) hand in a five-card poker game that is readily identifiable is the Royal Flush comprising the Ace, King, Queen, Jack and Ten of a single suit. This low probability hand is deemed the highest ranking hand because it is readily identifiable, even though the actual probability of that hand occurring is identical to the probability for specifically any other predetermined five cards, such as the 2 of clubs, 4 of diamonds, 5 of spades, 10 of diamonds and Queen of hearts. Other ranked low probability hands are Four-of-a-kind, Full House, Flush, Straight, Three-of-a-kind, Two Pair and Pair. Different numbers of cards dealt to players can be used as the hand-forming basis and the probability of different hands occurring may vary among different games and different numbers of cards, but the hands are generally referred to in terms of Poker ranks, whether 1, 2, 3, 4, 5, 6, 7 or more cards are used. Casino war is a one-card poker game variant, for example.
  • A second format of game is based on the count or point value of individual cards and the collective value of points counted in hands, usually played against a dealer or banker. The most common games using point count systems are blackjack (twenty-one) and baccarat. In blackjack, the value of cards are based on their numerical value shown, with face cards (Jack, Queen and King) counting as 10 value or point cards and Aces being 1 or 11 at the option of the card holder. In baccarat, cards again have their face values, but Aces are always a value of 1 and face cards are always valued at 0 (zero) points.
  • A third format of casino table games is fairly rare and is often found as a side bet event, where cards are matched in suit, rank or suit and rank to establish winning events. Some games combine these games with side bet wagers in blackjack or baccarat hands that player's cards and/or dealer's cards alone or in combination can provide poker ranks of high rank out of specific combinations or total combinations of cards in the hands. Alternatively, in the play of Casino War™ games, wagers may be placed on the total point count of the player's initial card, the sum of the player's and dealer's initial cards, and the like.
  • U.S. Pat. No. 6,994,345 (Henry) describes a card game played using two decks of cards per each hand, with the dealer dealing out two groups of cards face down from one deck and a single face up reference card from the second deck. The dealer then turns up each of the cards sequentially from the two groups of the first deck, with the object being to attain an exact match between any or the cards of the two groups, and the reference card. Optionally, players may wager upon the likelihood of the occurrence of a specific mismatch. Color is used as part of a resolution.
  • Other patents that use colors as part of consideration in resolution of wagers such as U.S. Pat. No. 6,227,969 (Yoseloff); U.S. Pat. No. 4,222,572 (Baker); U.S. Pat. No. 6,692,003 (Potter); U.S. Pat. No. 7,506,874 (Hall); U.S. Pat. No. 6,302,396 and U.S. Pat. No. 6,079,712 (Eaton);
  • U.S. Pat. No. 6,543,530 (Smith) shows a game with a source of symbols with two primary distinguishable characteristics is provided in a wagering environment. A player has wagering opportunities on a sequence of events, wagering on either of the primary distinguishable characteristics for each event in the sequence of events. Playing cards may be used as the source of symbols, such as a 52-card standard deck with one or two jokers or other non-standard cards. Wagers can be placed on each of the number of events in the sequence and special events that occur in the sequence (all symbols of the same characteristic, a particular card or other predetermined events). Side bets may also be placed on the events. Bets may be placed on the color of a limited number of cards dealt to a community flop, with the joker(s) providing a basis for house retention or profits on wagers.
  • U.S. Pat. No. 6,789,800 (Webb) enables a method of playing a side game in combination with a game of chance where a dealer hand of playing cards is dealt to a dealer and a player hand of playing cards is dealt to a player. The method includes receiving a side game wager from the player, wherein after dealing the dealer hand and the player hand, all playing cards from the dealer hand and player hand are combined into a combined hand. The side game wager is resolved according to the playing cards in the combined hand. Typically, the side game wager is resolved according to non-poker combinations, such as characteristics of the playing cards including card color, picture cards or the like.
  • U.S. Pat. No. 5,772,211 (Nazaryan) describes a method of playing a wagering game with a number of players and a dealer, utilizing a deck of game cards formed by combining a plurality of standard decks of playing cards from which all kings and queens have been removed so as to leave only numbered cards, jacks, and aces, with the numbered cards having a number value equal to their number, with jacks having a number value of zero, and with the aces having a number value of eleven, said method comprising the steps of: (a) having each player place a first wager identifying a type of a game hand selected from a group of game hands including: (iii) red, wherein “red” is defined as a game hand in which the majority of the game cards making up the game hand are red in color; and (iv) black, wherein “black” is defined as a game hand in which the majority of the game cards making up the game hand are black in color (b) dealing face up to each player a game hand comprising a plurality of game cards from the deck; (c) identifying as a first wager loser any player who in step (b) was dealt a single jack; (d) identifying as a first wager winner any player who in step (c) was not a loser and who in step (a) placed a first wager identifying a game hand of the type dealt to that player, and (e) awarding to any player identified as a first wager winner an award based on the wager placed by such player in step (a) and the odds of the game hand of the type identified by the first wager of such player being dealt to such player in step (b). This game has too many complexities and distortions (e.g., the loser causing jack) that are used to influence the house odds. These are distracting and complicate play.
  • Another notable problem associated with live table games is the intimidation which many novice or less experienced players feel when playing such games. Surveys have indicated that many people that are new or less experienced at gambling are inclined to play slot machines and virtual card games because they feel uncomfortable at making what they perceive as quick decisions in the presence of the dealer and other possibly more experienced players. This intimidation factor reduces participation in table games.
  • For reasons such as those cited above, casinos have a compelling interest in providing a poker-style game with simplified betting structure and dealing procedures that provides a player with sufficient betting options to maintain player interest, and follows the rules of poker, as poker rules are well known throughout the world. Casinos also have an interest in reducing personnel costs and the potential for fraud. Thus, casinos have a need for both interesting live table games and systems for implementing such games in a manner that prohibits cheating, reduces personnel costs, and appeals to players of all experience levels at least as much as the live table game itself. Accordingly, the present invention is directed to a game and gaming systems that meets these needs.
  • SUMMARY OF THE INVENTION
  • A wagering game is played by:
  • a first wager being received on an underlying game at a player position;
    providing a full set of at least 48 symbols in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol;
    providing seven symbols to a dealer position and to a player position;
    the first wager based on selecting between a) the first symbol being at least four of the seven symbols provided and b) the second symbol being at least four of the seven symbols provided to the player position; and
    the first wager being resolved in favor of the player position when at least four of the seven symbols provided to the player are the symbol wager upon, and the dealer hand has five or fewer symbols of the symbol not addressed by the first wager.
    the first wager being neither won nor lost when at least four of the seven symbols provided to the player are the symbol wager upon, and the dealer hand has six or more symbols of the symbol not addressed by the first wager.
  • BRIEF DESCRIPTION OF THE FIGURES
  • FIG. 1 shows an electronic gaming table on which the gaming method may be executed.
  • FIG. 1A shows a schematic for an electronic system for enabling play of the gaming method described herein.
  • FIG. 1B shows another schematic for an electronic system for enabling play of the gaming method described herein.
  • DETAILED DESCRIPTION OF THE INVENTION
  • A method of playing a wagering game may include the following steps:
  • a first wager being received on an underlying game at a player position. The wager may be received by placing coins, tokens, chips, currency or other value at wagering positions, or player positions may have input controls (e.g., buttons, touchscreens, personal data entry devices, distal information communication devices, internet connectivity and input and the like);
  • a full set of at least 48 symbols is provided in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol. As explained in greater detail, these symbols may be provided as cards, playing cards, tiles, virtual symbols (including virtual cards and virtual playing cards);
  • providing seven symbols to a dealer position (one embodiment may have the dealer provided with eight symbols) and seven symbols to a player position where the first wager was received. The symbols are provided out of a single complete set for both the player and the dealer with physical symbol providers and may also be provided out of separate identical sets of symbols in a virtual symbol providing symbol. The latter slightly adjusts odds against a player winning;
  • the first wager based on a selection between a) the first symbol being at least four of the seven symbols provided to the player position and b) the second symbol being at least four of the seven symbols provided to the player position. As an example, the set may have at least 48 cards, with 24 cards being apples and the 24 of the symbols being lemons. Preferably the set of playing cards has only the colors of the cards of import. That is a three of hearts and a King of Diamonds are considered only as red cards, without regard to rank. Thus cards without ranks may be provided for the underlying game called “Color War”™ card game. Non-symbol cards or one or two different symbols (third and fourth symbols for example) may be added into the set;
  • the first wager may be resolved in favor of the player position when the symbol from the first and second symbol wagered on appears as at least four of the seven symbols provided to the player and the dealer hand has five or fewer symbols of the same symbol addressed by the first wager; while the first wager is neither won nor lost when at least four of the seven symbols provided to the player are the symbol wagered upon, and the dealer hand has six or more symbols of the symbol not addressed by the first wager.
  • This last comparative step in the game is one of the controls that may be used in adjusting or assuring a house benefit in the play of the game. The use of a non-symbol card (e.g., joker, third symbol or blank card) can also be used in a similar way, where the non-symbol card reduces the likelihood of winning player hands. The non-symbol card may also be a wild card in the dealer's hand to assure at least one card in the player's selected symbol. The non-symbol should not act as a non-color card in the dealer hand. If it does, the dealer hand or bank hand may have to get an additional (eighth) card.
  • In the play of the method, symbols may be colors provided on color carrying elements, such as a set of cards. The color carrying elements may be a randomized standard fifty-two card, four suited deck of playing cards, or a randomized standard fifty-two card deck of playing cards plus at least one and fewer than two cards that are not one of thirteen standard ranks in playing cards.
  • In the method, a second wager may be received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol. For example, the wager may be that at least five symbols are a specific symbol or color. The underlying wager may be on one symbol and the side bet may be on the second symbol or both wagers may be on the same symbol.
  • The method may use a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position. The method may alternatively be performed on a play table, and each player position has three wager areas, one for the first color symbol, the second for the second color symbol and the third for a side bet against a paytable.
      • The player places a wager on “Black” or “Red” and chooses to wager or not wager on the bonus option.
      • The dealer and the player receive 7 cards each.
      • If the player chose “Black” and received 4 or more black cards that's a winning hand. However, if the player bet on “Black” and received 4 or more red cards, that's a losing hand.
  • This method may use physical playing cards wherein the randomization is effected by shuffling of the physical playing cards, as by manual shuffling or an electromechanical shuffler. The physical playing cards are preferably a single deck of physical playing cards and randomization is effected by automated electromechanical shuffling of the physical playing cards. The playing cards may be virtual playing cards and the method is performed on a system comprising a processor, a video display screen and player input controls and the processor displays hands at a virtual player position and a virtual dealer position and a random number generator provides random individual cards for the first subset of playing cards and the second subset of playing cards. The set of playing cards should comprise at least a standard deck of playing cards, fifty-two cards having four suits (spades, hearts, diamonds and clubs) having ranks from 2 to Ace. Multiple decks and/or specialty cards may also be included with the deck. The deck(s) must be randomized by shuffling to provide cards in a random order. The transformation of cards into a random order must be done before the play of each round of the game so that the cards provided cannot be predicted with any significant degree of certainty. The dealer controls the play of the game and dictates the rules of play of the game. The dealer will not allow cards to be dealt to player positions unless the appropriate wager is verified by the dealer. The dealer segments the shuffled set of playing cards into random content subsets of exactly the number of cards that the dealer must provide in each step of the method. The cards may be manually dealt or automatically dealt by a shuffling apparatus. The shuffling apparatus may be a batch shuffler or a continuous shuffler. Cards may be provided one at a time from a delivery position in the shuffler, entire randomized deck(s) may be provided from the shufflers, or individual hands of exactly three cards for delivery to individual player positions and the dealer position. There are a number of variations in the play of the game that may be used.
  • The shuffling may be performed by a number of various methods, including manual shuffling to produce a randomized set of playing cards. The automatic shufflers may operate by either actually shuffling a portion of or entire set of playing cards (e.g., one or more decks of playing cards), or by providing hands or subsets of playing cards randomly out of the original complete set of playing cards. The cards may be batch shuffled or continuously shuffled (returned, spent cards from previous hands are returned to the machine and randomly distributed among cards already in the machine). The shuffling mechanism may be accomplished by use of carousels (or linear moving stacked arrays) of multiple compartments into which cards are inserted (randomly or in predetermined locations among the compartments) and then unloaded from the compartments (randomly or in predetermined order of compartments) so that random hands or subsets of playing cards are distributed to a delivery area for distribution by the dealer. The cards may also be delivered to a delivery tray by random removal (e.g., random ejection as understood in the art, or random removal by any other technology) from the original set and delivery of the randomly withdrawn/removed cards to the delivery tray to form random hands or random subsets in the delivery tray.
  • Side Bet
      • If the player has 6 cards of the same color, it pays 5 to 1.
      • If the player has 7 cards of the same color, it pays 30 to 1.
      • If the player has 7 cards of the same color and the dealer has 7 cards of the opposite color, it pays 500 to 1.
      • If the player and dealer get 7 cards each of the same color, it pays 1000 to 1.
    House Advantage
      • If the dealer has 6 or 7 cards of the same color, the player must have wagered on the dealer's dominant color to win the hand, even if he has four or more cards of the opposing color. If this happens, the player's wager is pushed.
      • Pay %: 96.853%
      • House Edge: 3.147%
      • Hit Frequency: 0.5
    House Edge on Side Bet
      • Pay %: 91.935%
      • House Edge: 8.065%
      • Hit Frequency: 0.0993
  • The game may also be played as a video gaming system, with either a single player terminal or multiple player terminals against a dealer hand. Multiplayer playstations with 4-7 players at seats before a virtual dealer on a screen may also be used.
  • Computer-Based Implementations
  • Methods of the present invention may be implemented in computer hardware, software, or computer hardware and software. A most common form of computer implementation is a stand-alone, single player electronic gaming machine with electronic player controls and one or more video output screens.
  • In computer-based embodiments, the gaming device preferably includes at least one processor, such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit or one or more application-specific integrated circuits (ASIC's) or Field Programmable Gated Arrays (FPGA's). The processor is in communication with or operable to access or to exchange signals with at least one data storage or memory device, and/or a player monitor or monitors. In one embodiment, the processor and the memory device reside within the cabinet of a gaming device. Multiple gaming devices are typically connected to a casino information network.
  • The memory device stores program code and instructions, executable by the processor, to control the gaming device. The memory device also stores other data such as image data, event data, player input data, random or pseudo-random number generators, pay-table data or information, House Ways distributions and applicable game rules that relate to the play of the gaming device. In one embodiment, the memory device includes random access memory (RAM): which can include non-volatile RAM (NVRAM): magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and other forms as commonly understood in the gaming industry. In one embodiment, the memory device includes read only memory (ROM). In one embodiment, the memory device includes flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical, and/or semiconductor memory may operate in conjunction with the gaming device disclosed herein.
  • In one embodiment, part or all of the program code and/or operating data described above can be stored in a detachable or removable memory device, including, but not limited to, a suitable cartridge, disk, CD ROM, DVD, or USB memory device.
  • In other embodiments, part or all of the program code and/or operating data described above can be downloaded to the memory device through a suitable network. In one embodiment, an operator or a player can use such a removable memory device in a desktop computer, a laptop computer, a personal digital assistant (PDA), a portable computing device, or another computerized platform to implement the present disclosure. In one embodiment, the gaming device or gaming machine disclosed herein is operable over a wireless network, for example part of a wireless gaming system. The gaming machine may be a hand-held device, a mobile device, or any other suitable wireless device that enables a player to play any suitable game at a variety of different locations. It should be appreciated that a gaming device or gaming machine as disclosed herein may be a device that has obtained approval from a regulatory gaming commission or a device that has not obtained approval from a regulatory gaming commission. It should be appreciated that the processor and memory device may be collectively referred to herein as a “processor” or “computer” or “controller” or “game controller.”
  • In one embodiment, as discussed in more detail below, the gaming device randomly generates awards and/or other game outcomes based on probability data. In one such embodiment, this random determination is provided through utilization of a random number generator (RNG), such as a true random number generator, a pseudo random number generator, or other suitable randomization process. In one embodiment, each award or other game outcome is associated with a probability and the gaming device generates the award or other game outcome to be provided to the player based on the associated probabilities. In this embodiment, since the gaming device generates outcomes randomly or based upon one or more probability calculations, there is no certainty that the gaming device will ever provide the player with any specific award or other game outcome. It is also possible for templates or weighted templates of sets of tiles or paylines as disclosed in U.S. Pat. Nos. 6,159,096 and 6,117,009 (Yoseloff, which are incorporated by reference in their entirety) which disclose a method of configuring a video output gaming device to randomly generate game outcomes. The method includes the steps of selecting a set of game symbols, assigning a probability of occurrence to each symbol, selecting a plurality of outcome templates, each template comprising X variables, selecting a probability of occurrence for each outcome template, assigning a subset of symbols from the set of game symbols to each template for filling the positions, defining payouts for selected outcomes, and configuring a video output gaming device, which randomly selects a template, randomly selects a symbol for each variable in the template from the subset of game symbols assigned to the selected template, randomly fills at least a portion of the positions in the template and displays the outcome on a video output display. A video output gaming device programmed to randomly select a template, randomly select symbols to define the variables and randomly display the selected symbols is also disclosed.
  • In one embodiment, described in more detail below as a “chipless gaming platform”, the gaming device includes one or more display devices that are mounted into a gaming table surface and are controlled by the processor in addition to or separately from the individual player monitors. The display devices are preferably connected to or mounted into the table structure. This may include a central display device which displays a primary game, dealer images, jackpot information, or information that is not specifically related to the game, such as sports information or winning events at other tables. This display device may also display any suitable secondary game associated with the primary game as well as information relating to the primary or secondary game (e.g., side bets, bonuses, jackpots and the like).
  • An alternative embodiment may include a central horizontal game display device and a vertically oriented virtual dealer display device as in Shuffle Master, Inc.'s Table Master™ gaming system. The central display device may display the primary game, any suitable secondary game associated or not associated with the primary game and/or information relating to the primary or secondary game. These display devices may also serve as digital glass operable to advertise games or other aspects of the gaming establishment. The gaming device includes a credit display 20 which displays a player's current number of credits, cash, account balance, or the equivalent. In one embodiment, the gaming device includes a bet display displays a player's amount wagered. In one embodiment, as described in more detail below, the gaming device includes a player tracking display which displays information regarding a player's play tracking status.
  • In yet another embodiment, at least one display device may be a mobile display device, such as a PDA or tablet PC that enables play of at least a portion of the primary or secondary game at a location remote from the gaming device. The display devices may include, without limitation, a monitor, a television display, a plasma display, a liquid crystal display (LCD) a display based on light emitting diodes (LEDs), a display based on a plurality of organic light-emitting diodes (OLEDs), a display based on polymer light-emitting diodes (PLEDs), a display based on a plurality of surface-conduction electron-emitters (SEDs), a display including a projected and/or reflected image, or any other suitable electronic device or display mechanism.
  • In one embodiment, as described in more detail below, the display device includes a touch-screen with an associated touch-screen controller. The display devices may be of any suitable size and configuration, such as a square, a rectangle or an elongated rectangle. The display devices of the gaming device are configured to display at least one and preferably a plurality of game or other suitable images, symbols and indicia such as any visual representation or exhibition of the movement of objects such as mechanical, virtual, or video reels and wheels, dynamic lighting, video images, images of people, characters, places, things, faces of cards, images of dealers and the like.
  • Other forms of the invention are in the form of game software that is implemented in a variety of formats, such as internet gaming, PC practice play, hand-held game devices, wireless gaming devices and the like.
  • Chipless Gaming Table Implementation
  • One enabling system useful in the practice of the present invention is the use of playing cards with Chinese domino symbols which can be distributed for use with a system marketed under the name i-TABLE™ by Shuffle Master, Inc. of Las Vegas, Nev. That system includes: a) a physical gaming table; b) player monitors at each player position; c) a playing card reading and delivery system (e.g., commercially available shufflers and playing card delivery shoes with reading capability as sold under the Trade names of One2Six™ shuffler, Ace™ shuffler, I-DEAL™ shuffler, I-SHOE™ delivery shoe, etc.); d) a processor receiving information (numbers of cards, rank of cards, suits of cards, etc.) from the card reading and delivery systems; e) communication connectivity (hardwired or wireless) between necessary combinations of the card reading/delivery systems and the processor, the processor and the individual player monitors, and/or the card reading/delivery systems and the video monitors; and f) software in the processor that defines predetermined advantage for distributions of playing cards into multiple hands, game rules, hand history, and the like.
  • With regard to software f), it is understood in the practice of the present technology that this is not complex software that reads individual player hand cards and determines advantageous card distributions for a first time by extensive calculations. Rather, the entire range of possibilities of hands (e.g., all possible five card sets dealt to players in poker-style games) are known in poker style games.
  • A preferable card handling device for administering a video reel-type-style game is a hand-forming shuffler with integrated card recognition technology, from which playing cards are supplied, with a least a rank/count (and preferable also suit) of individual packs of cards are known before the cards are removed and delivered to player positions and/or the dealer position. The card delivery system 102 is in communication with the controller 128 by wired or wireless communication methods. Communication between the various system components is not limited to electronic or electrical signals, but may include optical signals, audio signals, magnetic transmission or the like.
  • The individual player position processors (not shown) are preferable graphics processors and not full content CPUs as a cost saving, space saving, and efficiency benefit. With the reduced capacity in the processor as compared to a CPU, there is actually reduced likelihood of tampering and fraudulent input.
  • Turning next to FIG. 1, a video gaming machine 2 of the present invention is shown. Machine 2 includes a main cabinet 4, which generally surrounds the machine interior (not shown) and is viewable by users. The main cabinet includes a main door 8 on the front of the machine, which opens to provide access to the interior of the machine. Attached to the main door are player-input switches or buttons 32, a coin acceptor 28, and a bill validator 30, a coin tray 38, and a display area including a mechanical gaming system (or less preferably a separate electronic game) 40. There may be an overlay of touchscreen functionality on the separate electronic game 40 or some of the buttons 32 may be functional on the separate mechanical gaming system 40. That separate mechanical gaming system may be in a relatively vertical viewing position as shown or in a more horizontal (table like) display unit. Viewable through the main door is a video display monitor 34 and an information panel 36. The display monitor 34 will typically be a cathode ray tube, high resolution flat-panel LCD, LED, plasma screen or other conventional electronically controlled video monitor. The information panel 36 may be a back-lit, silk screened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g. $0.25 or $1). The bill validator 30, player-input switches 32, video display monitor 34, and information panel are devices used to play a game on the game machine 2. The devices are controlled by circuitry (e.g. the master gaming controller) housed inside the main cabinet 4 of the machine 2.
  • Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko and lottery, may be provided with gaming machines of this invention. In particular, the gaming machine 2 may be operable to provide a play of many different instances of games of chance. The instances may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, etc. The gaming machine 2 may be operable to allow a player to select a game of chance to play from a plurality of instances available on the gaming machine. For example, the gaming machine may provide a menu with a list of the instances of games that are available for play on the gaming machine and a player may be able to select from the list a first instance of a game of chance that they wish to play.
  • The various instances of games available for play on the gaming machine 2 may be stored as game software on a mass storage device in the gaming machine or may be generated on a remote gaming device but then displayed on the gaming machine. The gaming machine 2 may executed game software, such as but not limited to video streaming software that allows the game to be displayed on the gaming machine. When an instance is stored on the gaming machine 2, it may be loaded from the mass storage device into a RAM for execution. In some cases, after a selection of an instance, the game software that allows the selected instance to be generated may be downloaded from a remote gaming device, such as another gaming machine.
  • The gaming machine 2 includes a top box 6, which sits on top of the main cabinet 4. The top box 6 houses a number of devices, which may be used to add features to a game being played on the gaming machine 2, including speakers 10, 12, 14, a ticket printer 18 which prints bar-coded tickets 20, a key pad 22 for entering player tracking information, a florescent display 16 for displaying player tracking information, a card reader 24 for entering a magnetic striped card containing player tracking information, and a video display screen 42. The ticket printer 18 may be used to print tickets for a cashless ticketing system. Further, the top box 6 may house different or additional devices than shown in the FIG. 1. For example, the top box may contain a bonus wheel or a back-lit silk screened panel which may be used to add bonus features to the game being played on the gaming machine. As another example, the top box may contain a display for a progressive jackpot offered on the gaming machine. During a game, these devices are controlled and powered, in part, by circuitry (e.g. a master gaming controller) housed within the main cabinet 4 of the machine 2.
  • Understand that gaming machine 2 is but one example from a wide range of gaming machine designs on which the present invention may be implemented. For example, not all suitable gaming machines have top boxes or player tracking features. Further, some gaming machines have only a single game display—mechanical or video, while others are designed for bar tables and have displays that face upwards. As another example, a game may be generated in on a host computer and may be displayed on a remote terminal or a remote gaming device. The remote gaming device may be connected to the host computer via a network of some type such as a local area network, a wide area network, an intranet or the Internet. The remote gaming device may be a portable gaming device such as but not limited to a cell phone, a personal digital assistant, and a wireless game player. Images rendered from 3-D gaming environments may be displayed on portable gaming devices that are used to play a game of chance. Further a gaming machine or server may include gaming logic for commanding a remote gaming device to render an image from a virtual camera in a 3-D gaming environments stored on the remote gaming device and to display the rendered image on a display located on the remote gaming device. Thus, those of skill in the art will understand that the present invention, as described below, can be deployed on most any gaming machine now available or hereafter developed.
  • Some preferred gaming machines are implemented with special features and/or additional circuitry that differentiates them from general-purpose computers (e.g., desktop PC's and laptops). Gaming machines are highly regulated to ensure fairness and, in many cases, gaming machines are operable to dispense monetary awards of multiple millions of dollars. Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures may be implemented in gaming machines that differ significantly from those of general-purpose computers. A description of gaming machines relative to general-purpose computing machines and some examples of the additional (or different components and features found in gaming machines are described below.
  • At first glance, one might think that adapting PC technologies to the gaming industry would be a simple proposition because both PCs and gaming machines employ microprocessors that control a variety of devices. However, because of such reasons as 1) the regulatory requirements that are placed upon gaming machines, 2) the harsh environment in which gaming machines operate, 3) security requirements and 4) fault tolerance requirements, adapting PC technologies to a gaming machine can be quite difficult. Further, techniques and methods for solving a problem in the PC industry, such as device compatibility and connectivity issues, might not be adequate in the gaming environment. For instance, a fault or a weakness tolerated in a PC, such as security holes in software or frequent crashes, may not be tolerated in a gaming machine because in a gaming machine these faults can lead to a direct loss of funds from the gaming machine, such as stolen cash or loss of revenue when the gaming machine is not operating properly.
  • For the purposes of illustration, a few differences between PC systems and gaming systems will be described. A first difference between gaming machines and common PC based computers systems is that gaining machines are designed to be state-based systems. In a state-based system, the system stores and maintains its current state in a non-volatile memory, such that, in the event of a power failure or other malfunction the gaming machine will return to its current state when the power is restored. For instance, if a player was shown an award for a game of chance and, before the award could be provided to the player the power failed, the gaming machine, upon the restoration of power, would return to the state where the award is indicated. As anyone who has used a PC, knows, PCs are not state machines and a majority of data is usually lost when a malfunction occurs. This requirement affects the software and hardware design on a gaming machine.
  • A second important difference between gaming machines and common PC based computer systems is that for regulation purposes, the software on the gaining machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to prevent cheating by the operator of gaming machine. For instance, one solution that has been employed in the gaming industry to prevent cheating and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor running instructions to generate the game of chance from an EPROM or other form of non-volatile memory. The coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction. Any changes to any part of the software required to generate the game of chance, such as adding a new device driver used by the master gaming controller to operate a device during generation of the game of chance can require a new EPROM to be burnt, approved by the gaming jurisdiction and reinstalled on the gaming machine in the presence of a gaming regulator. Regardless of whether the EPROM solution is used, to gain approval in most gaming jurisdictions, a gaming machine must demonstrate sufficient safeguards that prevent an operator or player of a gaining machine from manipulating hardware and software in a manner that gives them an unfair and some cases an illegal advantage. The gaming machine should have a means to determine if the code it will execute is valid. If the code is not valid, the gaming machine must have a means to prevent the code from being executed. The code validation requirements in the gaining industry affect both hardware and software designs on gaming machines.
  • A third important difference between gaming machines and common PC based computer systems is the number and kinds of peripheral devices used on a gaining machine are not as great as on PC based computer systems. Traditionally, in the gaining industry, gaining machines have been relatively simple in the sense that the number of peripheral devices and the number of functions the gaining machine has been limited. Further, in operation, the functionality of gaming machines were relatively constant once the gaming machine was deployed, i.e., new peripherals devices and new gaming software were infrequently added to the gaining machine. This differs from a PC where users will go out and buy different combinations of devices and software from different manufacturers and connect them to a PC to suit their needs depending on a desired application. Therefore, the types of devices connected to a PC may vary greatly from user to user depending in their individual requirements and may vary significantly over time.
  • Although the variety of devices available for a PC may be greater than on a gaming machine, gaming machines still have unique device requirements that differ from a PC, such as device security requirements not usually addressed by PCs. For instance, monetary devices, such as coin dispensers, bill validators and ticket printers and computing devices that are used to govern the input and output of cash to a gaming machine have security requirements that are not typically addressed in PCs. Therefore, many PC techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry.
  • To address some of the issues described above, a number of hardware/software components and architectures are utilized in gaming machines that are not typically found in general purpose computing devices, such as PCs. These hardware/software components and architectures, as described below in more detail, include hut are not limited to watchdog timers, voltage monitoring systems, state-based software architecture and supporting hardware, specialized communication interfaces, security monitoring and trusted memory.
  • A watchdog timer is normally used in gaming machines to provide a software failure detection mechanism. In a normally operating system, the operating software periodically accesses control registers in the watchdog timer subsystem to “re-trigger” the watchdog. Should the operating software fail to access the control registers within a preset timeframe, the watchdog timer will timeout and generate a system reset. Typical watchdog timer circuits contain a loadable timeout counter register to allow the operating software to set the timeout interval within a certain range of time. A differentiating feature of the some preferred circuits is that the operating software cannot completely disable the function of the watchdog timer. In other words, the watchdog timer always functions from the time power is applied to the board.
  • Gaming computer platforms preferably use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the computer may result. Though most modem general-purpose computers include voltage monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the gaming computer. Gaming machines typically have power supplies with tighter voltage margins than that required by the operating circuitry. In addition, the voltage monitoring circuitry implemented in gaming computers typically has two thresholds of control. The first threshold generates a software event that can be detected by the operating software and an error condition generated. This threshold is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry. The second threshold is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the computer.
  • The standard method of operation for slot machine game software is to use a state machine. Different functions of the game (bet, play, result, points in the graphical presentation, etc.) may be defined as a state. When a game moves from one state to another, critical data regarding the game software is stored in a custom non-volatile memory subsystem. This is critical to ensure the player's wager and credits are preserved and to minimize potential disputes in the event of a malfunction on the gaming machine.
  • In general, the gaming machine does not advance from a first state to a second state until critical information that allows the first state to be reconstructed is stored. This feature allows the game to recover operation to the current state of play in the event of a malfunction, loss of power, etc. that occurred just prior to the malfunction. After the state of the gaming machine is restored during the play of a game of chance, game play may resume and the game may be completed in a manner that is no different than if the malfunction had not occurred. Typically, battery backed RAM devices are used to preserve this critical data although other types of non-volatile memory devices may be employed. These memory devices are not used in typical general-purpose computers.
  • As described in the preceding paragraph, when a malfunction occurs during a game of chance, the gaming machine may be restored to a state in the game of chance just prior to when the malfunction occurred. The restored state may include metering information and graphical information that was displayed on the gaming machine in the state prior to the malfunction. For example, when the malfunction occurs during the play of a card game after the cards have been dealt, the gaming machine may be restored with the cards that were previously displayed as part of the card game. As another example, a bonus game may be triggered during the play of a game of chance where a player is required to make a number of selections on a video display screen. When a malfunction has occurred after the player has made one or more selections, the gaining machine may be restored to a state that shows the graphical presentation at the just prior to the malfunction including an indication of selections that have already been made by the player. In general, the gaming machine may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.
  • Game history information regarding previous games played such as an amount wagered, the outcome of the game and so forth may also be stored in a non-volatile memory device. The information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the gaming machine and the state of the gaming machine (e.g., credits) at the time the game of chance was played. The game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won. The game history information may be used to reconstruct the state of the gaining machine prior, during and/or after the disputed game to demonstrate whether the player was correct or not in their assertion.
  • Another feature of gaming machines, such as gaming computers, is that they often contain unique interfaces, including serial interfaces, to connect to specific subsystems internal and external to the slot machine. The serial devices may have electrical interface requirements that differ from the “standard” EIA 232 serial interfaces provided by general-purpose computers. These interfaces may include EIA 485, EIA 422, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc. In addition, to conserve serial interfaces internally in the slot machine, serial devices may be connected in a shared, daisy-chain fashion where multiple peripheral devices are connected to a single serial channel.
  • The serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry. For example, the Netplex™ system of IGT is a proprietary communication protocol used for serial communication between gaming devices. As another example, SAS is a communication protocol used to transmit information, such as metering information, from a gaming machine to a remote device. Often SAS is used in conjunction with a player tracking system.
  • Gaming machines may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface. In both cases, the peripheral devices are preferably assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General-purpose computer serial ports are not able to do this.
  • Security monitoring circuits detect intrusion into a gaming machine by monitoring security switches attached to access doors in the slot machine cabinet. Preferably, access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the slot machine. When power is restored, the gaming machine can determine whether any security violations occurred while power was off, e.g., via software for reading status registers. This can trigger event log entries and further data authentication operations by the slot machine software.
  • Trusted memory devices are preferably included in a gaming machine computer to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not allow modification of the code and data stored in the memory device while the memory device is installed in the slot machine. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the slot machine that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the slot machine computer and verification of the secure memory device contents is a separate third party verification device. Once the trusted memory device is verified as authentic, and based on the approval of the verification algorithms contained in the trusted device, the gaming machine is allowed to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives. A few details related to trusted memory devices that may be used in the present invention are described in U.S. Pat. No. 6,685,567 titled “Process Verification,” which is incorporated herein in its entirety and for all purposes.
  • Mass storage devices used in a general purpose computer typically allow code and data to be read from and written to the mass storage device. In a gaming machine environment, modification of the gaming code stored on a mass storage device is strictly controlled and would only be allowed under specific maintenance type events with electronic and physical enablers required. Though this level of security could be provided by software, gaming computers that include mass storage devices preferably include hardware level mass storage data protection circuitry that operates at the circuit level to monitor attempts to modify data on the mass storage device and will generate both software and hardware error triggers should a data modification be attempted without the proper electronic and physical enablers being present.
  • Returning to the example of FIG. 1, when a user wishes to play the gaming machine 2, he or she inserts cash through the coin acceptor 28 or bill validator 30. Additionally, the bill validator may accept a printed ticket voucher which may be accepted by the bill validator 30 as an indicia of credit when a cashless ticketing system is used. At the start of the game, the player may enter playing tracking information using the card reader 24, the keypad 22, and the florescent display 16. Further, other game preferences of the player playing the game may be read from a card inserted into the card reader. During the game, the player views game information using the video display 34. Other game and prize information may also be displayed in the video display screen 42 located in the top box.
  • During the course of a game, a player may be required to make a number of decisions, which affect the outcome of the game. For example, a player may vary his or her wager on a particular game, select a prize for a particular game selected from a prize server, or make game decisions which affect the outcome of a particular game. The player may make these choices using the player-input switches 32, the video display screen 34 or using some other device which enables a player to input information into the gaming machine. In some embodiments, the player may be able to access various game services such as concierge services and entertainment content services using the video display screen 34 and one more input devices.
  • During certain game events, the gaming machine 2 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to continue playing. Auditory effects include various sounds that are projected by the speakers 10, 12, 14. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming machine 2 or from lights within the separate mechanical (or electronic) separately, individually wagerable gaming system 40. After the player has completed a game, the player may receive game tokens from the coin tray 38 or the ticket 20 from the printer 18, which may be used for further games or to redeem a prize. Further, the player may receive a ticket 20 for food, merchandise, or games from the printer 18.
  • Another gaming network that may be used to implement some aspects of the invention is depicted in FIG. 1A. Gaming establishment 1001 could be any sort of gaming establishment, such as a casino, a card room, an airport, a store, etc. In this example, gaming network 1077 includes more than one gaming establishment, all of which are networked to game server 1022. Here, gaming machine 1002, and the other gaming machines 1030, 1032, 1034, and 1036, include a main cabinet 1006 and a top box 1004. The main cabinet 1006 houses the main gaming elements and can also house peripheral systems, such as those that utilize dedicated gaming networks. The top box 1004 may also be used to house these peripheral systems.
  • The master gaming controller 1008 controls the game play on the gaming machine 1002 according to instructions and/or game data from game server 1022 or stored within gaming machine 1002 and receives or sends data to various input/output devices 1011 on the gaming machine 1002. In one embodiment, master gaming controller 1008 includes processor(s) and other apparatus of the gaming machines described above. The master gaming controller 1008 may also communicate with a display 1010.
  • A particular gaming entity may desire to provide network gaming services that provide some operational advantage. Thus, dedicated networks may connect gaming machines to host servers that track the performance of gaming machines under the control of the entity, such as for accounting management, electronic fund transfers (EFTs), cashless ticketing, such as EZPay™ marketing management, and data tracking, such as player tracking. Therefore, master gaming controller 1008 may also communicate with EFT system 1012, EZPay™ system, and player tracking system 1020. The systems of the gaming machine 1002 communicate the data onto the network 1022 via a communication board 1018.
  • It will be appreciated by those of skill in the art that embodiments of the present invention could be implemented on a network with more or fewer elements than are depicted in FIG. 1A. For example, player tracking system 1020 is not a necessary feature of some implementations of the present invention. However, player tracking programs may help to sustain a game player's interest in additional game play during a visit to a gaming establishment and may entice a player to visit a gaming establishment to partake in various gaming activities. Player tracking programs provide rewards to players that typically correspond to the player's level of patronage (e.g., to the player's playing frequency and/or total amount of game plays at a given casino). Player tracking rewards may be free meals, free lodging and/or free entertainment. Player tracking information may be combined with other information that is now readily obtainable by an SBG system.
  • Moreover, DCU 1024 and translator 1025 are not required for all gaming establishments 1001. However, due to the sensitive nature of much of the information on a gaming network (e.g., electronic fund transfers and player tracking data) the manufacturer of a host system usually employs a particular networking language having proprietary protocols. For instance, 10-20 different companies produce player tracking host systems where each host system may use different protocols. These proprietary protocols are usually considered highly confidential and not released publicly.
  • Further, gaming machines are made by many different manufacturers. The communication protocols on the gaming machine are typically hard-wired into the gaming machine and each gaming machine manufacturer may utilize a different proprietary communication protocol. A gaming machine manufacturer may also produce host systems, in which case their gaming machines are compatible with their own host systems. However, in a heterogeneous gaming environment, gaming machines from different manufacturers, each with its own communication protocol, may be connected to host systems from other manufacturers, each with another communication protocol. Therefore, communication compatibility issues regarding the protocols used by the gaming machines in the system and protocols used by the host systems must be considered.
  • A network device that links a gaming establishment with another gaming establishment and/or a central system will sometimes be referred to herein as a “site controller.” Here, site controller 1042 provides this function for gaming establishment 1001. Site controller 1042 is connected to a central system and/or other gaming establishments via one or more networks, which may be public or private networks. Among other things, site controller 1042 communicates with game server 1022 to obtain game data, such as ball drop data, bingo card data, etc.
  • In the present illustration, gaming machines 1002, 1030, 1032, 1034 and 1036 are connected to a dedicated gaming network 1022. In general, the DCU 1024 functions as an intermediary between the different gaming machines on the network 1022 and the site controller 1042. In general, the DCU 1024 receives data transmitted from the gaming machines and sends the data to the site controller 1042 over a transmission path 1026. In some instances, when the hardware interface used by the gaming machine is not compatible with site controller 1042, a translator 1025 may be used to convert serial data from the DCU 1024 to a format accepted by site controller 1042. The translator may provide this conversion service to a plurality of DCUs.
  • Further, in some dedicated gaming networks, the DCU 1024 can receive data transmitted from site controller 1042 for communication to the gaming machines on the gaming network. The received data may be, for example, communicated synchronously to the gaming machines on the gaming network.
  • Here, CVT 1052 provides cashless and cashout gaming services to the gaming machines in gaming establishment 1001. Broadly speaking, CVT 1052 authorizes and validates cashless gaming machine instruments (also referred to herein as “tickets” or “vouchers”), including but not limited to tickets for causing a gaming machine to display a game result and cash-out tickets. Moreover, CVT 1052 authorizes the exchange of a cashout ticket for cash. These processes will be described in detail below. In one example, when a player attempts to redeem a cash-out ticket for cash at cashout kiosk 1044, cash out kiosk 1044 reads validation data from the cashout ticket and transmits the validation data to CVT 1052 for validation. The tickets may be printed by gaming machines, by cashout kiosk 1044, by a stand-alone printer, by CVT 1052, etc. Some gaming establishments will not have a cashout kiosk 1044. Instead, a cashout ticket could be redeemed for cash by a cashier (e.g. of a convenience store), by a gaming machine or by a specially configured CVT.
  • FIG. 1B illustrates an example of a network device that may be configured for implementing some methods of the present invention. Network device 1160 includes a master central processing unit (CPU) 1162, interfaces 1168, and a bus 1167 (e.g., a PCI bus). Generally, interfaces 1168 include ports 1169 appropriate for communication with the appropriate media. In some embodiments, one or more of interfaces 1168 includes at least one independent processor and, in some instances, volatile RAM. The independent processors may be, for example, ASICs or any other appropriate processors. According to some such embodiments, these independent processors perform at least some of the functions of the logic described herein. In some embodiments, one or more of interfaces 1168 control such communications-intensive tasks as encryption, decryption, compression, decompression, packetization, media control and management. By providing separate processors for the communications-intensive tasks, interfaces 1168 allow the master microprocessor 1162 efficiently to perform other functions such as routing computations, network diagnostics, security functions, etc.
  • The interfaces 1168 are typically provided as interface cards (sometimes referred to as “linecards”). Generally, interfaces 1168 control the sending and receiving of data packets over the network and sometimes support other peripherals used with the network device 1160. Among the interfaces that may be provided are FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, and the like. In addition, various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like.
  • When acting under the control of appropriate software or firmware, in some implementations of the invention CPU 1162 may be responsible for implementing specific functions associated with the functions of a desired network device. According to some embodiments, CPU 1162 accomplishes all these functions under the control of software including an operating system and any appropriate applications software.
  • CPU 1162 may include one or more processors 1163 such as a processor from the Motorola family of microprocessors or the MIPS family of microprocessors. In an alternative embodiment, processor 1163 is specially designed hardware for controlling the operations of network device 1160. In a specific embodiment, a memory 1161 (such as non-volatile RAM and/or ROM) also forms part of CPU 1162. However, there are many different ways in which memory could be coupled to the system. Memory block 1161 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc.
  • Regardless of network device's configuration, it may employ one or more memories or memory modules (such as, for example, memory block 1165) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example.
  • Because such information and program instructions may be employed to implement the systems/methods described herein, the present invention relates to machine-readable media that include program instructions, state information, etc. for performing various operations described herein. Examples of machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM). The invention may also be embodied in a carrier wave traveling over an appropriate medium such as airwaves, optical lines, electric lines, etc. Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher-level code that may be executed by the computer using an interpreter.
  • Although the system shown in FIG. 1B illustrates one specific network device of the present invention, it is by no means the only network device architecture on which the present invention can be implemented. For example, an architecture having a single processor that handles communications as well as routing computations, etc. is often used. Further, other types of interfaces and media could also be used with the network device. The communication path between interfaces may be bus based (as shown in FIG. 1B) or switch fabric based (such as a cross-bar).
  • While this invention is described in terms of preferred embodiments, there are alterations, permutations, and equivalents that fall within the scope of the invention. It should also be noted that there are many alternative ways of implementing the present invention. It is therefore intended that the invention not be limited to the preferred embodiments described herein, but instead that the invention should be interpreted as including all such alterations, permutations, and equivalents as fall within the true spirit and scope of the present invention.
  • For example, a more generic method of technology in the present invention may include a method of playing a wagering game in which at least:
      • a first wager is received on an underlying game at a player position;
      • a full set of at least 48 symbols is provided in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol;
      • at least five symbols are provided to a dealer position and at least five symbols to a player position where the first wager was received;
      • the first wager is based on a selection between a) the first symbol being at least three of the at least five symbols provided to the player position and b) the second symbol being at least three of the at least five symbols provided to the player position; and
      • the first wager being resolved in favor of the player position when the symbol from the first and second symbol wagered on appears as at least three of the at least five symbols provided to the player and the dealer hand has four or fewer symbols of either the first or second symbol.
      • the first wager being neither won nor lost when at least three of the at least five symbols provided to the player are the symbol wagered upon, and the dealer hand has five symbols of either the first or second symbol.
  • The technology that has been primarily discussed as an underlying game has also been generally implied to be useful as a side bet game in table or electronic games in which playing cards (e.g., 5, 6 or 7 cards) are provided to a dealer (house or banker) position and a player position. When playing such games, as Caribbean Stud™ poker, Four Card Poker™ games (where five cards are provided to player and dealer positions), seven-card stud poker, Pai Gow poker games and variants and the like, all or most of the rules of the Color War gaming technology described herein may be used as a side bet wagering event associated with the other underlying game.
  • The side bet may be optional or may be made a mandatory side bet under rules of games. Amounts used in playing the side bet wager may be based on game minimums or independently structured, by way of non-limiting examples, as with 1-10 units of wagering in the game, $0.25, $0.50, $1.00, $1.50, $2.00, $5.00, etc., and top limits may be applied to the wagers. The side bet may be used in electronic games, physical games, and mixed electronic and physical games (e.g., where physical plying cards and electronic wagering are combined).

Claims (26)

What is claimed:
1. A method of playing a wagering game comprising:
a first wager being received on an underlying game at a player position;
providing a full set of at least 48 symbols in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol;
providing seven symbols to a dealer position and seven symbols to a player position where the first wager was received;
the first wager based on a selection between a) the first symbol being at least four of the seven symbols provided to the player position and b) the second symbol being at least four of the seven symbols provided to the player position; and
the first wager being resolved in favor of the player position when the symbol from the first and second symbol wagered on appears as at least four of the seven symbols provided to the player and the dealer hand has five or fewer symbols of the symbol not addressed by the first wager.
the first wager being neither won nor lost when the symbol from the first and second symbol wagered on appears as at least four of the seven symbols provided to the player and the dealer hand has six or more symbols of the symbol not addressed by the first wager.
2. The method of claim 1 wherein the symbols are colors provided on color carrying elements.
3. The method of claim 2 wherein the color carrying elements comprises a set of cards.
4. The method of claim 3 wherein the color carrying elements comprise a randomized standard fifty-two card, four suited deck of playing cards.
5. The method of claim 3 wherein the color carrying elements comprise a randomized standard fifty-two card deck of playing cards plus at least one and fewer than two cards that are not one of thirteen standard ranks in playing cards.
6. The method of claim 1 wherein a second wager is received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
7. The method of claim 2 wherein a second wager is received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
8. The method of claim 3 wherein a second wager is received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
9. The method of claim 4 wherein a second wager is received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
10. The method of claim 5 wherein a second wager is received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
11. The method of claim 6 wherein a second wager is received at the player position, the second wager being against a paytable based on at least five symbols being specifically the first symbol or the second symbol.
12. The method of claim 3 wherein a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position.
13. The method of claim 4 wherein a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position.
14. The method of claim 7 wherein a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position.
15. The method of claim 8 wherein a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position.
16. The method of claim 9 wherein a set of playing cards is contained within an electromechanical playing card provider, the electromechanical playing card provider either a) randomizing the set of playing cards and providing the set as a complete randomized set from which individual playing cards from the randomized set are provided to the player position and the dealer position, b) randomizing the set of playing cards and providing randomized sets of seven playing cards to a delivery area in the playing card provider; c) providing individual random playing cards to a delivery area for playing cards; and d) providing individual random playing cards to a delivery area for playing cards and accumulating seven cards in the delivery area before the seven cards are delivered to the player position and to the dealer position.
17. The method of claim 3 wherein the method is performed on a play table, and each player position has three wager areas, one for the first color symbol, the second for the second color symbol and the third for a side bet against a paytable.
18. The method of claim 17 wherein the first symbol wager area is for red and the second symbol wager area is for black and no wager area is present for any wager with respect to a poker rank.
19. The method of claim 1 wherein all symbols are provided by a processor having a random number generating function and the provided symbols are displayed on a video display, and all wagers are provided through player input controls and resolved by the processor.
20. The method of claim 3 wherein all symbols are provided by a processor having a random number generating function and the provided symbols are displayed on a video display, and all wagers are provided through player input controls and resolved by the processor.
21. The method of claim 4 wherein all symbols are provided by a processor having a random number generating function and the provided symbols are displayed on a video display, and all wagers are provided through player input controls and resolved by the processor.
22. The method of claim 6 wherein all symbols are provided by a processor having a random number generating function and the provided symbols are displayed on a video display, and all wagers are provided through player input controls and resolved by the processor.
23. The method of claim 9 wherein all symbols are provided by a processor having a random number generating function and the provided symbols are displayed on a video display, and all wagers are provided through player input controls and resolved by the processor.
24. A method of playing a wagering game comprising:
a first wager being received on an underlying game at a player position;
providing a full set of at least 48 symbols in which at least 91.67% of the symbols are divided equally between two distinct symbols consisting of a first symbol and a second symbol;
providing at least five symbols to a dealer position and at least five symbols to a player position where the first wager was received;
the first wager based on a selection between a) the first symbol being at least three of the at least five symbols provided to the player position and b) the second symbol being at least three of the at least five symbols provided to the player position; and
the first wager being resolved in favor of the player position when the symbol from the first and second symbol wagered on appears as at least three of the at least five symbols provided to the player and the dealer hand has four or fewer symbols of either the first or second symbol.
the first wager being neither won nor lost when at least three of the at least five symbols provided to the player are the symbol wagered upon, and the dealer hand has five symbols of either the first or second symbol.
25. The method of claim 24 wherein the wagering game is a side bet event in an underlying wagering game where the at least five symbols are provided in the underlying wagering game to a dealer hand and to the player position.
26. The method of claim 1 wherein the wagering game is a side bet event in an underlying wagering game where the seven symbols are provided in the underlying wagering game to a dealer hand and to the player position.
US14/614,321 2014-02-13 2015-02-04 Color war wagering event Abandoned US20150224387A1 (en)

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