EP3188143A1 - Machine à fente spécifiquement destinée au jeu de pari au moyen de contenu d'événement d'action en direct ou en temps réel - Google Patents

Machine à fente spécifiquement destinée au jeu de pari au moyen de contenu d'événement d'action en direct ou en temps réel Download PDF

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Publication number
EP3188143A1
EP3188143A1 EP16204893.8A EP16204893A EP3188143A1 EP 3188143 A1 EP3188143 A1 EP 3188143A1 EP 16204893 A EP16204893 A EP 16204893A EP 3188143 A1 EP3188143 A1 EP 3188143A1
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EP
European Patent Office
Prior art keywords
players
slot machine
bid
player
contestants
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
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EP16204893.8A
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German (de)
English (en)
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Philip Paul Givant
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Individual
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Individual
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Priority claimed from US14/981,408 external-priority patent/US9589418B2/en
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Publication of EP3188143A1 publication Critical patent/EP3188143A1/fr
Ceased legal-status Critical Current

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    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament

Definitions

  • the present application is a non-provisional continuation-in-part patent application claiming priority to application Serial No. 14/684,160, filed on April 10, 2015 ; which is a non-provisional continuation-in-part patent application claiming priority to application Serial No. 13/945,628, filed on July 18, 2013 ; which is a non-provisional patent application claiming priority to Serial No. 61/741,463, filed on July 19, 2012 .
  • the present non-provisional continuation-in-part patent application claims priority to the referenced patent applications.
  • This patent application relates to gaming machines, slot machines, computer-implemented software, networked systems, and gaming systems according to one embodiment, and more specifically to a specialized slot machine for conducting a wagering game using real time or live action event content.
  • gaming machines such as slot machines, video poker machines, and the like for many years.
  • Slot machines have proven to be very popular with players and profitable for the venue.
  • the popularity of such machines with players is dependent on the possibility of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options.
  • Players are usually attracted to the most entertaining and exciting machines, which are constructed with features and enhancements to attract frequent play and increase profitability for the operator. Therefore, there is a continuing need for slot machine manufacturers to continuously develop new games and improve gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
  • Fantasy players are matched up against a single opponent to compete against for a given round.
  • the fantasy player whose athletes score more combined fantasy points are declared the winner and their opponent is declared the loser.
  • the won/lost records of these fantasy players are recorded. The better records receive special recognition. Duplication of athletes is not permitted in these tournaments. Often, leagues are actually built within the tournament structure. Fantasy players are allowed to remain in the tournament for quite some time even if they happen to be performing poorly. There is a selection process in place where fantasy players either bid on or draft athletes. Lineups are submitted from a very limited and well defined pool of athletes. They consist of athletes that a fantasy player has on their roster that they either drafted or bid on.
  • tournament formats operate as a lottery style tournament because the format mirrors what a lottery does. For example, millions of people can select the number "3" in a lottery and share that number. But, the number is meaningless unless that number is selected as one of the winning numbers and the other five or six numbers that the lottery player has are also selected as winning numbers. The same thing happens with fantasy sports lottery tournaments. Three million people might have the highest scoring athlete for a given day, week or month, but how many of them have that in combination with the next five or six highest scoring athletes? This is a very unlikely combination to have and is why this style of play mimics a lottery. The lottery effect format requires hundreds, thousands or even an unlimited number of entries to play each other simultaneously. Duplication of athletes is permitted because there aren't enough athletes to go around.
  • tournaments are usually structured so that running point totals of fantasy players are compared on an ongoing basis. The goal is to have the highest running point total possible in the event that hundreds to millions of fantasy players are all competing against each other.
  • Tournament structure always forces fantasy players to compete against the entire field. Sometimes it is for one day and sometimes it is for the whole season and sometimes it is something in between. Cumulative running point total separates the fantasy players rather than a won/lost record like with the head-to-head format.
  • the top cumulative point scorers receive special recognition. Lineups are submitted from the entire pool of available athletes with little to no restrictions.
  • Fantasy players compete against the entire field simultaneously.
  • Tournament format not conducive to charging an entry fee, although some do, because fantasy players are not optimistic they can beat out hundreds to millions of players at the same time for the high score.
  • Generally considered an inferior format to the match play method because it is nothing more than an accumulated points system over a day, week, month or entire season and forces fantasy players to compete against the entire field at the same time.
  • fantasy tournaments have every feature described in the two formats above. However, all of them though have enough of them in combination with one another to create insurmountable roadblocks for the type of tournament the applicant believes is needed to fill the hole in the industry. The only way around them is to seek non-traditional solutions. Ultimately, the goal is to create a vehicle so that an unlimited number of fantasy players can participate, without having to play the entire field simultaneously. Again, there isn't a single format currently in existence on the market that allows this to happen. The reason for this is that there are several non-obvious features that are required to make this happen.
  • Fanball held a million dollar fantasy football tournament where the entry fee was $125. It failed in the second year because they were unable to pay the prize money. This tournament was a much better attempt at creating an entry fee that was conducive to attract the masses, but it still wasn't low enough. Consequently, it fared no better than the others because the price was still way too high for the average player and the tournament format was so structurally flawed they wouldn't go any lower. Their primary issue was that they didn't have an understanding of how to create enough space for more fantasy players to enter. This became quite apparent by their use of a league format. Instead of eliminating poor performers to make room for more entries, they allowed them to remain in the tournament.
  • FanDuel has been hosting a tournament for two years that they hope will eventually pay the winner one million dollars (in 2012 the winner received $150,000). Their entry fee is either $10 or $109.
  • Analysis -FanDuel is a good illustration of how big money fantasy sports tournaments struggle with trying to avoid the Lottery Effect while at the same time trying to offer a big money grand prize. What they have created is a paradigm that offers two types of qualifying tournaments for a chance to compete in a 24 person tournament that crowns the winner with $150,000. For the $109 qualifier, they limit it to 250 people each week that it is run. For the $10 qualifier they cap it at just over 2,000 entries.
  • the intent is to minimize the Lottery Effect by capping the number of people who can participate, but it is still creates a Lottery Effect when you have to be the best score in a large field to qualify. Moreover, the prize money to the winner is compromised and can never be in the multi-millions of dollars because they are creating caps for the number of people that can enter.
  • the FanDuel format is a good example to illustrate the problem that currently exists. Nobody has been able to determine how to offer the multi-million dollar grand prize without forcing contestants to simultaneously play millions of people. FanDuel clearly is trying to address the issue, but because of their flawed strategies in creating their format, they offer BOTH the Lottery Effect and a less than desirable grand prize in their offering.
  • the National Fantasy Football Championship Primetime (NFFCP) is offering a $150,000 grand prize for the 2012 NFLTM season. Their entry fee is $1,500. Analysis - The prize money is not in the millions and the entry fee is way too high to attract the masses.
  • the format limits the number of entries, because they haven't developed a tournament format that allows a large number of fantasy players to compete.
  • the National Fantasy Football Championship Classic (NFFCC) is offering a $75,000 grand prize for the 2012 NFLTM season. Their entry fee is $1,500. Analysis - The prize money is not in the millions and the entry fee is way too high to attract the masses.
  • the format limits the number of entries, because they haven't developed a tournament format that allows a large number of fantasy players to compete.
  • the Fantasy Football Players Championship (FFPC) is offering a $200,000 grand prize for the 2012 NFLTM season. Their entry fee is $1,600. Analysis - The prize money is not in the millions and the entry fee is way too high to attract the masses.
  • the format limits the number of entries, because they haven't developed a tournament format that allows a large number of fantasy players to compete.
  • the World Championship of Fantasy Football (WCFF) is offering a $200,000 grand prize for the 2012 NFLTM season. Their entry fee is $1,575. Analysis - The prize money is not in the millions and the entry fee is way too high to attract the masses.
  • the format limits the number of entries, because they haven't developed a tournament format that allows a large number of fantasy players to compete.
  • the computer or network implemented gaming system as described herein can be in data network communication with a plurality of user platforms.
  • the user platforms can be client computing devices, mobile computing devices, mobile communication devices, or the like operated by gaming contestants or administrators.
  • a host site or server can be used to execute the software and systems implementing the gaming structure as described herein.
  • the host site and the networked system become a special purpose computing platform particularly configured to support the computer or network implemented gaming system as described herein.
  • the host site and the user platforms may communicate and transfer data and information in a data network environment via a wide area data network (e.g., the Internet).
  • Various components of the host site can also communicate internally via a conventional intranet or local area network (LAN).
  • LAN local area network
  • the computer or network implemented gaming system as described herein can be in data network communication with a plurality of contestants and other network resources.
  • Contestants can represent the network locations of clients or client computing systems being managed by contestants, teams, gaming players, or other client users operating an embodiment as described herein.
  • contestants or other users at a user platform can interact with a computer-generated user interface provided by the gaming system to participate in and communicate with the gaming system.
  • a slot machine 10 can be used in gaming venues such as casinos.
  • the slot machine 10 may be any type of slot machine and may have varying structures and methods of operation.
  • the slot machine 10 may be an electromechanical gaming machine configured to play mechanical slots, or it may be an electronic gaming machine configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, etc.
  • the slot machine 10 may also be an electromechanical lottery machine in an alternative embodiment.
  • the slot machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24.
  • the slot machine 10 includes a primary display 14 for displaying information about the basic wagering game.
  • the primary display 14 can also display information about a bonus wagering game and a progressive wagering game.
  • the slot machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the slot machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a slot machine 10.
  • the value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12.
  • the value input device 18 receives currency and/or credits that are inserted by a player.
  • the value input device 18 may include a coin acceptor 20 for receiving coin currency (see Figure 1 ).
  • the value input device 18 may include a bill acceptor 22 for receiving paper currency.
  • the value input device 18 may include a ticket reader, a barcode scanner, or a QR code scanner for reading information stored on a credit ticket, a card, or other tangible portable credit storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the slot machine 10.
  • the player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the slot machine 10.
  • the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16.
  • the touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the slot machine 10.
  • the touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel.
  • the touch keys 30 may be used to implement the same functions as push buttons 26.
  • the push buttons 26 may provide inputs for one aspect of the operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
  • a lever or handle on the side of the slot machine can be used by a user to provide input to the slot machine 10.
  • the various components of the slot machine 10 may be connected directly to, or contained within, the housing 12, as seen in Figure 1 , or may be located outboard of the housing 12 and connected to the housing 12 via a variety of different wired or wireless connection methods.
  • the slot machine 10 comprises these components whether housed in the housing 12, or outboard of the housing 12 and connected remotely.
  • the operation of the basic wagering game is displayed to the player on the primary display 14.
  • the primary display 14 can also display the bonus game associated with the basic wagering game.
  • the primary display 14 may take the form of a cathode ray tube (CRT) display, a high resolution liquid-crystal display (LCD), a plasma display, an LED (light emitting diode) display, or any other type of display suitable for use in the slot machine 10.
  • the primary display 14 includes the touch screen 28 overlaying the entire display (or a portion thereof) to allow players to make game-related selections.
  • the primary display 14 of the slot machine 10 may include a number of mechanical, electromechanical, or electronic reels to display the outcome in visual association with at least one payline 32.
  • the slot machine 10 is an "upright” version in which the primary display 14 is oriented vertically relative to the player.
  • the slot machine may be a "slant-top” version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the slot machine 10.
  • a player begins play of the basic wagering game by making a wager via the value input device 18 of the slot machine 10.
  • a player can select a type of play by using the player input device 24, via the buttons 26 or the touch screen keys 30.
  • the basic game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic game. Such outcomes can be randomly selected in response to the wagering input by the player. As described in more detail below for various example embodiments, the outcomes can also be based on player input and real time or live action content retrieved by the slot machine 10 from a network information source. At least one of the plurality of outcomes determined by the slot machine 10 may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the slot machine 10 may also include a player information reader 52 that allows for identification (ID) of a player by reading a card with information indicating his or her true identity.
  • the player information reader 52 is shown in Figure 1 as a card reader, but may take on many forms including a ticket reader, barcode scanner, QR code scanner, RFID (radio-frequency identification) transceiver or computer readable storage medium interface.
  • identification is generally used by casinos for rewarding certain players with complimentary services or special offers. For example, a player may be enrolled in the gaming establishment's loyalty club and may be awarded certain complimentary services as that player collects points in his or her player-tracking account.
  • the player inserts his or her card into the player information reader 52, which allows the casino's computers to register that player's wagering at the slot machine 10.
  • the slot machine 10 may use the secondary display 16 or other dedicated player-tracking display for providing the player with information about his or her account or other player-specific information.
  • the information reader 52 may be used to restore game assets that the player achieved and saved during a previous game session.
  • the handheld slot machine 610 is preferably an electronic gaming machine configured to play a video casino game such as, but not limited to, blackjack, slots, keno, poker, blackjack, and roulette.
  • the handheld slot machine 610 comprises a housing or casing 612 and includes input devices, including a value input device 618 and a player input device 624.
  • the handheld slot machine 610 includes, but is not limited to, a primary display 614, a secondary display 616, one or more speakers 617, one or more player-accessible ports 619 (e.g., an audio output jack for headphones, a video headset jack, etc.), and other conventional input/output (I/O) devices and ports, which may or may not be player-accessible.
  • the handheld slot machine 610 comprises a secondary display 616 that is rotatable relative to the primary display 614.
  • the optional secondary display 616 may be fixed, movable, and/or detachable/attachable relative to the primary display 614.
  • Either the primary display 614 and/or secondary display 616 may be configured to display any aspect of a non-wagering game, wagering game, secondary games, bonus games, progressive wagering games, group games, shared-experience games or events, game events, game outcomes, scrolling information, text messaging, emails, alerts or announcements, broadcast information, subscription information, and handheld slot machine status.
  • the player-accessible value input device 618 may comprise, for example, a slot located on the front, side, or top of the casing 612 configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player.
  • a stored-value card e.g., casino card, smart card, debit card, credit card, etc.
  • the player-accessible value input device 618 may comprise a sensor (e.g., an RF, radio frequency sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player.
  • the player-accessible value input device 618 may also or alternatively include a ticket reader, barcode scanner, or QR code scanner for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device.
  • the credit ticket or card may also authorize access to a central account, which can transfer money to the handheld slot machine 610.
  • Still other player-accessible value input devices 618 may require the use of touch keys 630 on the touch-screen display (e.g., primary display 614 and/or secondary display 616) or player input devices 624.
  • touch keys 630 on the touch-screen display (e.g., primary display 614 and/or secondary display 616) or player input devices 624.
  • secondary authorization information e.g., a password, personal identification number (PIN), stored value card number, predefined key sequences, etc.
  • the handheld slot machine 610 may be configured to permit a player to only access an account the player has specifically set up for the handheld slot machine 610.
  • the player-accessible value input device 618 may itself comprise or utilize a biometric player information reader, which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 618.
  • the player-accessible value input device 618 comprises a biometric player information reader
  • transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld slot machine 610, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
  • a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source.
  • a player-accessible value input device 618 comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader 652, or from another source, such as a credit card, debit card, player ID (identification) card, fob key, PIN (personal identification number), password, hotel room key, etc.
  • a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN, or a combination of a credit card input with a biometric input.
  • the personal identification input e.g., biometric input
  • a secret PIN e.g., biometric input
  • the player input device 624 comprises a plurality of push buttons on a button panel for operating the handheld slot machine 610.
  • the player input device 624 may comprise a touch screen 628 mounted to a primary display 614 and/or secondary display 616.
  • the touch screen 628 is matched to a display screen having one or more selectable touch keys 630 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer.
  • a player enables a desired function either by touching the touch screen 628 at an appropriate touch key 630 or by pressing an appropriate push button 626 on the button panel.
  • the touch keys 630 may be used to implement the same functions as push buttons 626.
  • the push buttons may provide inputs for one aspect of the operating the game, while the touch keys 630 may allow for input needed for another aspect of the game.
  • the various components of the handheld slot machine 610 may be connected directly to, or contained within, the casing 612, as seen in Figure 2 , or may be located outboard of the casing 612 and connected to the casing 612 via a variety of hardwired (tethered) or wireless connection methods.
  • the handheld slot machine 610 may comprise a single unit or a plurality of interconnected parts (e.g., wireless connections) which may be arranged to suit a player's preferences.
  • the operation of the basic wagering game on the handheld slot machine 610 is displayed to the player on the primary display 614.
  • the primary display 614 can also display the bonus game associated with the basic wagering game.
  • the primary display 614 preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld slot machine 610.
  • the size of the primary display 614 may vary from, for example, about a 2-3" display to a 15" or 17" display. In at least some aspects, the primary display 614 is a 7"-10" display. As the weight of and/or power requirements of such displays decreases with improvements in technology, it is envisaged that the size of the primary display may be increased.
  • coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.).
  • the primary display 614 and/or secondary display 616 may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3).
  • the primary display 614 and/or secondary display 616 may also each have different resolutions, different color schemes, and different aspect ratios.
  • the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline 632 that indicates one or more outcomes of the basic game. Such outcomes can be randomly selected in response to the wagering input by the player. As described in more detail below for various example embodiments, the outcomes can also be based on player input and real time or live action content retrieved by the slot machine 610 from a network information source. At least one of the plurality of outcomes determined by the slot machine 610 may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
  • the player-accessible value input device 618 of the handheld slot machine 610 may double as a player information reader 652 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.).
  • the player information reader 652 may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface.
  • the player information reader 652 shown by way of example in Figure 2 , comprises a biometric sensing device.
  • a central processing unit (CPU) 34 also referred to herein as a controller or processor (such as a microcontroller or microprocessor).
  • the controller 34 executes one or more game programs stored in a computer readable storage medium, in the form of memory 36.
  • the controller 34 can perform the random selection (using a random number generator (RNG)) of an outcome from the plurality of possible outcomes of the wagering game.
  • RNG random number generator
  • the random event may be determined at a remote controller.
  • the remote controller may use either an RNG or pooling scheme for its central determination of a game outcome.
  • the controller 34 may include one or more microprocessors, including but not limited to a master processor, a slave processor, and a secondary or parallel processor.
  • the controller 34 is also coupled to the system memory 36 and a money/credit detector 38.
  • the system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM).
  • RAM random-access memory
  • EEPROM non-volatile memory
  • the system memory 36 may include multiple RAM and multiple program memories.
  • the money/credit detector 38 signals the processor that money and/or credits have been input via the value input device 18.
  • these components are located within the housing 12 of the slot machine 10. However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the slot machine 10 via a variety of different wired or wireless connection methods.
  • the controller 34 is also connected to, and controls, the primary display 14, the player input device 24, and a payoff mechanism 40.
  • the payoff mechanism 40 is operable in response to instructions from the controller 34 to award a payoff to the player in response to certain winning outcomes that might occur in the basic game or the bonus game(s).
  • the payoff may be provided in the form of points, bills, tickets, coupons, cards, etc.
  • the payoff mechanism 40 includes both a ticket printer 42 and a coin outlet 44.
  • any of a variety of payoff mechanisms 40 well known in the art may be implemented, including cards, coins, tickets, smartcards, cash, etc.
  • the payoff amounts distributed by the payoff mechanism 40 can be determined by one or more pay tables stored in the system memory 36.
  • I/O circuits 46, 48 Communications between the controller 34 and both the peripheral components of the slot machine 10 and external systems 50 occur through input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the slot machine 10 through the input/output circuits 46. Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 10bT, etc.).
  • the external systems 50 may include a gaming network, other gaming machines, a gaming server, a central server, a central server database, Internet nodes/sites, communications hardware, or a variety of other interfaced systems or components.
  • the I/O circuits 46, 48 may be shown as a single block, it should be appreciated that each of the I/O circuits 46, 48 may include a number of different types of I/O circuits.
  • Controller 34 comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the slot machine 10 that may communicate with and/or control the transfer of data between the slot machine 10 and a bus, another computer, processor, or device and/or a service and/or a network.
  • the controller 34 may comprise one or more controllers or processors.
  • the controller 34 in the slot machine 10 is depicted as comprising a CPU, but the controller 34 may alternatively comprise a CPU in combination with other components, such as the I/O circuits 46, 48 and the system memory 36.
  • the controller 34 may reside partially or entirely inside or outside of the machine 10.
  • the control system for a handheld slot machine 610 may be similar to the control system for the free standing slot machine 10 except that the functionality of the respective on-board controllers may vary.
  • the slot machines 10, 610 may communicate with external systems 50 (in a wired or wireless manner) such that each machine operates as a "thin client,” having relatively less functionality, a “thick client,” having relatively more functionality, or through any range of functionality therebetween (e.g., a "rich client”).
  • the slot machine 10, 610 may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems 50.
  • the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller 34 on board the slot machine 10, 610 processes display information to be displayed on the display(s) of the machine.
  • the server determines game outcomes, while the controller 34 on board the slot machine 10, 610 executes game code and processes display information to be displayed on the display(s) of the machines.
  • the controller 34 on board the slot machine 10, 610 executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine.
  • Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the slot machine 10, 610 as may be necessary for particular applications.
  • the slot machines 10, 610 may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal digital assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • a mobile telecommunications device such as a mobile telephone or personal digital assistant (PDA)
  • PDA personal digital assistant
  • counter top or bar top gaming machine or other personal electronic device such as a portable television, MP3 player, entertainment device, etc.
  • the above-described slot machines 10, 610 may be used to interact with a wagering game having outcomes that are based, at least in part, on real time or live action event content and related real time features. Various embodiments of these real time or live action wagering games implemented with real time features on slot machines 10, 610 are described in more detail below.
  • the above-described slot machines 10, 610 may also be used to interact with wagering games having fantasy sports gaming features. Various embodiments of these fantasy sports wagering games implemented on slot machines 10, 610 are described in more detail below.
  • the real time features and the fantasy sports gaming features may relate to, for example, a sporting event, a live event, a news event, a political event, social media trending topics, or any other real time or live action event or activity having statistical information that can be tracked.
  • the decisions the players are making with the wagering game itself are based on events that are happening at the time the wagering game is being played.
  • the fantasy sports gaming feature relates to sporting events
  • various types of game play and wagering options may be provided as described in more detail below. For example, a user may be prompted to select particular players, positions, teams, etc. or to select from particular divisions, conferences, leagues, etc.
  • the fantasy sports gaming feature can monitor one or more tracked statistics and determine a resultant winner or winners as will be described in greater detail below with respect to Figure 6 through Figure 9 .
  • the tracked statistics can be utilized to resolve the user's wager and may be tracked over a period of time.
  • the statistics used to resolve the user's wager may be tracked over a period of seconds, minutes, hours, days, weeks, months, or even years.
  • the statistics may be tracked over a single play or group of plays, or over one or more innings, quarters, periods, halves, or races. Additionally or alternatively, the statistics may be tracked over a single game or group of games, a season or portion(s) thereof, or any time period desired by the operator.
  • FIG. 4 illustrates an example embodiment 100 of a gaming system 200 in a network-enabled environment.
  • the network-enabled gaming system environment 100 is disclosed.
  • an application or service typically provided by or operating on a host site (e.g., a website) 110, is provided to simplify and facilitate the downloading or hosted use of the gaming system 200 of an example embodiment.
  • the gaming system 200, or a portion thereof can be downloaded from the host site 110 by a user at a user platform 140.
  • the gaming system 200 can be hosted by the host site 110 for a networked user at a user platform 140.
  • the details of the gaming system 200 of an example embodiment are provided herein.
  • the gaming system 200 can be in network communication with a plurality of user platforms 140.
  • the user platforms 140 can be implemented as the slot machines 10, 610 described above.
  • a client version of the gaming system 200 can also be implemented within each specialized slot machine 10, 610 itself.
  • the above-described slot machines 10, 610 may be used to interact with a wagering game, implemented within the slot machine 10, 610 itself or implemented by the gaming system 200, wherein the wagering game determines outcomes that are based, at least in part, on real time or live action event content and related real time features.
  • Various embodiments of these real time or live action wagering games implemented with real time features on slot machines 10, 610 are described in more detail below.
  • the above-described slot machines 10, 610 may also be used to interact with wagering games having fantasy sports gaming features. Various embodiments of these fantasy sports wagering games implemented on slot machines 10, 610 are described in more detail below.
  • the host site 110 and user platforms 140 may communicate and transfer data and information in the data network environment 100 shown in Figure 4 via a wide area data network (e.g., the Internet) 120.
  • Various components of the host site 110 can also communicate internally via a conventional intranet or local area network (LAN) 114.
  • LAN local area network
  • the gaming system 200 can also be in network communication with a plurality of contestants 150 and a plurality of network resources 155.
  • Contestants 150 can represent the network locations of clients or client computing systems being managed by contestants, players, teams, tournament players, or other client users operating an embodiment described herein.
  • contestants 150 can represent the network locations of clients or client computing systems of tournament participants, contestants, teams, tournament players, brokers, dealers, agents, or the like.
  • Contestants 150 can participate using the user platforms 140, which can be implemented as the slot machines 10, 610 described above. Contestants 150 can interact with the user interface provided by the gaming system 200 to participate in a real time or live action wagering game and/or a fantasy sports tournament.
  • Network resources 155 can represent the network locations of sources of information related to the real time or live action wagering game and/or the fantasy sports tournament, such as real time event information, real time news information, real time political or social media information, actual team or athlete information, document sources, photos, maps, reviews, statistics, venue information, publications, articles, or other related information associated with the real time or live action wagering game and/or the fantasy sports tournament of the example embodiment.
  • sources of information related to the real time or live action wagering game and/or the fantasy sports tournament such as real time event information, real time news information, real time political or social media information, actual team or athlete information, document sources, photos, maps, reviews, statistics, venue information, publications, articles, or other related information associated with the real time or live action wagering game and/or the fantasy sports tournament of the example embodiment.
  • Networks 120 and 114 are configured to couple one computing device with another computing device.
  • Networks 120 and 114 may be enabled to employ any form of computer readable media for communicating information from one electronic device to another.
  • Network 120 can include the Internet in addition to LAN 114, wide area networks (WANs), direct connections, such as through an Ethernet port or a universal serial bus (USB) port, other forms of computer-readable media, or any combination thereof.
  • WANs wide area networks
  • USB universal serial bus
  • a router and/or gateway device can act as a link between LANs, enabling messages to be sent between computing devices.
  • communication links within LANs may include optical fiber data lines, twisted wire pairs or coaxial cable, while communication links between networks may utilize analog telephone lines, full or fractional dedicated digital lines including T1, T2, T3, and T4, Integrated Services Digital Networks (ISDNs), Digital Subscriber Lines (DSLs), optical fiber, wireless links including satellite links, or other communication links known to those of ordinary skill in the art.
  • ISDNs Integrated Services Digital Networks
  • DSLs Digital Subscriber Lines
  • optical fiber including satellite links, or other communication links known to those of ordinary skill in the art.
  • remote computers and other related electronic devices can be remotely connected to either LANs or WANs via a wireless link, WiFi, BLUETOOTHTM, satellite, or modem and temporary telephone link.
  • Networks 120 and 114 may further include any of a variety of wireless sub-networks that may further overlay stand-alone ad-hoc networks, and the like, to provide an infrastructure-oriented connection. Such sub-networks may include mesh networks, Wireless LAN (WLAN) networks, cellular networks, and the like. Networks 120 and 114 may also include an autonomous system of terminals, gateways, routers, and the like connected by wireless radio links or wireless transceivers. These connectors may be configured to be moved freely and randomly and to organize themselves arbitrarily, such that the topology of networks 120 and 114 may change rapidly and arbitrarily.
  • WLAN Wireless LAN
  • Networks 120 and 114 may further employ a plurality of access technologies including 2nd (2G), 2.5, 3rd (3G), 4th (4G) generation radio access for cellular systems, WLAN, Wireless Router (WR) mesh, and the like.
  • Access technologies such as 2G, 3G, 4G, and future access networks may enable wide area coverage for mobile devices, such as one or more of client devices 141, with various degrees of mobility.
  • networks 120 and 114 may enable a radio connection through a radio network access such as Global System for Mobile communication (GSM), General Packet Radio Services (GPRS), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (WCDMA), CDMA2000, and the like.
  • GSM Global System for Mobile communication
  • GPRS General Packet Radio Services
  • EDGE Enhanced Data GSM Environment
  • WCDMA Wideband Code Division Multiple Access
  • CDMA2000 Code Division Multiple Access 2000
  • Networks 120 and 114 may also be constructed for use with various other wired and wireless communication protocols, including TCP/IP, UDP, SIP, SMS, RTP, WAP, CDMA, TDMA, EDGE, UMTS, GPRS, GSM, UWB, WiFi, WiMax, IEEE 802.11x, and the like.
  • networks 120 and 114 may include virtually any wired and/or wireless communication mechanisms by which information may travel between one computing device and another computing device, network, and the like.
  • network 114 may represent a LAN that is configured behind a firewall (not shown), within a business data center, for example.
  • the gaming system in various example embodiments can be implemented using any form of network transportable digital data.
  • the network transportable digital data can be transported in any of a group of data packet or file formats, protocols, and associated mechanisms usable to enable a host site 110 and a user platform 140 to transfer data over a network 120.
  • the data format for the user interface can be HyperText Markup Language (HTML). HTML is a common markup language for creating web pages and other information that can be displayed in a web browser.
  • the data format for the user interface can be Extensible Markup Language (XML). XML is a markup language that defines a set of rules for encoding interfaces or documents in a format that is both human-readable and machine-readable.
  • JSON JavaVASCRIPTTM Object Notation
  • JSON is a text-based open standard designed for human-readable data interchange.
  • the JSON format is often used for serializing and transmitting structured data over a network connection.
  • JSON can be used in an embodiment to transmit data between a server, device, or application, wherein JSON serves as an alternative to XML.
  • the Hypertext Transfer Protocol (HTTP) or secure HTTP (HTTPS) can be used as a network data communication protocol.
  • a user platform 140 with one or more client devices 141 enables a user to access data and provide data and/or instructions for the gaming system 200 via the host 110 and network 120.
  • Client devices 141 may include virtually any computing device that is configured to send and receive information over a data network, such as network 120.
  • client devices 141 may include portable devices 144, such as, cellular telephones, smart phones, display pagers, radio frequency (RF) devices, infrared (IR) devices, global positioning devices (GPS), Personal Digital Assistants (PDAs), handheld computers, wearable computers, tablet computers, integrated devices combining one or more of the preceding devices, and the like.
  • RF radio frequency
  • IR infrared
  • GPS global positioning devices
  • PDAs Personal Digital Assistants
  • Client devices 141 may also include other computing devices, such as personal computers 142, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PC's, and the like. Client devices 141 may also include other processing devices, such as consumer electronic (CE) devices 146 and/or mobile computing devices 148, which are known to those of ordinary skill in the art. As such, client devices 141 may range widely in terms of capabilities and features. For example, a client device configured as a cell phone may have a numeric keypad and a few lines of monochrome LCD (liquid-crystal display) display on which only text may be displayed.
  • LCD liquid-crystal display
  • a web-enabled client device may have a touch sensitive screen, a stylus, and many lines of color LCD display in which both text and graphics may be displayed.
  • the web-enabled client device may include a browser application enabled to receive and to send wireless application protocol messages (WAP), and/or wired application messages, and the like.
  • WAP wireless application protocol
  • the browser application is enabled to employ HyperText Markup Language (HTML), Dynamic HTML, Handheld Device Markup Language (HDML), Wireless Markup Language (WML), WMLScript, JAVASCRIPTTM, Extensible HTML (xHTML), Compact HTML (CHTML), and the like, to display and/or send digital information.
  • mobile devices can be configured with applications (apps) with which the functionality described herein can be implemented.
  • Client devices 141 may also include at least one client application that is configured to send and receive content data or/or control data from another computing device via a wired or wireless network transmission.
  • the client application may include a capability to provide and receive textual data, graphical data, video data, audio data, and the like.
  • client devices 141 may be further configured to communicate and/or receive a message, such as through an email application, a Short Message Service (SMS), direct messaging (e.g., TWITTERTM), Multimedia Message Service (MMS), instant messaging (IM), internet relay chat (IRC), mIRC, JABBER, Enhanced Messaging Service (EMS), text messaging, Smart Messaging, Over the Air (OTA) messaging, or the like, between another computing device, and the like.
  • SMS Short Message Service
  • TWITTERTM Multimedia Message Service
  • MMS Multimedia Message Service
  • IM instant messaging
  • IRC internet relay chat
  • mIRC internet relay chat
  • JABBER Enhanced Messaging Service
  • EMS
  • the gaming system 200 can be downloaded to a user device 141 of user platform 140 and executed locally on a user device 141.
  • the downloading of the gaming system 200 application can be accomplished using conventional software downloading functionality.
  • the gaming system 200 can be hosted by the host site 110 and executed remotely, from the user's perspective, on host system 110.
  • the gaming system 200 can be implemented as a service in a service-oriented architecture (SOA) or in a Software-as-a-Service (SAAS) architecture.
  • SOA service-oriented architecture
  • SAAS Software-as-a-Service
  • the functionality performed by the gaming system 200 is as described herein, whether the application is executed locally or remotely, relative to the user.
  • the host site 110 of an example embodiment is shown to include a gaming system database 103.
  • the network-accessible central database 103 is used in an example embodiment for data storage of real time event data, tournament data, player or contestant data, group data, award or prize data, configuration data, scheduling data, reporting data, and the like.
  • Database 103 can be in data communication with the gaming system 200 directly or via intranet 114. It will be apparent to those of ordinary skill in the art that the database 103 can represent multiple datasets and can be used for the storage of a variety of data in support of the gaming system 200 of an example embodiment.
  • host site 110 of an example embodiment is shown to include the gaming system 200.
  • the gaming system 200 can include a User Interface Processing Module 210, a Gaming Processing Module 220, a User Account Management module 230, and an Administrative Management module 240.
  • Each of these modules can be implemented as software components executing within an executable environment of the gaming system 200 operating wholly or in part on host site 110 or user platform 140.
  • Each of these modules of an example embodiment is described in more detail herein in connection with the figures provided herein.
  • the gaming system 200 of an example embodiment is shown to include a User Interface Processing Module 210.
  • the User Interface Processing Module 210 is responsible for receiving input from a user, contestant, player, tournament player, team, or a network-connectible device, the input corresponding to the selections, parameters, commands, or other wagering game or tournament inputs received from a contestant 150, and for displaying wagering game or tournament data to a user, contestant, player, tournament player, team, or other client user via any of the user interface platforms 141 described above.
  • the User Interface Processing Module 210 can receive their contestant-specific information, wagering game selections, athlete or fantasy player selections, and other contestant information associated with the wagering game or tournament and particular rounds in which the contestant is playing. The details of the interactions between the contestants in the wagering game or tournament are described in more detail herein.
  • This contestant-related information can be used to create contestant status records for each contestant of a plurality of contestants 150.
  • the contestant status records can be retained in the network-accessible central data repository 103 and shared with the Gaming Processing Module 220.
  • the gaming system 200 of an example embodiment is shown to include a Gaming Processing Module 220.
  • the Gaming Processing Module 220 is responsible for managing the operation of the wagering game or fantasy sports tournament and the plurality of rounds played therein.
  • the Gaming Processing Module 220 manages the wagering game contestants and groups of contestants in the fantasy sports tournament, obtains real time and live action event data via the network, calculates contestant standings, records contestant statistics, promotes winning contestants to advanced rounds, and determines the overall winner of the wagering game or fantasy sports tournament.
  • the Gaming Processing Module 220 can also provide notifications to contestants of the wagering game or fantasy sports tournament.
  • the details of the wagering game and fantasy sports tournament operation, the provisioning of contestant groups, the management of multi- contestant rounds, and the management of contestants in the wagering game or fantasy sports tournament are described in more detail herein.
  • a user platform 141 can include a mobile device on which a mobile application (app) can be executed.
  • An example embodiment, implemented as a mobile device app, can be used to support a mobile device user interface for the gaming system 200 of an example embodiment. It will be apparent to those of ordinary skill in the art that other embodiments can also be implemented as a web application (app) with one or more webpages or other types of user interfaces.
  • a mobile version of an example embodiment provides a user-friendly interface from which the user can easily view the relevant contestant/client information from a mobile device.
  • a mobile software application embodying a mobile version of an example embodiment as described herein can be installed and executed on a mobile device, such as a smart phone, laptop computer, tablet device, or the like.
  • a splash screen appears whenever the user opens or launches the mobile application on the mobile device. This splash screen can display a host logo and wallpaper image while opening the login screen or a live feed of processed client information.
  • User log-in functionality in the web application or the mobile app provides a user-friendly user interface in which the user can provide identifying information (e.g., an email address and password) associated with the user account. If the user does not have an account, the user can create an account from this user interface.
  • the process of creating a user account in an example embodiment only requires the user to provide the identifying information (e.g., name, surname, e-mail address, and password). By completing this information, the user can create an account and get access to tournament and contestant information.
  • the gaming system 200 of an example embodiment is also shown to include a user account management module 230.
  • the user account management module 230 can be used to create and maintain a user account on the host site 110.
  • the user account management module 230 can also be used to configure user settings, create and maintain a client/user profile on host site 110, and otherwise manage user data and operational parameters on host site 110.
  • a user can register as an identified contestant in order to share wagering game or fantasy sports tournament information, receive wagering game or fantasy sports tournament information and communications, or interact with other wagering game or fantasy sports tournament-related content or other contestants.
  • the registered user can enter their identifying information during a log-in phase and thereafter can share wagering game or fantasy sports tournament-related content and interact with other contestants.
  • the gaming system 200 of an example embodiment is shown to include an administrative management module 240.
  • the administrative management module 240 can be used by an agent or administrator of the gaming system 200 to manage user accounts, configure system features, and to manage the operation and configuration of the gaming system 200.
  • the administrative management module 240 can also be used to enforce privacy protections and tournament controls for contestants.
  • the administrative management module 240 can also be used to generate and/or process a variety of analytics associated with the operation of the gaming system 200.
  • the administrative management module 240 can generate various statistical models that represent the activity of the community of contestants throughout the wagering game or fantasy sports tournament. These analytics can be shared, licensed, or sold to others.
  • the host site 110 is shown to include the gaming system 200.
  • the gaming system 200 is shown to include the functional components 210 through 240, as described above.
  • the host site 110 may also include a web server 404, having a web interface with which users may interact with the host site 110 via a user interface or web interface.
  • the host site 110 may also include an application programming interface (API) 402 with which the host site 110 may interact with other network entities on a programmatic or automated data transfer level.
  • the API 402 and web interface 404 may be configured to interact with the gaming system 200 either directly or via an interface 406.
  • the gaming system 200 may be configured to access a data storage device 103 and data 408 therein either directly or via the interface 406.
  • FIG 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a fantasy sports tournament with multi-contestant small group rounds on the specialized slot machine.
  • the user interface can be used to implement the fantasy sports slot machine format of an example embodiment.
  • the following description provides a general overview of the specialized slot machine format in an example embodiment.
  • Fantasy sports specialized slot machines as described herein, are placed in casinos or other venues throughout the world. These specialized slot machines can be programmed to play whatever fantasy sport a contestant desires to play.
  • These specialized slot machines are linked to a central network-accessible database so that contestants competing in a given "group game" can be playing in different casinos/venues throughout the world.
  • the contestant then pulls down the handle (or activates a lever or pushes a button on the user interface of the specialized slot machine/terminal) and the specialized slot machine/terminal starts generating a variety of enticing and entertaining graphics that flash around until the contestant has a full group of six other players to play against (who are also playing for the same entry amount). Because the game will fill quickly with players, the graphic display generations, which take about five seconds, will take longer than the time needed to fill a live group of players, which will happen immediately, because the game and the players are linked to casinos/venues throughout the country/world (e.g., geographically distributed). • Groups are always comprised of six contestants in an example embodiment.
  • the other five contestants who will fill the remaining five places at the virtual card table presented by the specialized slot machine/terminal, will be anonymous on the display screen in front of a given contestant.
  • the user interface logic will configure the user interface of the example embodiment for each player to identify the different player positions as "YOU”, "Contestant #1", “Contestant #2”, etc. (see Figure 9 ).
  • the contestants will be instructed by the user interface of the example embodiment that they will see three fantasy sports athletes.
  • the contestants will be advised that in lieu of live action scoring, each athlete's current fantasy sports points per game average will be used as the fantasy score benchmark for each one of them. If these athletes are competing in a sport not in season, their fantasy point game average from the previous season will be used.
  • the top scoring two contestants in each of these groups are considered winners. There is no distinction between finishing first and second. The top scoring two contestants are both winners and are eligible for the same prize if they choose to cash out. • These two top scoring winners for each group have one of two options.
  • the two top scoring winners can either: 1) cash out by pressing a button (or activating a virtual object on the user interface of the specialized slot machine/terminal) that cashes them out and automatically doubles their money, or 2) they can choose to "let it ride” by pulling the handle (or activating a lever or pushing a button on the user interface of the specialized slot machine/terminal) to form a new group with five other new contestants and try to re-double their money by playing in a new round.
  • the bottom scoring four contestants of a group are eliminated and lose their money. The bottom scoring four contestants can either leave the specialized slot machine or put more money into the specialized slot machine to play again by playing in a new group of six contestants.
  • the casino/venue provides powerful motivation in two directions for winning contestants to stay in for another round instead of cashing out.
  • winning contestants can "let it ride” and attempt to redouble their money each time they stay in instead of cashing out.
  • the specialized slot machine experience of the example embodiment offers another huge incentive for people to stay in. Any contestant who advances ten consecutive times will play in a Tournament of Players (TOC) sponsored by the casino/venue in which they are playing.
  • TOC usually occurs during the playoffs during a given sports real live action playoffs.
  • the TOC's format can use traditional live action fantasy sports or can be conducted the same way that the specialized slot machines operate by using fantasy point per game averages.
  • TOC The rationale for offering TOC is to provide a huge incentive for contestants to not cash out and to continue playing on the specialized slot machines.
  • the TOC pays out millions of dollars to the winner and other top finishers and is a very attractive incentive for people to try and qualify for (and therefore not cash out).
  • This doesn't mean that this is a coordinated multi-casino TOC.
  • Each casino/venue hosts their own TOC, which can be run directly from their website, off their own slot machines, or could even be live action in their casino/venue.
  • contestant revenue split depending on the round from which contestants decide to cash out Round Casino Take Player Take 1 33% 67% 2 55.6% 44.4% 3 70.4% 29.6% 4 80.2% 19.8% 5 86.8% 13.2% 6 91.2% 8.8% 7 94.1% 5.9% 8 96.1% 3.9% 9 97.4% 2.6% 10 98.3% 1.7% Note: It does not matter at what dollar amount a contestant enters the competition. The percentages that each party receives are the same. • Contestants can play up to 15 rounds on a specialized slot machine as they attempt to double their money each new round. This means they can continue to try and re-double their money even after qualifying for the TOC by successfully winning ten consecutive times. If a TOC qualifier loses in rounds 11 to 15, they do not forfeit their TOC seat.
  • a value of the contestant's bid is used to discount or reduce the contestant's score or quantity of points received by a corresponding amount. In this manner, a contestant bidding at a minimal level will also only receive a score or quantity of points at a correspondingly minimal level.
  • the setup may not seem fair in one critical way. For example, a bloc of three athletes could potentially have three duds like all kickers for a football contest while another bloc of three athletes has all high value athletes like quarterbacks for the same competition. Isn't this unreasonable since quarterbacks are much more valuable than kickers?
  • the described format actually turns the selection process into a riveting high wire exercise where skill becomes a major factor. Think of these groups of athletes as stocks. The more valuable the stock, the more aggressive the bidding will be. The correct price will be set by the bids. Three kickers at 95% of their fantasy points might be more valuable than three quarterbacks at 12% of their fantasy points. This bidding process creates a tremendous amount of strategy for participants to consider.
  • the maximum bid for the reintroduced blocs go down 8% each time a new one is reintroduced and bid on. If there is a tie for a final position, amongst tied players, the person who secured their bloc in the lowest or latest round advances.
  • the specialized slot machine of an example embodiment can gather the data for all athletes in the contest and then compute the final positions. This computation will take no more than five seconds after all contestants have secured their blocs.
  • the specialized slot machine can tabulate the scores for all of the athletes and then add the three scores together for each bloc of athletes. Each contestant will then be ranked 1-6 (one through six) on the specialized slot machine user interface screen (e.g., see Figure 7 through Figure 9 ). For example, to tabulate the score of a single athlete, three components of information are required.
  • the athlete's average fantasy game score has to be a part of the database linked to the managing entity website for easy retrieval.
  • the second component of information needed is the bid with which the athlete was secured.
  • the multiplier on the athlete has to be included in the computation.
  • Tom Brady has a running fantasy game point total of 10. Then assume he is secured at 68% of his fantasy points and the multiplier on him is 3X. Since 68% of 10 is 6.8 and when 6.8 is multiplied by 3, the result is 20.4. This means that Brady's score would be added to the other two athletes in his bloc for a final score to be posted for that contestant. Finally, tied positions always are broken by awarding the person who secured their bloc in the later round the higher spot.
  • the alternative slot machine embodiment includes everything described above, but adds one more variable.
  • This alternative embodiment calls for contestants to create the groups upon which the contestants bid. The process for this alternative embodiment is described below. • There are 18 cards in a deck. • Contestants see all 18 of the cards on the user interface screen ahead of time. • Each contestant creates one of the six blocs that will be introduced in the bidding process. • Contestants select three of the 18 athletes to represent the bloc that they created for the bidding process. They have 30 seconds to make their picks.
  • fantasy sports slot machine embodiments as described herein provide a unique idea that has never been seen in the market.
  • fantasy sports slot machine embodiments there are four key elements that are new to the fantasy sports genre that these embodiments introduce and that support the implementation. These four key elements include the following:
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • a Fantasy Music Legends Tournament is a tournament format for any genre of music.
  • a given tournament can be designed for a specific genre like Rock & Roll, Pop, Rhythm & Blues, Country, Rap, etc.
  • This concept can be a marketing tool for a company or it can be a standalone tournament that charges an entry fee and offers cash prizes for the top finishers of the Tournament of graduates (TOC). If it is used as a marketing tool, the tournament can offer interesting music perks for the top finishers.
  • TOC Tournament of Champions
  • a top overall winner might have a different kind of top prize, such as winning a rare guitar for their efforts.
  • the key components as a marketing tool are to allow contestants special perks. These perks will allow them to compete in a smaller group size than is normally required or skip a round(s) entirely. Contestants can take advantage of these perks by purchasing something off a particular website. When they do so, they are allowed to skip a round (or two) or play in a smaller group for the next round. For example, someone might be able to play the next round against only 9 people instead of the standard 12 if they purchase a song. They might be able to skip 2 rounds if they buy concert tickets.
  • Legendary musicians eligible to be picked for a Fantasy Music Legends Tournament are any people who have played in a group with two or more people who had at least 1 hit in the top 40 in the United States in their genre of expertise. For example, Adam Ridgeley would be eligible because he was a member of Wham and has had at least one hit song that made the Billboard Hot 100 chart for his genre in the U.S.
  • the tournament does not disqualify someone if their "band" is missing a piece (like a drummer) that is usually associated as a key component of a typical band.
  • the Carpenters are considered a "band" by the definitions of this game.
  • Some legendary musicians have played in more than one band. For example, Paul McCartney played with The Beatles and with Paul McCartney and Wings. For this reason, Legendary Musicians score fantasy points for all bands in which they participated.
  • the table below shows the starting Legendary Musicians in the Pop/Rock category that a 12 person group selected.
  • the percentage under each musician's name represents the percentage that the fantasy player will get to keep of the actual fantasy points that their given Legendary Musician scored. This percentage is based on the number of times a Legendary Musician was duplicated and is taken directly from the above table (Table 1). It is important to note that if a Legendary Musician performed in more than one band and also had a solo career (e.g., Eric Clapton-The Yardbirds and Cream and a distinguished solo career), all of their works and honors will be computed in their fantasy score.
  • a solo career e.g., Eric Clapton-The Yardbirds and Cream and a distinguished solo career
  • Profile rankings are achieved by how many consecutive times a contestant advances out of group play by finishing in the top 3 of their group.
  • a plurality of levels can be defined for the Fantasy Band Legends.
  • An example of these various levels for the example embodiment are provided below.
  • the managing entity presents the Tournament of Players (TOC) format for Fantasy Band Legends designed for contestants who advance 10 consecutive rounds during a qualifying competition.
  • the TOC is six rounds with the final round culminating with the top 8 contestants remaining vying for final positions.
  • the same Fantasy Band Legends scoring system described above can be used for the TOC.
  • the setup may not seem fair in one critical way. For example, a bloc of three could potentially have three second tier artists and another have three icons. It is possible and yet it is not as evident as one might think.
  • the described format actually turns the selection process into a riveting high wire exercise where skill becomes a major factor. Think of these groups of Legends as stocks. The more valuable the stock, the more aggressive the bidding will be. The correct price will be set by the bids. Three second tier artists at 95% of their fantasy points might be more valuable than three icons at 12% of their fantasy points.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • real time/live events and related tournament formats are implemented on a specialized slot machine. These example embodiments bring slot machines into the 21st century and use real life events to transform the specialized slot machine from a static entity, that is currently based solely on canned information, into a real time/live event gaming apparatus.
  • a real time/live event it is important to distinguish what is meant by a real time/live event for the purposes of this example embodiment.
  • An example of what is not meant by a real time/live event format is having a bunch of poker players playing in an online slot tournament. This might be a real time/live event, but that designation only refers to the participants who are playing-not the gaming material itself they are using for the tournament.
  • the example embodiments describe real time/live action events that constitute the gaming material itself. No longer are slot machines simply based on pre-defined sets of cards that show up, lining up three consecutive cherries or even spinning a wheel in hopes of creating a fortune.
  • This specialized slot machine and the particular tournament formats of the various example embodiments described herein are based on real time/live event data. In other words, the decisions the players are making with the game itself are based on events that are happening at the time the game is being played.
  • This real time/live event slot idea can be used for all types of real life events.
  • the described example embodiment uses the specialized slot machine with real time/live sporting events to create a new type of slot machine. Even more specifically, the described example embodiment is used for fantasy sports by modifying some of the current ways fantasy sports games are played to enhance the real time/live event slot machine embodiment as described herein.
  • a value of the contestant's bid is used to discount or reduce the contestant's score or quantity of points received by a corresponding amount. In this manner, a contestant bidding at a minimal level will also only receive a score or quantity of points at a correspondingly minimal level.
  • the setup may not seem fair in one critical way. For example, a bloc of three athletes could potentially have three duds like all kickers for a football contest while another bloc of three athletes has all high value athletes like quarterbacks for the same competition. Isn't this unreasonable since quarterbacks are much more valuable than kickers?
  • the described format actually turns the selection process into a riveting high wire exercise where skill becomes a major factor. Think of these groups of athletes as stocks. The more valuable the stock, the more aggressive the bidding will be. The correct price will be set by the bids. Three kickers at 95% of their fantasy points might be more valuable than three quarterbacks at 12% of their fantasy points. This bidding process creates a tremendous amount of strategy for participants to consider.
  • the maximum bid for the reintroduced blocs go down 8% each time a new one is reintroduced and bid on. If there is a tie for a final position, amongst tied players, the person who secured their bloc in the lowest or latest round advances.
  • the specialized slot machine of an example embodiment can gather the data for all athletes in the contest and then compute the final positions. This computation will take no more than five seconds after all contestants have secured their blocs.
  • the specialized slot machine can tabulate the scores for all of the athletes and then add the three scores together for each bloc of athletes. Each contestant will then be ranked 1-6 (one through six) on the specialized slot machine user interface screen (e.g., see Figure 7 and Figure 8 ). For example, to tabulate the score of a single athlete, three components of information are required.
  • the athlete's average fantasy game score has to be a part of the database linked to the managing entity website for easy retrieval.
  • the second component of information needed is the bid with which the athlete was secured.
  • the multiplier on the athlete has to be included in the computation.
  • Tom Brady has a running fantasy game point total of 10. Then assume he is secured at 68% of his fantasy points and the multiplier on him is 3X. Since 68% of 10 is 6.8 and when 6.8 is multiplied by 3, the result is 20.4. This means that Brady's score would be added to the other two athletes in his bloc for a final score to be posted for that contestant. Finally, tied positions always are broken by awarding the person who secured their bloc in the later round the higher spot.
  • the alternative slot machine embodiment includes everything described above, but adds one more variable.
  • This alternative embodiment calls for contestants to create the groups upon which the contestants bid. The process for this alternative embodiment is described below.
  • fantasy sports slot machine embodiments based on real time/live action events as described herein provide a unique idea that has never been seen in the market.
  • the contestants themselves do not constitute the real time/live action event(s), rather it is the game itself that uses real time/live action events as the competition unfolds.
  • These example embodiments fundamentally change the way slot machines are currently used. Slot machine players are suddenly playing with the outcomes that are based on events that are unfolding as they are playing. This adds a dimension to slot machines that has never been provided before.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • real time/live events and related tournament formats are implemented on a specialized slot machine. These example embodiments use real life events to transform the specialized slot machine from a static entity, that is currently based solely on canned information, into a real time/live event gaming apparatus.
  • the real time/live action events of the example embodiments constitute the gaming material itself.
  • This specialized slot machine and the particular tournament formats of the various example embodiments described herein are based on real time/live event data.
  • the decisions the players are making with the game itself are based on events that are happening at the time the game is being played.
  • This real time/live event slot idea can be used for all types of real life events.
  • the described example embodiment uses the specialized slot machine with real time/live current events (e.g., non-sporting events) to create a new type of specialized slot machine.
  • a contestant bids 1% to win the current event categories that they desire which consists of Sports, Medicine and Congressional Politics
  • the contestant will be severely disappointed to learn that they also only get 1% of the raw points that each of these categories tallied.
  • a value of the contestant's bid, as represented by the percentage bid is used to discount or reduce the contestant's score or quantity of points received by a corresponding amount.
  • a contestant bidding at a minimal level will also only receive a score or quantity of points at a correspondingly minimal level.
  • the maximum bid for the reintroduced blocs go down 8% each time a new one is reintroduced and bid on. If there is a tie for a final position, amongst tied players, the person who secured their bloc in the lowest or latest round advances.
  • the contestants in the group are scored for final positions.
  • the specialized slot machine of an example embodiment can gather the data for all current events categories in the contest and then compute the final positions. This computation will take no more than five seconds after all contestants have secured their blocs.
  • the specialized slot machine will tabulate the scores for all of the current events categories. Once the specialized slot machine tabulates final scores for individual current events categories, the specialized slot machine can add the scores together for blocs of current events categories belonging to the same contestant.
  • the contestants will then be ranked 1-6 (one through six) on the specialized slot machine display screen. For example, to tabulate the score of a single current events news category, three components of information are required.
  • the news category's raw score is calculated.
  • the second component of information needed is the bid with which that the news category was secured.
  • the multiplier on the news category is factored in.
  • a Religion news category has a 4.7% of the airtime raw score when the bidding process ends. This gives the category a raw score of 4.7 points.
  • this category is secured with a 68% bid and the multiplier on it is 3X. Because 68% of 4.7 is 3.2 and when 3.2 is multiplied by 3, the result is 9.6.
  • This means that Religion's overall score is 9.6 points and would be added to the scores of their other two current event news categories from their bloc.
  • tied positions always are broken by awarding the person who secured their bloc during the later round the higher finishing spot in the final standings.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • real time/live events and related tournament formats are implemented on a specialized slot machine. These example embodiments use real life events to transform the specialized slot machine from a static entity, that is currently based solely on canned information, into a real time/live event gaming apparatus.
  • the real time/live action events of the example embodiments constitute the gaming material itself.
  • This specialized slot machine and the particular tournament formats of the various example embodiments described herein are based on real time/live event data.
  • the decisions the players are making with the game itself are based on events that are happening at the time the game is being played.
  • This real time/live event slot idea can be used for all types of real life events.
  • the described example embodiment uses the specialized slot machine with real time/live current political debate events to create a new type of specialized slot machine.
  • a 1% bid will undoubtedly win a contestant the debater(s) that they desire, but this bid also represents the percentage of each debater's points that they are eligible for in the game itself. For example, if a contestant bids 1% to win a debater(s) they desire, such as Donald Trump and Jeb Bush, the contestant will be notably disappointed to learn that they also only get 1% of the points that each of these debaters scored. As a result, a value of the contestant's bid, as represented by the percentage bid, is used to discount or reduce the contestant's score or quantity of points received by a corresponding amount. In this manner, a contestant bidding at a minimal level will also only receive a score or quantity of points at a correspondingly minimal level.
  • the maximum bid for the reintroduced blocs go down 10% each time a new one is reintroduced and bid on. If there is a tie for a final position, amongst tied players, the person who secured their debaters/bloc in the lowest or latest round advances.
  • the specialized slot machine of an example embodiment can gather the data for all debaters in the contest and then compute the final positions. This computation will take no more than five seconds after all contestants have secured their debaters/blocs.
  • the specialized slot machine can tabulate the scores for all of the debaters/blocs. Once the specialized slot machine tabulates final scores for individual debaters/blocs, the specialized slot machine can add the scores together for debaters/blocs belonging to the same contestant. The contestants can then be ranked 1-3 (one through three) on the specialized slot machine display screen.
  • the debater's raw score is retrieved from a polling source.
  • the second component of information needed is the bid with which the debater was secured.
  • the multiplier on the debater is factored in.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • real time/live events and related tournament formats are implemented on a specialized slot machine. These example embodiments use real life events to transform the specialized slot machine from a static entity, that is currently based solely on canned information, into a real time/live event gaming apparatus.
  • the real time/live action events of the example embodiments constitute the gaming material itself.
  • This specialized slot machine and the particular tournament formats of the various example embodiments described herein are based on real time/live event data.
  • the decisions the players are making with the game itself are based on events that are happening at the time the game is being played.
  • This real time/live event slot idea can be used for all types of real life events.
  • the described example embodiment uses the specialized slot machine with real time/live current "trending on TwitterTM" events or topics to create a new type of specialized slot machine.
  • a 1% bid will undoubtedly win a contestant the trending on TwitterTM topics that they desire, but this bid also represents the percentage of raw points from each trending on TwitterTM topic that they are eligible for in the game itself. For example, if a contestant bids 1% to win the trending on TwitterTM topics that they desire, which hypothetically might consist of, "President Obama's Dog”, “The New Star Wars Movie,” and “The Royals Just Won the World Series", the contestant will be wildly disappointed to learn that they also only get 1% of the raw points that each of these categories tallied. As a result, a value of the contestant's bid, as represented by the percentage bid, is used to discount or reduce the contestant's score or quantity of points received by a corresponding amount. In this manner, a contestant bidding at a minimal level will also only receive a score or quantity of points at a correspondingly minimal level.
  • the maximum bid for the reintroduced blocs go down 8% each time a new one is reintroduced and bid on. If there is a tie for a final position, amongst tied players, the person who secured their bloc in the lowest or latest round advances.
  • the specialized slot machine of an example embodiment can gather the data for all trending on TwitterTM topics in the contest and then compute the final positions. This computation will take no more than five seconds after all contestants have secured their blocs.
  • the specialized slot machine will tabulate the scores for all of the trending on TwitterTM topics. Once the specialized slot machine tabulates final scores for individual trending on TwitterTM topics, the specialized slot machine can add the scores together for blocs of trending on TwitterTM topics belonging to the same contestant. The contestants will then be ranked 1-6 (one through six) on the specialized slot machine display screen.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • Two gaming formats have been blended together.
  • One format involves the daily fantasy sports games that are enormous popular and the other format exploits their popularity by combining them with a skill based national tournament.
  • the combined gaming format described above for an example embodiment guarantees a minimum of 23% share of the entry fee revenue to the "house” (e.g., the lottery provider) for daily games. This is much better than the 10% that most companies (e.g., lottery providers) take for daily games. However, this percentage dramatically increases if players opt to keep playing. Additionally, the percentage take for the lottery provider is always the same for whatever the entry fee is.
  • Player Revenue Split (How Doubling Down Increases Revenue for Lottery Providers, $1 Entry Fee) Number of Consecutive Rounds Finishing in Top 4 out of 12 Number of Groups Needed Number of Players Total Entry Fee Amount Lottery Gets The 4 Winning Players Get Amount Added to Progressive Jackpot Odds to Get this Far 1 Round 1 12 $12 $2.76 $8 $1.24 3 to 1 To Win $2 23% 67% 10% 2 Rounds 3 36 $36 $16.42 $16 $3.58 9 to 1 To Win $4 45.6% 44.4% 10% 3 Rounds 9 108 $108 $65.23 $32 $10.77 27 to 1 To Win $8 60.4% 29.6% 10% 4 Rounds 27 324 $324 $182.52 $64 $77.48 81 to 1 To Win $16 70.2% 19.8% 10% 5 Rounds 81 972 $972 $648.19 $128 195.81 243 to 1 To Win $32 76.8% 13.2% 10% 6 Rounds 243 2,916 $2,916 $2,159.92 $256 500.08 729 to 1 To Win $
  • Player Revenue Split (How Doubling Down Increases Revenue for Lottery Providers, $50 Entry Fee) Number of Consecutive Rounds Finishing in Top 4 out of 12 Number of Groups Needed Number of Players Total Entry Fee Amount Lottery Gets The 4 Winning Players Get Amount Added to Progressive Jackpot Odds to Get this Far 1 Round 1 12 $600 $138 $400 $62 3 to 1 To Win $100 23% 67% 10% 2 Rounds 3 36 $1,800 $821 $800 $179 9 to 1 To Win $200 45.6% 44.4% 10% 3 Rounds 9 108 $5,400 $3,261.50 $1,600 $5.38.50 27 to 1 To Win $400 60.4% 29.6% 10% 4 Rounds 27 324 $16,200 $9,126 $3,200 $3,874 81 to 1 To Win $800 70.2% 19.8% 10% 5 Rounds 81 972 $48,600 $32,409.50 $6,400 $9,790.50 243 to 1 To Win $1,600 76.8% 13.2% 10% 6 Rounds 243 2,916 $145,800 $107,996 $12,
  • this group format of an example embodiment guarantees a minimum of 23% to the lottery for each group of 12 players.
  • the ratios work the same for any entry fee.
  • the returns immediately jump to 45.6% to the lottery if a given player lets their winnings ride one time by playing in a round two group.
  • the lottery makes significantly more money - see the "Lottery Gets" column in Tables #1 and #2. It is essential to create incentives to continue playing.
  • Contestants at their local lottery terminal can select six athletes for their lineup.
  • fantasy football For purposes of the example embodiment described herein, we will use fantasy football as an example. However, the group gaming format of the described embodiments can work for all sports.
  • the required positions to fill out for a fantasy football lineup are one QB, two RBs, two WRs and one TE. If a contestant only wants to play one round, their lineup will be printed on a lottery ticket with "Rd 1" on it as well as a game number so the contestant can go to the lottery's website to identify their group of 12 players against whom they are playing. The contestants are also able to check their lineup against the other eleven people they are playing in their group.
  • a contestant wants to play more than one consecutive round there is an exact process for lineup submissions for these situations. Firstly, they can't submit the same lineup for more than one round. The reason for this is because if a contestant hits with six athletes that have fantastic games, then the contestant has a chance to quickly advance ten consecutive rounds with one hot lineup, which is not desirable for the lottery holding the contest. At the same time, contestants are not allowed to sit at the lottery terminal and select entire new lineups for each new round of consecutive play. This would keep contestants at the lottery terminal for too long of a time period.
  • the lottery game format allows contestants to print lineups for several consecutive rounds (up to 10) in a very quick and timely manner.
  • the format requires contestants to always change one third of their lineup for every new round while also requiring them to keep the other two thirds of their lineup exactly the same as it was for the previous round.
  • contestants are not allowed to decide what two lineup positions they want to swap athletes out for.
  • the lottery will determine these positions that are to be changed to keep the contestant focused on only two positions instead of a possible six for swap outs. Contestants who opt to play multiple consecutive rounds will see the following lineup submission process on their lottery terminal beginning with Round 2:
  • the lineup parameters that a contestant follows in an example embodiment are set forth below.
  • the contestant follows through a progression that is based on the quantity of consecutive rounds for which the contestant originally signed up to play.
  • the lottery game can close on a Sunday morning, right before kickoff of the first Sunday morning game.
  • the final results are tabulated and dispersed on each participating lottery's website at the conclusion of the Sunday night game.
  • Monday night games (as well as all other non-Sunday games) are ineligible for athlete selection purposes. The rationale for this is to have everything finalized by Sunday night so contestants are buying new lottery tickets on Monday instead of what might happen in their Monday night game.
  • the Sunday night statistics are final-no matter what happens later in the week. Occasionally the NFLTM changes statistics during the following week after looking at film. For example, a pass completion might be changed to a run because the film showed what initially looked like a pass was changed to a lateral. These types of changes will not be considered relevant. It is not in the lottery's best interest to have entire scenarios recalibrated and have people who thought they won on Sunday night find out they lost on Tuesday morning.
  • a multi-state lottery system can offer the following to contestants:
  • the following description provides a general overview of the scoring process for a twelve person group play tournament structure in an example embodiment.
  • the example embodiment is described as implemented for a fantasy football tournament. It will be apparent to those of ordinary skill in the art in view of the disclosure herein that other implementations can be supported as well.
  • the format and rules for the qualifying rounds of the fantasy football tournament of the example embodiment are set forth below.
  • the table below shows an example of the starting NFLTM players that a twelve person group selected. Note that there is no TE in this example.
  • the percentage under each player's name represents the percentage that the fantasy player will get to keep of the actual fantasy points that their given NFLTM player scored for a particular week. This percentage is based on the number of times an NFLTM player was duplicated and is taken directly from the above table (Table 4).
  • Adjusted Fantasy Scores are as follows: Table #6 - Adjusted Fantasy Scored Based on How Many Selected a Given Player Player Actual Fantasy Score Percentage Multiplier *Adjusted Fantasy Score Vick Phil 31 .91 28.21 Brady NE 25 .55 13.75 P.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • real time/live events and related tournament formats are implemented on a specialized slot machine. These example embodiments use real life events to transform the specialized slot machine from a static entity, that is currently based solely on canned information, into a real time/live event gaming apparatus.
  • the real time/live action events of the example embodiments constitute the gaming material itself.
  • This specialized slot machine and the particular tournament formats of the various example embodiments described herein are based on real time/live event data.
  • the decisions the players are making with the game itself are based on events that are happening at the time the game is being played.
  • This real time/live event slot idea can be used for all types of real life events.
  • the described example embodiment uses the specialized slot machine with real time/live sporting events to create a new type of slot machine. Even more specifically, the described example embodiment is used for a sports book format, using fantasy sports, by modifying some of the current ways fantasy sports games are played to enhance the real time/live event slot machine embodiment as described herein.
  • the fantasy sports books application can be implemented as follows: • Fantasy sports book specialized slot machines, as described herein, are placed in casinos or other venues throughout the world. These specialized slot machines can be programmed to provide a competition related to any fantasy sport a contestant desires to play.
  • the contestant then pulls down the handle (or activates a lever or pushes a button on the user interface of the specialized slot machine/terminal) and the specialized slot machine/terminal starts generating a variety of enticing and entertaining graphics that flash around until the contestant has a full group of six other players to play against (who are also playing for the same entry amount). Because the game will fill quickly with players, the graphic display generations, which take about five seconds, will take longer than the time needed to fill a live group of players, which will happen immediately, because the game and the players are linked to casinos/venues throughout the country/world (e.g., geographically distributed). • Groups are always comprised of six contestants in an example embodiment.
  • the other five contestants who will fill the remaining five places at the virtual card table presented by the specialized slot machine/terminal, will be anonymous on the display screen in front of a given contestant.
  • the user interface logic will configure the user interface of the example embodiment for each player to identify the different player positions as "YOU”, "Contestant #1", “Contestant #2”, etc. (see Figure 9 ).
  • the contestants are instructed that they will see two hypothetical fantasy sports contests with a betting line. The contestants are instructed that the scoring for these two games will be based on live action scoring from some sporting event(s) that are currently in progress.
  • For every group of six competing contestants the two contestants in each of these groups who both secure a team successfully and win their match are considered winners.
  • Both winners are eligible for the same prize if they choose to cash out.
  • These two winners for each group have one of two options.
  • the two winners for each group can either: 1) cash out by pressing a button that cashes them out and automatically doubles their money, or 2) they can choose to "let it ride” by pulling the handle (or activating a lever or pushing a button on the user interface of the specialized slot machine/terminal) to form a new group with five other new contestants and try to re-double their money by playing in a new round.
  • the casino/venue provides powerful motivation in two directions for winning contestants to stay in for another round instead of cashing out. First, winning contestants can "let it ride” and attempt to redouble their money each time they stay in instead of cashing out.
  • the specialized slot machine experience of the example embodiment offers another huge incentive for people to stay in. Any contestant who advances ten consecutive times will play in a Tournament of Champions (TOC) sponsored by the casino/venue in which they are playing. • The rationale for offering TOC is to provide a huge incentive for contestants to not cash out and to continue playing on the specialized slot machines. The TOC pays out millions of dollars to the winner and other top finishers and is a very attractive incentive for people to try and qualify for (and therefore not cash out). • The reason casinos are motivated to have contestants not cash out is because each time the contestant lets it ride into another round, the percentage of the money the casino/venue takes in goes up significantly.
  • a value of the contestant's bid is used to discount or reduce the contestant's score or quantity of points received by a corresponding amount. In this manner, a contestant bidding at a minimal level will also only receive a score or quantity of points at a correspondingly minimal level.
  • fantasy sports slot machine embodiments based on real time/live action events as described herein provide a unique idea that has never been seen in the market.
  • the contestants themselves do not constitute the real time/live action event(s), rather it is the game itself that uses real time/live action events as the competition unfolds.
  • These example embodiments fundamentally change the way slot machines are currently used. Slot machine players are suddenly playing with the outcomes that are based on events that are unfolding as they are playing. This adds a dimension to slot machines that has never been provided before.
  • This betting line can also create betting situations other than for the winner and loser of a hypothetical sporting contest.
  • An example embodiment can establish a betting line over or under the total fantasy points scored between the two teams in a hypothetical fantasy match, one team in the contest or individual athletes (or groups of athletes) in that contest --- much like they do in real live sports betting. The big difference, though, is that all of the betting is based on fantasy points and hypothetical teams competing in fantasy sports contests.
  • FIG. 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a tournament with multi-contestant small group rounds on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment. The following description provides a general overview of one such tournament format in an example embodiment.
  • Fantasy sports games have become a cultural phenomenon. People select their teams and then compete against other individuals. These hypothetical teams have become so real to people that, in some cases, they pull harder for their fantasy teams than their local hometown team.
  • fantasy sports that hasn't emerged is a sports books format that mimics the sports betting on real life games. For example, people might make a $200 bet that the San Francisco 49ers beat the N.Y. Jets in a football game as long as they get seven points. If the 49ers lose by 7 points or less (or win outright), the person who made the bet wins. If the 49ers lose by 8 or more points, then the person who made the bet loses.
  • This betting format can apply directly to imaginary fantasy sports teams as well.
  • a gaming institution using the fantasy sports book format as described herein, could make up their own fantasy sports "games" that mimic real life games and support bets made on the fantasy sports games.
  • games For example, an embodiment can be illustrated by an example below using two imaginary teams for a fantasy football game between the Spiders and the Steamrollers. The composition of these two example imaginary fantasy football teams is set forth below.
  • a betting line can be established by using the difference which is 2.9 fantasy points to establish the original betting line. Because 2.9 rounds to 3, the initial betting line can be established, in this example, as follows: Favorite Line Underdog Spiders 3 points Steamrollers
  • This betting line can fluctuate based on other factors too.
  • the betting line can fluctuate based on: 1) the individual matchups the athletes have in their real life games, and 2) the real life betting action that is happening on these matchups.
  • the scratched athlete could potentially create chaos.
  • the athlete can be given their current seasonal average (rounded to the nearest whole number) as their fantasy point total for the match. If it is the first set up games for a season, their average fantasy game score from the previous season can be used.
  • betting lines for other elements of the imaginary fantasy sports game can also be offered.
  • an over/under for the total fantasy points these two teams combine for can be bet on.
  • the over/under for fantasy points for each team can be bet on.
  • the over/under for each athlete or group of athletes can be bet on.
  • Other embodiments can similarly provide betting lines on a variety of aspects of the imaginary fantasy sports teams and the games they play.
  • FIG 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a large scale tournament on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment.
  • the following description provides a general overview of one such tournament format in an example embodiment.
  • Contestants can have the option to either select their fantasy sports lineups themselves or have the specialized fantasy sports slot machine do it for them.
  • the specialized fantasy sports slot machine can also allow contestants to submit multiple entries simultaneously - by both methods described above.
  • the number of athletes the fantasy sports lottery format will require can be five, six, or another number depending on the sport.
  • the fantasy sports lottery format can also select a power ball athlete.
  • the athletes can be required to fit specific positions on the field.
  • Football would require a selection process of exactly one QB, two RB's, two WR's, one TE and one Flex (e.g., the flex athlete can be any RB, WR, or TE who wasn't already selected) for each entry.
  • the contestant can be asked for each entry to pick six position ballplayers and one power ball without concern for position (as long as the position is not a pitcher for the slugger's game and not a slugger for the pitcher's game).
  • fantasy sports lottery system of an example embodiment can calibrate and determine the percentage of fantasy points each athlete will be worth in their game (or series of games) that encompasses the lottery timeframe. For example, for the football lottery, let's assume that one hour before kickoff in the first Sunday NFLTM football game, no more entries can be submitted by contestants in the fantasy sports lottery. At that point, contestants can go to a fantasy sports lottery website to see what percentage each athlete is worth. Moreover, during this one hour time period before the first kickoff, the bonus athletes can be drawn and their new percentages can be displayed too.
  • a fun variation in an alternative embodiment is a Fantasy Eliminator game. This is a game where contestants have to stay in the top 50% tier or they are eliminated as the real life fantasy contests are progressing. To illustrate the operation of this game format, an example embodiment is described below with football as the example fantasy sports game.
  • the Fantasy Eliminator game would begin with a timing mechanism that starts with the kickoff of the last morning (early) NFLTM football game. Once this happens, every ten minutes (or other pre-determined time period) that goes by, the bottom 50% of the field is eliminated. This process continues with the clock running and 50% of the field eliminated every ten minutes (or other pre-determined time period). The only time this clock stops is when every single game is on a halftime break - at the same time - and there is no NFLTM action from any of the morning (early) games. If this never happens, the clock will never stop until the last morning (early) game is complete. The clock resumes during situations when all games are in halftime the moment one of the contests resumes its third quarter action.
  • a typical NFLTM football contest runs for about three hours. Assuming there will be a ten minute interval where no games are going on during the approximate halftime time slot; this leaves approximately 17 ten minute intervals during the course of the morning (early) games. Let's assume 5 million people signed up to play the Fantasy Eliminator game.
  • the time interval that is used to eliminate players can fluctuate depending on how many entries there are. The fewer entries there are, the longer the time interval is to eliminate contestants. The more entries there are, the shorter this eliminator time interval becomes.
  • the correct time intervals can be pre-programmed based on how many contestants there are in a given Fantasy Eliminator game.
  • FIG 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a large scale tournament on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment.
  • the following description provides a general overview of one such tournament format in an example embodiment.
  • the following description illustrates the structure and rules for a fantasy sports scratcher game (a 5/25/50 format).
  • This game format can be used for any fantasy sport.
  • the example embodiment provides a format and system wherein contestants can purchase scratchers with the names of athletes from a given fantasy sport that are hidden and waiting to be scratched off. The contestant will be guaranteed that each athlete will play in their game. If an athlete on a scratcher does not play in their game, the athlete's fantasy point per game average can be used for their score.
  • Scoring systems can vary depending on the sport. In general, the five athletes on a scratcher must score about 10% higher across the board on their fantasy points per game average to enable the contestant to get their money back.
  • the object of the game is for the athletes on the scratcher to score a combined number of fantasy points that puts them in the winner's circle. The better the combined score of the athletes on the scratcher, the more money the contestant can win. For example, the sum of the athletes' fantasy points for a particular game might warrant that the fantasy score for the five athletes is ten points higher than their seasonal average. If this happens, the contestant would get their money back. The contestant would then be able to win higher increments of money depending on the combined total fantasy points of the athletes who are on the scratcher.
  • Contestant Fantasy Points Required Wins Money Back 10 points higher than the athlete's seasonal average Wins 5X Entry Fee 20 points higher than the athlete's seasonal average Wins 25X Entry Fee 30 points higher than the athlete's seasonal average Wins 50X Entry Fee 40 points higher than the athlete's seasonal average
  • the sum of the averages in the example set forth above is 55.9, which is about 56 points.
  • the fantasy sports scratcher game of the example embodiment would require that the contestant needs to produce a scratcher with a combined score of 62 points (10% higher) to get their money back, 68 points for 5X their money, 74 points for 25X their money, and 80 points for 50X their money for this particular example.
  • the structure and rules for a fantasy sports scratcher game can be implemented in a variety of ways.
  • rules can be defined to structure the format and operation of the fantasy sports scratcher game.
  • these rules can be defined as follows:
  • FIG 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a large scale tournament on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment.
  • the following description provides a general overview of one such tournament format in an example embodiment.
  • the structure and rules for a Tic-Tac-Toe scratcher game can be implemented in a variety of ways.
  • rules can be defined to structure the format and operation of the Tic-Tac-Toe scratcher game. In the particular embodiment, these rules can be defined as described below.
  • contestants get a scratcher with nine athletes' names printed on it in nine distinct spots on the scratcher (see example below). Initially, all of the names of the athletes on the scratcher are obscured. The athletes printed on the scratcher may all play the same position (like the example below) or the athletes may play different positions.
  • contestants can scratch off a variable number of distinct spots on the scratcher to reveal the athletes' names printed at the scratched spots.
  • the number of scratched spots can correspond to a plurality of achievements accomplished by the contestant. These achievements in an example embodiment are described below.
  • athletes appearing on a scratcher must play in their game. If the athlete doesn't play, then the point total they receive is exactly one third (1/3) of what is needed to make the three in a row requirement. In the case of this example, if 100 is the three in a row total, then an athlete who didn't play is worth 33.3 points. This rule guarantees that suspended, hurt, or demoted athletes will still have a fair value.
  • athletes appearing on a scratcher must start. If an athlete doesn't start for any reason, then the athlete gets the better score between the one third (1/3) requirement described above or the score the athlete actually scored. This rule guarantees contestants that they will get real starters for their scratchers.
  • FIG 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a large scale tournament on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment.
  • the following description provides a general overview of one such tournament format in an example embodiment.
  • the structure and rules for a Two Touchdown scratcher game can be implemented in a variety of ways.
  • rules can be defined to structure the format and operation of the Two Touchdown scratcher game. In the particular embodiment, these rules can be defined as described below.
  • the Two Touchdown scratcher game supports a game format that is not necessarily based on fantasy points. Not all sports games have to be based on fantasy points to create a fun offering. In the example embodiment, there are two versions of this game. The formats of these two versions of the Two Touchdown scratcher game are described below. In the example embodiment, all athletes on a given scratcher must appear in their respective games or the scratcher can be redeemed for a new play the following week. If it is the last week, then the money is refunded.
  • FIG 6 through Figure 9 illustrate an example embodiment, implemented as a specialized slot machine, which shows the basic elements of the user interface for implementing a large scale tournament on the specialized slot machine.
  • the specialized slot machine and the user interface thereon can be used to implement a variety of different tournament formats on the specialized slot machine of an example embodiment.
  • the following description provides a general overview of one such tournament format in an example embodiment.
  • a luck-based second chance game For every team in the NFLTM, for example, there are some combinations in the scratcher game that can make contestants eligible for prizes at the end of the season. These combinations can have real life teammates appearing at the same time on the same scratchers. For example, if a single scratcher had exactly two 49ers on it, then the scratcher could be worth a $5 bonus at the end of the NFLTM playoffs. If the single scratcher had three 49ers on it, then the scratcher might be worth a $100 bonus at the end of the NFLTM playoffs. If the single scratcher had four 49ers on it, then the scratcher might be worth a $10,000 bonus at the end of the NFLTM playoffs.
  • the scratcher had five 49ers on it, then the scratcher might be worth a $100,000 bonus at the end of the NFLTM playoffs. If the single scratcher had six 49ers on it, then the scratcher might be worth a million dollar bonus at the end of the NFLTM playoffs.
  • a lottery administrator can pre-determine the number of winning tickets the lottery administrator will distribute for each level of common teammates. For example, there might be five million dollar winners for having six common teammates, 20 $100,000 winners for five common teammates, etc. The way the lottery administrator would do this is by printing exactly five one million dollar tickets with six 49ers on it, exactly 20 $100,000 tickets with five 49ers on it, etc.
  • the lottery administrator can then print these combinations as described above for the 49ers for every NFLTM team.
  • the lottery administrator can also print the same number of potential winning scratchers, for each level, in the increments as described above for the 49ers. Contestants would be inclined to save any scratcher ticket they got with common teammates; because, these scratchers might be worth something at the end of the season.
  • only the scratchers with combinations featuring the Super Bowl winning team at the end of the year will have any meaning.
  • the Super Bowl winning team at the end of the year automatically pays off for these amounts for each ticket at the combination level for which they are good. Again, all other combination tickets with common teammates are rendered meaningless.
  • the specialized fantasy sports slot machine such as the example embodiments described herein, implements games of skill that feature live players competing against one another. The entire game is designed to involve skill; because, variables involving luck are eliminated. This concept becomes possible because the data used is solely based on known statistics and not live action scoring where all kinds of variables get introduced.
  • the disclosure herein provides a general overview of the specialized slot machine in an example embodiment.
  • slot machines for conducting wagering games using real time or live action event content via a computer system and/or a data network are disclosed.
  • this patent application relates to computer or network implemented gaming systems and/or fantasy sports tournaments. Fantasy sports is a competitive gaming structure where participants pick real life professional or amateur athletes to fill out a personalized team. They then use this lineup or roster that they picked to compete against teams selected by other fantasy players by comparing the accumulated statistics earned of their respective athletes.
  • This patent application describes various embodiments of computer and network implemented systems and processes providing a tournament structure for fantasy sports that has never been on the market. One reason it hasn't been available before is because the systems and methods that it uses are counter-intuitive to what fantasy players are accustomed. At the same time, these new strategies address a tremendous need in the industry.
  • Athlete - A professional or amateur athlete that is selected from a real life sports team to represent a fantasy player's team for a fantasy game.
  • Adjusted Fantasy Points A process for deducting or increasing an athlete's fantasy points based on potential bonuses and deductions.
  • Blind submission Process A process where fantasy players attempt to secure athletes for their fantasy teams by putting in their requests without knowing what their opponents requested.
  • Bonus Fantasy Points Additional fantasy points that are awarded up and beyond what an athlete actually scores in their real life athletic competition. This happens when multipliers are introduced for prioritizing a given athlete over others.
  • Caps - The process of creating an upper bound (it can be extremely high) for the number of fantasy players that can participate in a given qualifying tournament. It is essential to coordinate the upper bounds of all the qualifying tournaments with each other so that the fixed number of seats in the Main Event tournament is not exceeded.
  • Contingency Lineup When a fantasy player is required to submit a second lineup (or possibly more) from games later in the day. This second lineup is contingent upon them advancing from proceedings that happened using the first lineup (or prior lineup). The reason a contingency lineup is needed is because there is not enough time to submit a new lineup after the fantasy player advanced to the next round.
  • Draft Room - Place where fantasy players get together to draft athletes. This concept can be extended to a virtual draft room where fantasy players "meet" via the Internet and select athletes using their computers.
  • Entry - Refers to a fantasy player that signs up to play in a fantasy sports tournament.
  • Fantasy Game A game with rules that is played between two or more fantasy players to see who accumulates the better fantasy score from accumulated statistics of athletes from live sporting events.
  • Fantasy Points What an athlete accrues based on performing positive actions in their real life athletic competition.
  • Group Play - This format is used for tournaments with groups of three or more fantasy players competing against each other at the same time. A predetermined number of top finishers advance to the next round for each group involved.
  • Head-to-Head Method When two fantasy players are paired against each other in a fantasy match. This is one of the two formats that is currently used in tournament play. The other is the lottery style of play.
  • the applicant's ideal fantasy sports tournament that is currently not on the market.
  • the format has three primary components in it that are required to appeal to the masses. First, the entry fees are nominal to make it affordable to the masses. Secondly, the grand prize is in the millions of dollars to attract the masses. Finally, the tournament format does not require fantasy players to simultaneously play against the entire field. No fantasy sports tournament has ever been introduced to the market with at least these three important features.
  • Lineup submissions The process where fantasy players submit the names of the athletes that they want to represent them for a fantasy match. This process can either be a one-time submission or happen over several rounds of submissions.
  • Locked In - A term that is used to represent an athlete has been submitted and accepted into the lineup of a fantasy player competing in a head-to-head match.
  • Lottery Method - Tournament format where fantasy players are required to compete against the entire field simultaneously. This is one of the two formats that is currently used in tournament play. The other is the head-to-head style of play.
  • Main Tournament - This is the portion of a Holy Grail tournament where the qualifying tournament winners meet to determine an overall champion.
  • Penalties for Duplication - Point penalties that occur when the same athlete is selected by two or more fantasy players during a blind submission process.
  • Percentage Multiplier A number that represents the fraction of fantasy points that a fantasy player receives from their athlete's actual fantasy score based on duplication rules that are in place. This number is multiplied by an athlete's fantasy points to recalibrate their fantasy point total to give them their adjusted fantasy point total.
  • Re-entry Format A type of Holy Grail tournament format that allows fantasy players that are eliminated in a given round to buy back into the tournament. This can be done in four different ways: Players can either 1) immediately advance to the next round as if they did't eliminated; 2) return back to the round that they were eliminated; 3) start over again in the same round they originally entered; or 4) completely re-enter under a different round structure.
  • RINGS - RINGS is an acronym for, "Rounds Involving Narrow Group Size".
  • the term and the related concepts as described herein can be used in fantasy sports tournaments of various embodiments and involve using small groups of fantasy contestants competing over two or more rounds of play.
  • Serpentine Draft Format A drafting format that snakes back up from bottom to top once everyone has drafted. This is used instead of starting back up at the beginning again. For example, if four people are drafting, then the drafting order would be player A, player B, player C, player D, player D (again), player C, player B, player A, player A (again), player B, etc. This is not a new concept to the fantasy sports industry.
  • Super Wild Card Format A format for conducting a fantasy sports tournament where more than one round is needed for a given live real world athletic competition or group of competitions that are running concurrently. This is not to be confused with a Wildcard Format where more than one round is needed during the same day.
  • Weighting Athletes - A process for giving additional or higher fantasy point values to athletes that are slotted higher.
  • Wildcard Format A format for conducting a fantasy sports tournament where more than one round is needed for a given day. This is not to be confused with a Super Wildcard Format where more than one round is needed during the same game (or games running concurrently).
  • Fantasy sports tournaments have never been able to create a process where an unlimited number of people can play without creating a lottery type of effect.
  • a lottery effect is the very undesirable result of having so many fantasy players entered in a tournament that there is no longer enough room to have them play each other in head-to-head matchups.
  • Fantasy tournament organizers are reluctant to alter the format of the way the game has traditionally been played. This mindset has definitely helped preserve tradition, but it has come at a price. It has stifled creativity.
  • the key concept here is that a low risk entry point for the consumer, especially for a chance at a high reward like a multi-million dollar prize, is always more successful than a high risk entry point even if the reward is something much higher like 10 million dollars.
  • the low risk entry point for the consumer can be considered to be a buy-in of less than or equal to $50 per fantasy player or per entry.
  • the low risk entry point for the consumer can be considered to be a buy-in of less than or equal to $5 per fantasy player or per entry.
  • a Multi-Million dollar Grand Prize - A multi-million dollar grand prize guarantees that the winner will have tremendous incentive to play---especially since the buy-in cost is so low. This type of opportunity creates a frenzied climate where people start believing they have to get into the tournament, especially if the risk is low as provided by the low cost buy-in of the first element of the tournament format described herein.
  • Group Play - Tournaments that enable fantasy players of a fantasy sports tournament to be partitioned into a plurality of player groups thereby enabling competition in small groups where fantasy players are allowed to advance to the next round create more entries and more value, because contestants have the belief they have a chance to advance to the next round.
  • fantasy players Conversely, forcing fantasy players to simultaneously beat the entire field (which could be millions of people) is suffocating, because people won't believe they can advance so they won't enter. This is deadly for a tournament that has to cover a multi-million dollar prize pool with low cost (e.g., $5) entries.
  • Re-Entry Component The only way that a tournament that charges low cost (e.g., $5) entry fees for a chance to win a multi-million dollar grand prize can be successful is if people continue to circulate back into the tournament if they get knocked out. People are much more willing to spend $200 on tournament entry fees if the fees are paid in increments of $5 and $10 dollars over a two or three month time span as opposed to a one time up-front payment. If there is no re-entry component, a potential $200 customer only gets one chance to spend $5. This is a recipe to render a high stakes fantasy sports tournament insolvent very quickly.
  • low cost e.g., $5
  • a re-entry component only has meaning when a tournament has a progression of rounds so that players can either immediately advance to the next round as if they did't eliminated, return back to the round that they were eliminated, start over again in the same position they originally entered or completely re-enter under a different round structure.
  • the FanDuel tournament is a good example to illustrate what is NOT a re-entry format. FanDuel has 24 different one round qualifying tournaments that they use for people to get into their Main Event. This would not be considered a re-entry type of tournament because it doesn't have a progression of rounds.
  • Creating a Spacing Mechanism The inability to create a spacing mechanism that allows millions of people to play in a fantasy sports tournament while not subjecting them to a Lottery Effect has been a significant roadblock to holding an effective tournament for the fantasy sports industry.
  • the embodiments described herein create a spacing mechanism that now makes it possible to hold fantasy sports tournaments where people can enter for a low cost entry fee (e.g., under $100 or even less than $5) and win a high value (e.g., multi-million dollar) grand prize.
  • a low cost entry fee e.g., under $100 or even less than $5
  • a high value e.g., multi-million dollar
  • group play within a tournament - No other fantasy sports tournament in existence uses group play (as a matter of fact, group play doesn't exist for any fantasy sports contests - tournament or no tournament). Yet, group play is the only way to create the spacing that allows a low entry fee while at the same time not forcing fantasy players to compete against the entire field simultaneously. The reason for this is that group play allows tournament organizers to create ratios other than the standard 2:1 ratio where one person advances per two people playing. Nobody has ever introduced a group play format for fantasy tournaments.
  • the feature of advancing instead of winning - Meeting a minimum threshold to advance is an important feature that no other tournament format uses to create the right ratios for spacing.
  • Group play allows participants the opportunity to advance without necessarily having to win to move on in a tournament. For example, a group of 12 can permit the top 3 players to advance.
  • the high stakes fantasy sports tournament format described herein can eliminate the need for a traditional draft. There are five features listed below that are employed in various embodiments described herein to eliminate traditional drafts. Each of these features involve a blind submission process where the participants in a group or match play event don't know what their opponents have submitted
  • fantasy players are penalized points (e.g., the players' point totals are reduced) from their athletes' actual fantasy points earned based on how many other fantasy players in their group selected that athlete. For example, if a fantasy player is the only one to select a particular athlete, that fantasy player gets the particular athlete at 100% of the athlete's fantasy point value. However, if three other fantasy players in the group also submit/select that particular athlete, the three other fantasy players in the group would all get that particular athlete for their lineup, but each of the three fantasy players may only get 75% (or some other percentage less than 100%) of the actual fantasy points earned by the particular athlete.
  • Multipliers Feature - Athletes are selected based on desirability. The higher a fantasy player values the athlete, the higher the multiplier is for their fantasy points. If there are five athletes selected, the first slotted athlete might get five times their fantasy points, the second slotted athlete might get four times their fantasy points, etc.
  • Feature for Slotting Athletes on a Percentage Continuum - Athletes can be selected and slotted on a scale ranging from any percentages that a tournament organizer decides.
  • the first slot can be for 100%
  • the second slot can be for 85%
  • the third slot for 70% etc. This allows fantasy players to select the same athletes, but the fantasy players might have their athletes valued at different percentages.
  • Feature for Disqualifying Athletes that are Duplicated - Disqualifying athletes that are duplicated is an especially effective feature in head-to-head matches. If both fantasy players in a match submit the same athlete, that athlete is disqualified and cannot be resubmitted.
  • blind Percentage Bid Feature - Fantasy players are required to not only submit an athlete, but also a bid specifying a percentage of their fantasy points they will get for the match.
  • the bid is used by the example embodiment to decide who gets the athlete.
  • the fantasy player who bids the lower percentage of fantasy points gets the athlete. For example, if fantasy player A is willing to take a given athlete at 73% of their fantasy points and fantasy player B is only willing to take the given athlete at 98% of their fantasy points, then fantasy player A would receive this athlete, but would only receive 73% percent of the fantasy points that athlete scored in the match. If both fantasy players bid the same percentage, nobody would get that athlete.
  • Re-entry Feature for Creating New Qualifiers with the Same Number of Rounds -
  • This feature allows a fantasy player to continue playing in a new qualifier, but creates new paths to duplicate the same number of rounds that fantasy players who are still playing are required to play. This process is not as simple as it may sound; but, the capability is highly desirable, because it allows people to re-enter at very low prices and retains the fairness of the tournament.
  • an example embodiment can hold multiple rounds in the same day or even multiple rounds in the same game. This is because the qualifying tournament sometimes has only one day to duplicate the many rounds that another player took many weeks to complete.
  • the various embodiments create new qualifiers to duplicate the same number of rounds by manipulating a smaller time period to create the same number of rounds thereby enabling the re-entry price to remain fixed.
  • Feature for Contingency Lineups - Fantasy players must submit two or more lineups during the same day for events that are happening throughout the day. Any lineup other than the initial one is a contingency lineup and only goes into effect if that fantasy player has advanced to the round where the contingency lineup becomes relevant.
  • the various embodiments as described herein provide the systems and methods (solutions) required for a fantasy sports machine or program that allows an unlimited number of fantasy players to enter a fantasy sports tournament without requiring them to play the entire field at the same time.
  • the various embodiments as described herein are not tied to a particular fantasy sports game. Rather, the various embodiments provide a how-to guide for the features required to create a tournament format that is not currently available on the market. Before going into detail, some background information is helpful to understand some key practices that have created barriers for this new type of format.
  • Fantasy sports has become a multi-billion dollar industry that continues to grow exponentially. Emerging from this immense growth has been a culture that has created certain expectations for how a fantasy tournament should look. Unfortunately, these expectations have not always been conducive for progress and have actually hindered the development of new types of formats. Factors that have contributed to this mindset and impeded progress include the common practices, beliefs and expectations that are described below.
  • fantasy players Another factor is the reluctance to eliminate fantasy competitors early on in the tournament - even when they are doing poorly.
  • fantasy players consider fantasy sports to be an entertainment outlet for the entire season. Early elimination from a tournament runs counter to this fundamental expectation.
  • a first common practice in traditional tournament structures is the practice of fantasy players exclusively competing against each other in either head-to-head or lottery type formats.
  • the various embodiments described herein provide a non-obvious solution or feature to address this common practice.
  • fantasy players compete in small player groups of three or more in the same match. This feature of the example embodiment runs counter to what fantasy players think should happen. Fantasy players are used to their sports teams competing head-to-head so they expect the same from their fantasy matchups.
  • a group is not the same as a league.
  • a player group is defined as a small cluster of fantasy players who are put together to compete against one another in a single match.
  • Leagues have groups of fantasy players competing against one another in head-to-head matches.
  • This format only allows two fantasy players to compete against each another at the same time.
  • a group is defined as three or more fantasy players who compete against each another at the same time.
  • This format of the example embodiment with groups of three or more creates much needed spacing that allows more fantasy players to enter without subjecting them to the Lottery Effect.
  • a second common practice in traditional tournament structures is the tendency of fantasy tournament organizers to preserve the tradition of "league play" within the tournament structure.
  • the various embodiments described herein provide a non-obvious solution or feature to address this common practice.
  • a solution is implemented to eliminate the under-performing participants in a consistent and timely manner.
  • it is simply not possible to keep low performing fantasy players in a tournament that looks to crown an overall champion, especially when there are millions of entries in the tournament. It creates a spacing nightmare, because nobody goes away until it is too late.
  • Current formats tend to start their elimination process way too late in the tournament.
  • a solution paradigm is to create single elimination fantasy sports tournaments.
  • This format requires fantasy players to meet a minimum expectation for every round in which they play or they are immediately eliminated. It doesn't matter if it is the first round, the last round or any round in between. The expectation might be that they have to beat a single opponent in a head-to-head format or the expectation might be that they have to finish in the top four of their player group to advance. Whatever it is, there has to be a minimum expectation to remain in for every round.
  • a single elimination type of format is common in sports and can be found in tennis, the NFLTM playoffs and the NCAA college basketball playoffs.
  • a third common practice in traditional tournament structures is the reluctance to eliminate fantasy competitors early on in the tournament, even when they are doing poorly.
  • fantasy players consider fantasy sports to be an entertainment outlet for the entire season. Early elimination from a tournament runs counter to this fundamental expectation.
  • the various embodiments described herein provide a non-obvious solution or feature to address this common practice/problem.
  • a single elimination tournament structure helps to address the problem of slow elimination of under-performing players.
  • this solution does not address the finality of getting eliminated quickly in the tournament.
  • a solution is implemented to offset this problem by creating non-lottery effect qualifying tournaments that are staggered throughout the beginning of a given sports season and that provide a re-entry component.
  • fantasy players can play in the tournament for quite some time like they traditionally have, but it also creates a format to hold a single round elimination tournament where fantasy players are eliminated if they lose a particular match.
  • Some fantasy tournaments may appear to offer a re-entry component, but they really aren't. Each week they are holding a new lottery with the winner gaining a seat into the main tournament.
  • the embodiments described herein provide a system and method enabling fantasy players to have the opportunity to buy their way back into a tournament and still compete in small player groups without penalizing the players who advanced from the previous round(s).
  • fantasy players can pay higher fees to replace the rounds that they skipped to buy back into the tournament.
  • a method as disclosed herein is provided to allow fantasy players back into the tournament for the same price, yet replicating the same number of rounds that contestants who signed up earlier, and have already advanced at least one round, are required to play. In this manner, re-entry players do not gain an advantage over players who advanced from the previous round(s).
  • a fourth common practice in traditional tournament structures is the practice of fantasy players exclusively owning their athletes. This is a universal practice in traditional tournaments with the exception of lottery effect tournaments.
  • the various embodiments described herein provide a non-obvious solution or feature to address this common practice.
  • For tournament play it is not practical to have a draft before every round.
  • group play is a feature of the tournament, there has to be a system in place where athletes are selected quickly. The best way to do this is to permit duplication of athletes similar to what is done in lottery tournaments; but only if duplication of athletes comes at a price. There must be penalties for duplication of athletes. The way to accomplish this is to have a blind submission process where the more a given athlete is duplicated, the fewer fantasy points everyone in the player group that selected that athlete receives.
  • a fifth common practice in traditional tournament structures is the limited strategy that currently exists with submitting lineups. With current formats, what one fantasy player submits has almost no bearing at all on what their opponent submits in terms of potential bonuses and penalties.
  • the various embodiments described herein provide a non-obvious solution or feature to address this common practice.
  • the example embodiment penalizes fantasy players for duplication of athletes. This is not the only way to penalize them though.
  • the example embodiment is also configured to penalize fantasy players for not valuing a given athlete highly enough. This will force fantasy players to evaluate athletes not only on merit, but also on the likelihood that several other competitors in their player group might potentially select the same athletes.
  • the example embodiment is configured to offer bonuses by weighting the athletes.
  • fantasy players can be done by requiring fantasy players to submit lineups with a listing of athletes in order of preference. The higher the athlete is ranked or "slotted", the more potential bonus points the player will receive. This will create strategy where fantasy players really have to think about where their athletes should be placed on the lineup and create a climate where competing fantasy players try to out-think each other.
  • a sixth common practice in traditional tournament structures is the inability of many fantasy enthusiasts to differentiate between the actual fantasy games that have created a cultural phenomenon (and simply don't need to be changed) and separate this from the flawed tournament structures that need to be fixed. Fantasy sports games are so compelling that it makes it less likely that people will look to find out-of-the-box solutions for fixing flawed tournaments formats for fear of incurring the wrath of fantasy players. As a result, the status quo remains in place.
  • the various embodiments described herein provide a non-obvious set of solutions or features to address the failures of the traditional tournament structures.
  • the various embodiments of systems and methods for creating a Holy Grail tournament are described herein.
  • the tournament format in an example embodiment utilizes a two tiered structure. First, qualifying tournaments are used to qualify fantasy players that feed directly into a main event tournament. Secondly, a main tournament is used to determine an overall winner as well as other top finishers. It is important to note that individual features within each of these two tournament formats don't necessarily have to be in the order described. Some are not even required to hold a Holy Grail tournament, but are listed to enhance the quality of the tournament. Finally, the idea of having qualifying tournaments to get into a main event isn't unprecedented.
  • FanDuel offers a Main Event where hundreds or even thousands of people are forced to compete against one another simultaneously to try and qualify for the Main Event. It is extremely discouraging for fantasy players to enter a tournament knowing that the only way to gain entry into the Main Event is if they post the highest score out of several hundred or thousand people.
  • the goal is to create a predetermined number of qualifying tournaments that feed into a Main Event tournament.
  • these qualifying tournaments have the following features. Matches are played in small groups of three or more fantasy players. A predetermined number of "winning" fantasy players advance to the next qualifying round (or qualify directly into the Main Event tournament). For example, if groups are set at 12 members each, it might be determined that the top three scores in each group will advance.
  • the particular scoring system for determining fantasy points for an athlete can be any that is commonly used or one that is completely new to the industry. Fantasy players submit their lineups via a blind submission process. The more duplication that occurs for a given athlete during this blind submission process, the less they will be worth.
  • a re-entry component that allows contestants to opt back in either by 1) by allowing them to pay more money for playing less rounds or 2) allowing them to re-enter at the same price by duplicating the number of rounds that advancing contestants have been required to play. If they re-enter by paying more money for less rounds there might be a qualifying tournament where it only takes advancing four rounds to qualify directly into the Main Event tournament and there might be a qualifying tournament that takes nine rounds to advance to the Main Event Tournament. The qualifying tournament that takes more rounds to qualify would be less expensive to enter. There is also an alternative version that can be used instead of the version previously described. If they re-enter by paying the same amount of money, that particular qualifying tournament would have to have the same number of rounds.
  • This format requires creating options to include more and more rounds in a shorter period of time. What ends up happening is that individual rounds are contested in different ways than the earlier rounds (see Explanation #4 below). Portions of some qualifying tournaments can run concurrently with other qualifying tournaments while other portions don't have to run concurrently. Fantasy players can purchase multiple entries for the same qualifying tournament. Fantasy players can enter more than one qualifying tournament at the same time.
  • the Main Event tournament has a predetermined number of seats; therefore, it is critical that the satellite rounds are capped at an appropriate number so that there aren't more fantasy players qualifying for the Main Event tournament than there are seats available. Qualifying rounds can have several different types of formats for weighting athletes depending on where they are slotted (see Explanation #1).
  • Main Event consists of fantasy players who advanced via qualifying tournaments or directly buying in.
  • the number of seats available for fantasy players in the Main Event is predetermined before the tournament even started.
  • Main Event can either be a head-to-head format or a continuation of group play. If the Main Event is head-to-head, fantasy players are randomly assigned an opponent. If there is nobody to whom they can be assigned, they receive a bye to the next round. If the Main Event is group play, then a predetermined number of fantasy players advance from each group for a given round. For the final group, during the last round, fantasy players play for final positions.
  • the scoring system for the Main Event should be a simple scoring system that fantasy players are familiar with from whatever sport the tournament is featuring.
  • the Main Event should have a predetermined number of seats to ensure that it is possible to crown an overall champion as well as recognize top finishers.
  • Explanation #1 Weighting the point values of fantasy players based on a) the slotted position in which an athlete was selected, and/or b) how many fantasy players selected them. Weighting athletes based on how they were prioritized and/or how often they were duplicated is a process that forces fantasy players to think very carefully about which athletes they submit and where they place them in their lineup hierarchy. This is especially true for formats that require fantasy players competing against each other to turn in their lineups via a blind submission process.
  • a blind submission method is where all the fantasy players in a group competing against one another are required to turn in their lineups before they find out what the others in the group submitted.
  • Fantasy players are awarded multiples of the fantasy points their athletes scored depending on where their athletes were selected. For example, assume each fantasy player selects five athletes. For each fantasy player's first slotted athlete, the athlete could be worth five times the fantasy points they scored in their match. For each fantasy player's second slotted athlete, the athlete could be worth four times the fantasy points they scored in their match. For each fantasy player's third slotted athlete, the athlete could be worth three times the fantasy points they scored in their match. For each fantasy player's fourth slotted athlete, the athlete could be worth two times the fantasy points they scored in their match. For each fantasy player's fifth slotted athlete, the athlete could be worth face value of the fantasy points they scored in their match.
  • Another weighting method that can be implemented in an alternative embodiment is one where fantasy players are given a percentage of the fantasy points an athlete earned depending on where the player selected that athlete. For example, if each fantasy player is asked to select eight athletes, the selected athletes can be weighted by having the first athlete everyone selects be worth 100% of their fantasy points, the second athlete selected can be worth 87.5% of their fantasy points, the third worth 75% of their fantasy points, the fourth worth 62.5% of their fantasy points, the fifth worth 50% of their fantasy points, the sixth worth 37.5% of their fantasy points, the seventh worth 25% of their fantasy points, and the eighth worth 12.5% of their fantasy points.
  • Another format that can be implemented in an alternative embodiment penalizes fantasy players for duplication of athletes. Using this method, fantasy players are allowed to share athletes, but the more duplication that occurs reduces the percentage of fantasy points each fantasy player receives for that given athlete. For example, here is a sample duplication table for up to a 12 player fantasy match.
  • Percentage of Fantasy Points an Athlete is Worth Based on Duplication of Athletes Selected Athlete selected 1X 2X 3X 4X 5X 6X 7X 8X 9X 10X 11 X 12X 4 player fantasy match 100% 67 % 33 % 0% NA NA NA NA NA NA NA 5 player fantasy match 100% 75 % 50 % 25 % 0% NA NA NA NA NA NA NA 6 player fantasy match 100% 80 % 60 % 40 % 20% 0% NA NA NA NA NA NA 100% 7 player fantasy match 100% 83 % 67 % 50 % 33% 17 % 0% NA NA NA NA NA 8 player fantasy match 100% 86 % 72 % 58 % 43% 28 % 14 % 0% NA NA NA NA 9 player fantasy match 100% 87 % 75 % 62 % 50% 38 % 25 % 13 % 0% NA NA NA 10 player fantasy match 100% 89 % 78 % 67 % 56% 45 % 34 % 23 % 12 % 0% NA NA 11 player fantasy match 100% 90
  • the highlighted (bolded and underlined) portion of the table represents a seven player fantasy group where five of the members submitted the same athlete. Because duplication of athletes is permitted in an example embodiment, each of the members would have that athlete in their lineups, but each of the members would receive only 33% of the fantasy points that athlete scored in their match.
  • fantasy points an athlete scores are converted to their adjusted fantasy points based on how many other fantasy players selected a given athlete.
  • the following table is an example from a hypothetical group of NFLTM athletes that shows an example of this conversion.
  • the system splits the fantasy points that an athlete earns with every member of the group that selected the athlete. For example, if an athlete scores 32 fantasy points and five fantasy players selected the athlete, then each member of the group that selected the athlete would receive 6.4 fantasy points (32 divided by 5 equals 6.4).
  • weighting systems can also be combined.
  • the following table shows an example from a 20 player fantasy cricket match where the slots are weighted according to where an athlete was selected and the percentage of fantasy points (listed under their name and country) they earn is based on how many other fantasy players selected a given athlete.
  • Explanation #2 Structuring some or all of a tournament in groups of three or more players. Because sporting events are almost universally structured where either one team competes against another team (such as in football, basketball, baseball, etc.) or one individual competes against another individual (such as in boxing, wrestling, tennis, etc.) or individuals compete against the entire field simultaneously (such as in golf, motor sports, cycling, etc.), the fantasy sports industry has been a victim of these formats when it comes to creating tournaments for fantasy sports enthusiasts. For that reason, there has never been a fantasy tournament where an unlimited number of people can play without being subjected to playing the entire field at the same time.
  • the various embodiments described herein provide a solution to this problem with existing fantasy tournaments.
  • a predetermined number of top scores from this fantasy player group earn the right to advance to the next round. For example, a group of 12 entries (fantasy players) playing in a fantasy cricket tournament might end up drafting athletes with the understanding that the top 3 scores are to advance to the next round. The number of scores necessary to advance can be predetermined.
  • fantasy players would pay a fee, which would automatically put them in an online draft room that is capped at a certain number of entries for a given group.
  • the online draft room can be implemented as an online collection of users/fantasy players in a manner similar to the way collections of online users can gather in a chat room.
  • the fantasy game might be rugby that allows ten entries (fantasy players) per group with the top two scores advancing to the next round. This doesn't necessarily mean that the group will ultimately end up with ten people; because, this is determined by when the first person of a given group enters the online draft room.
  • a time limit is set (for example 20 minutes) for the group to fill up with ten people.
  • the draft begins when the allotted time has passed with however many people are in the draft room. If the number of people in the draft room is less than or equal to the number of fantasy players that are supposed to advance from a group determined by the tournament rules, the fantasy players automatically receive byes to the next round and do not compete in a match against each other for that round.
  • the example embodiment provides a draft amongst a small group of fantasy players who compete against each other in a single match.
  • Parts of the draft protocol are the same as the first tournament format described above. For instance, the mechanics of how the first person in the draft room starts the clock to determine the number of people that will be in the group is the same.
  • the draft rules are completely different though from a traditional draft.
  • fantasy players don't necessarily get the athlete they draft.
  • every fantasy player is given a set amount of credits to spend in order to secure athletes. All members of the group can bid on an athlete who was drafted. For example, let's assume it is a fantasy football draft and every fantasy player is given 50 credits to secure one quarterback (QB), two running backs (RB's) and two wide receivers (WR's).
  • the fantasy player who initially drafts a given football player automatically has a 1 credit bid for that player to kick off the bidding process.
  • the draft bidding process then goes to the next fantasy player in the draft.
  • the next fantasy player can either bid 2 or more credits (must bid in increments of 1 - can't use fractions) or "pass" to the next fantasy player in the draft.
  • fantasy player runs out of credits without filling up all of their positions, they no longer can bid and must wait for the free agent draft which comes immediately after the main draft.
  • This free agent draft happens once everyone has either filled out an entire lineup or run out of credits.
  • the free agent draft is then held only for the fantasy players who still have places to fill. This draft goes in reverse order from the original draft order.
  • a fantasy player drafting can only take one football player when it is their turn. If they have more than one place to fill, they must wait until the drafting process comes back to them again. Once a fantasy player fills their entire roster, they are automatically dropped from the free agent draft.
  • Group Tournament Type #3 Blind submission Format - Sharing Fantasy Points of Duplicated Athletes -
  • a blind submission format is utilized when lineup submissions happen exactly one time. Small groups competing against one another submit lineups for all required positions using a blind submission format (e.g., where fantasy players have to turn in their lineups without knowing what other fantasy players involved in the match selected). Duplication of athletes is permitted, but when this happens there is a penalty. All fantasy players who submitted a duplicated athlete will evenly split that athlete's point total for the match.
  • fantasy soccer group For example, if eleven fantasy players competing in a fantasy soccer group have six of the fantasy players submit athlete, Lionel Messi for their lineup (i.e., a duplicated athlete), then those six fantasy players will evenly split however many fantasy points Messi scored in his game. In the case of multiple games, the six fantasy players would either split the average or split the total points. If Messi scored 14 fantasy points for his game, each fantasy player would receive 2.33 (rounded to nearest hundredth) fantasy points, because 14 divided by 6 equals 2.33.
  • Group Tournament Type #4 Blind submission Format - Lowering the Value of Duplicated Athletes - This is a variation of the previous format. This format variation is also an effective way to hold a tournament where lineups can only be submitted one time. This format is also played where all members competing in a group submit lineups using a blind submission format.
  • duplication of athletes is permitted, but the penalty is different from the previous format described above.
  • the penalty for duplication is the reduction of the fantasy points an athlete scores. The more duplication that occurs, the less they are worth. For example, in fantasy baseball, if a 12 person group has only one member (fantasy player) who submits athlete, Albert Pujols, the member might get 100% of the fantasy points corresponding to the submitted athlete.
  • each selecting member might get only 90% of the selected athlete's fantasy points. If three people selected the same athlete, each selecting member might get only 80% of the selected athlete's fantasy points, and so on.
  • the point reductions can range from a completely arbitrary system of penalties all the way to a very well-calibrated method.
  • the table set forth below is an example of an embodiment that determines what percentage of an athlete's points a given fantasy participant receives based completely on how many other competitors also selected that athlete. It is important to note that the percentages listed are arbitrary. Any percentages can be used that penalize fantasy players the more duplication of athlete selection that occurs.
  • Percentage of Fantasy Points an Athlete is worth Based on Duplication of a Given Athlete Selected Athlete selected 1X* 2X 3X 4X 5X 6X 7X 8X 9X 10X 11X 12X 3 player fantasy match 100% 50% 0% NA NA NA NA NA NA NA NA 4 player fantasy match 100% 67% 33% 0% NA NA NA NA NA NA NA 5 player fantasy match 100% 75% 50% 25 % 0% NA NA NA NA NA NA 6 player fantasy match 100% 80% 60% 40 % 20% 0% NA NA NA NA NA NA NA 7 player fantasy match 100% 83% 67% 50 % 33% 17% 0% NA NA NA NA NA 8 player fantasy match 100% 86% 72% 58 % 43% 28% 14% 0% NA NA NA NA 9 player fantasy match 100% 87% 75% 62 % 50% 38% 25% 13% 0% NA NA NA 10 player fantasy match 100% 89% 78% 67 % 56% 45% 34% 23% 12% 0% NA NA 11 player fantasy match 100% 90% 80% 70 % 60% 50% 40% 30% 20% 10% 0% NA 12 player
  • the highlighted (bolded and underlined) percentage shown in the table above represents a seven player fantasy group where five of the fantasy players selected the same athlete. For example, let's assume five of the seven players selected Michael Vick to be their starting quarterback for an upcoming match. What this means is that each of the five fantasy players will have Vick in their starting lineup, but they will each receive only 33% of the points Vick scores that week (round).
  • the table below is a hypothetical example from a fantasy football tournament and shows the starting NFLTM athletes that a 12 person group has selected.
  • the percentage under each athlete's name represents the percentage that the fantasy player selecting that athlete will get to keep of the actual fantasy points that their selected NFLTM athlete scored for a particular week. This percentage is based on the number of times an NFLTM athlete was duplicated and is taken directly from the table above.
  • Group Tournament Type #5 Blind submission Format - Bidding for Athletes - This type of format is used over several days of bidding. Fantasy players in a group submit lineups along with a percentage next to the name of each athlete they submit. The percentage represents how small of a portion of an athlete's fantasy points they are willing to accept in order to secure that athlete for their lineup. In other words, a fantasy player is willing to give up some of the fantasy points a given athlete scores because they covet them so much. The fantasy player with the lowest bid wins that athlete. For example, if three fantasy players select athlete, Adrian Peterson to be their running back for a football tournament and the bids are 100%, 93% and 87%, then the fantasy player who bid 87% wins Peterson for their lineup.
  • the catch is that the fantasy player who bid 87% would only get 87% of whatever Peterson's fantasy points are for a given game.
  • the other two fantasy players not winning the athlete would have to submit a new athlete's name for this position during the next round of bidding. If two or more fantasy players submit the same winning bid for an athlete, each of the fantasy players would get that athlete in their lineup for the bid amount they presented. Once an athlete has been placed in at least one person's lineup in the group, the athlete cannot be bid on again by anyone for the match.
  • a free agent draft is conducted using a computer generated drafting order. Only the fantasy players who don't have a complete lineup are eligible for the free agent draft. Fantasy players can only select one athlete when it is their turn in the free agent draft. If a fantasy player has multiple holes to fill in their lineup, the fantasy player must wait for their turn to select an athlete in the free agent draft process. Once a fantasy player has filled out their lineup from the free agent draft, they are automatically dropped from the draft. All athletes in the free agent draft are worth 100% of their fantasy points.
  • Bold text denotes a winning bid.
  • two fantasy players secured athlete AROD at 91% and three fantasy players secured athlete, Fielder at 95%.
  • Day 2 submissions and Bids Athlete #1 Athlete #2 Athlete #3 Athlete #4 Athlete #5 Fantasy Cabrera Holliday Ellsbury ARod Victorino Player 1 Det STL Bos NYY Phila 91% 91% 91% 91% 99% Fantasy C.
  • Bold text denotes a winning bid.
  • Underlined text denotes an athlete previously secured with a value indicating the percentage the athlete is worth.
  • two fantasy players secured athlete C. Jones at 100% and athlete, Mauer of Minnesota at 98%.
  • Day 3 submissions and Bids Athlete #1 Athlete #2 Athlete #3 Athlete #4 Athlete #5 Fantasy Cabrera Holliday Ellsbury ARod Victorino Player 1 Det STL Bos NYY Phil 91% 91% 91% 91% 99% Fantasy C.
  • Bold text denotes a winning bid.
  • Underlined text denotes an athlete previously secured with a value indicating the percentage the athlete is worth.
  • Final Rosters Before Free Agent Draft Athlete #1 Athlete #2 Athlete #3 Athlete #4 Athlete #5 Fantasy Cabrera Holliday Ellsbury ARod Victorino Player 1 Det STL Bos NYY Phil 91% 91% 91% 91% 99% Fantasy C.
  • fantasy players #3, #4, #7, #10 and #11 e.g., fantasy players with openings to fill
  • the fantasy players in the free agent fantasy draft can select any baseball athlete (non-pitcher) that has not been selected by someone in the group. These free agents will each be worth 100% of their fantasy points.
  • Group Tournament Type #6 Blind submission Format - Using a Cap - This type of tournament can be done on a one shot basis, but is best used over multiple rounds of submissions. Fantasy players are allocated a certain number of credits for a blind submission process to fill in their lineups. The fantasy player that bids the highest for a given athlete earns the right to have the athlete in their lineup, while all the other members of the group lose the opportunity to play this athlete. Once the last round of submissions has passed, a free agent draft will be conducted for any fantasy player who still has lineup slots to fill. The free agent draft is for athletes who haven't been selected by anyone in the group.
  • fantasy player may use all of their credits before the selection process has finished. If they happen to do this and they still have positions to fill, the fantasy player must wait until the free agent draft, which begins at the end of the last round of submissions. Also, if two or more fantasy players submit an identical bid and it turns out to be the highest one for a given athlete, each of them will enter this athlete into their lineups at the fantasy value they each submitted.
  • the tables below illustrate an example of a progression of an NBA fantasy basketball tournament.
  • the actual positions the NBA athletes play are irrelevant.
  • a fantasy player can fill all the positions with forwards if they wish.
  • Bold text denotes a winning bid.
  • fantasy players can bid any or all of their credits for any given round of submissions.
  • athlete Griffin was secured by players #1 and #5.
  • Round 2 - NBA Athletes Submitted Athlete #1 Athlete #2 Athlete #3 Athlete #4 Athlete #5 Fantasy Howard Paul Griffin Bynum Rondo Player 1 Orlando LAC LAC LAL Bos 17 Credits Avail 12 Credits bid 5 Credits bid Fantasy Duncan Stoudemire Jennings Ginobili Bosh Player 2 S.A.
  • Bold text denotes a winning bid.
  • Underlined text denotes an athlete previously secured.
  • athlete Rondo was secured by both fantasy player #10 and #12.
  • Round 3 - NBA Athletes Submitted Athlete #1 Athlete #2 Athlete #3 Athlete #4 Athlete #5 Fantasy Howard Paul Griffin Bynum Allen Player 1 Orlando LAC LAC LAL Bos 5 Credits Avail 5 Credits bid Fantasy Duncan Stoudemire Jennings Ginobili Lawson Player 2 SA NY Mil SA Den 14 Credits Avail 14 Credits bid Fantasy Johnson Granger Thornton Allen Wallace Player 3 Atl Ind Sac Bos Port 46 Credits Avail 12 Credits bid 20 Credits bid 14 Credits bid Fantasy Bryant Garnett Evans Martin Allen Player 4 LAL Bos Sac Hou Bos 15 Credits Avail 15 Credits bid Fantasy Griffin Anthony Williams Westbrook Anderson Player 5 LAC NY NJ OKC Orl 15 Credits Avail 15 Credits bid Fantasy Aldridqe Love Jefferson Deng Lee Player 6 Port Min Utah Chi
  • fantasy players #1, #4, #7, #9, #10, #11 and #12 would then participate in a free agent fantasy draft until each fills all of their openings. A fantasy player gets one selection per round. Once a given fantasy player has all their slots filled, they are automatically dropped from the free agent draft.
  • Group Tournament Type #7 Blind submission Format - Meeting a Minimum Threshold -
  • this format might appear to be a Lottery Effect format, but it is not.
  • This type of group tournament acts the same way that small group Holy Grail tournaments do even though everyone competes against each other simultaneously. This is a bona fide Holy Grail tournament even though it does not have fantasy players competing in small groups. This can be accomplished by setting up a minimum threshold tournament.
  • a minimum threshold tournament recognizes that more than 50% of the contestants need to be eliminated at each round. This is because the one-on-one match play format eliminates half the contestants each week. But this has already proven to be ineffective for a tournament that attracts the masses.
  • a minimum threshold tournament must be more forgiving than having everyone compete at the same time with one person left standing. This format is virtually a 100% certainty that a random player loses. The way to fix this problem is to hone in on a percentage somewhere between the 50% and 100% extremes that are incompatible with holding a successful Holy Grail tournament. This type of strategy generates the same small group dynamic that is so conducive to creating a dynamic Holy Grail tournament.
  • the format for the tournament is relatively simple. Fantasy players have to meet a minimum performance threshold between 50% and 100% each round. Let's arbitrarily pick 70%. What this means is that all fantasy players have to beat 70% of the field for a given week to advance to the next round. Fantasy players have to submit a lineup each round and there is no penalty for duplication, because millions of people can be playing each other simultaneously. Once the field narrows, duplication penalties can be utilized.
  • this format gives fantasy players hope. Instead of having to emerge as the top person out of a group of millions of people, one only has to finish in the top thirty or forty percent to advance. Fantasy players will gravitate towards this because it is a tournament of skill and most players believe they have what it takes to finish in the top 30% or whatever the pre-determined number is. Once this is method is used for 8 to 12 rounds, it becomes possible to whittle millions of entries down to a manageable level so that it is possible to conduct one-on-one match play events for the remaining rounds to determine an overall winner.
  • This type of tournament can be used for any fantasy sport.
  • this type of tournament can be used for any fantasy sport.
  • the pre-determined tournament rules specify the use of a 30% rule for the first 12 weeks of an NFLTM football season. For weeks 13 through 17 of the NFLTM season, the tournament concludes with one-on-one match play.
  • An example of the numbers of fantasy players advancing at the end of each week in the sample tournament are shown below.
  • the submission process for the one-on-one match play format is different than the first 12 weeks where lineups are simply turned in and fantasy players have to finish in the top 30%.
  • An example of this submission process is set forth below.
  • One-on-One Match Play Tournament Type #8 Blind submission Format-Valuing slots at different percentages -
  • the percentage indicates the portion of fantasy points a given athlete scored that will be given to the corresponding fantasy player.
  • underlined values are Adjusted Fantasy Point values.
  • fantasy Player #1 would move on in the tournament based on a 47.77 to 44.39 victory over Fantasy Player #2.
  • One-on-one Match Play Tournament Type #9 Blind Submission Format-Disqualifying athletes that are duplicated - This format of an example embodiment can be used over two or more rounds of fantasy players submitting athletes.
  • An example of this type of tournament is illustrated in the hypothetical presented below. This example is from a football tournament.
  • fantasy players submit six starter athletes for various positions on the fantasy football team - one quarterback (QB), two running backs (RB's), two wide receivers (WR's), and 1 Flex position (e.g., a RB or WR). Fantasy players also submit four tiebreakers, which are used only to break ties. In this example, these four tiebreakers include: 1) one tight end (TE) that represents the 1 st tiebreaker; 2) one defensive position that represents the 2 nd tiebreaker; 3) one kicker that represents the 3 rd tiebreaker; and 4) the 4 th tiebreaker can be represented as one tiebreaker NFLTM football team playing that week.
  • TE tight end
  • a 5 th tiebreaker can be represented as a computer generated coin flip produced by a random number generator.
  • Lineups are submitted over a three day period (e.g., Wednesday, Thursday, and Friday by 8:00 PM EST for each day - could be a greater or lesser number of days, the number is arbitrary). All NFLTM athletes are eligible as long as they haven't been disqualified or already played in their game for the week.
  • both fantasy players On the first day of the lineup submission period (e.g., Wednesday), both fantasy players must have their lineups submitted. If both fail to do so, a new deadline is set for the next day at, for example, 5:00 PM EST. If only one fantasy player has their lineup submitted, the one fantasy player locks in all six of their starters in their starting lineup and all four tiebreakers into their tiebreaker lineup. Their opponent has until the last day of the lineup submission period (e.g., Friday night at 5:00 PM EST) to enter a lineup of six starting athletes and four tiebreaker athletes or the opponent forfeits the match. Once a starting athlete or tiebreaker position has been filled, the opposing fantasy player cannot select the same NFLTM athlete or team that has already been locked in.
  • both fantasy players submit their lineups within the lineup submission period, the lineups are compared athlete-by-athlete. If any athlete or team is duplicated, the athlete or team is immediately disqualified from the match and cannot be resubmitted again by either fantasy player.
  • This disqualification includes a scenario wherein, for example, an NFLTM athlete is submitted by one fantasy player as a running back and their opponent submitted the same athlete as a flex player, or other different position. All other starting athletes and tiebreaker athletes who aren't duplications are locked into the starting and tiebreaker slots for the respective fantasy players. The defense category and team category are not considered a duplication if the same NFLTM team is submitted in these two different categories. Duplicated athletes will leave open slots that will be resubmitted the next day.
  • both fantasy players will be expected to turn in a lineup for the slots in their lineups that haven't been filled. If only one fantasy player turns in their lineup, the athletes submitted by the one fantasy player are immediately locked in and their opponent has until the next day to fill in these open slots. Once a starting athlete or tiebreaker position has been filled, the opponent cannot select the same NFLTM athlete or team that has already been locked in. In other respects, the same rules apply as the previous day. Duplicated athletes and tiebreakers are disqualified and can't be resubmitted again. Non-duplicated athletes/teams are locked in. If there are any remaining openings, there is one final day for submissions.
  • both fantasy players On the third day of the lineup submission period (e.g., Friday), if both fantasy players fail to submit a lineup during the entire three day period, a double forfeit is declared and both fantasy players are eliminated from the tournament. If one player never submitted a lineup during any of the days and their opponent did, then the fantasy player who turned in a lineup wins by forfeit and moves on to the next round. If one or both fantasy players submitted lineups at some point, but one or both don't have complete lineups, the fantasy players will compete against one another with "open" slots that receive zero points for every slot in their respective starting and tiebreaker lineups where this happens. If both fantasy players submit athletes for open slots on this final day of the lineup submission period, both fantasy players will submit two options for each open slot. There will be a primary and a backup option.
  • the athletes submitted as primary options will be locked into their respective lineups. If the athletes submitted as primary options are the same athlete or team, then a bidding number that was submitted ahead of time will be checked. Fantasy players can submit a bidding number or bid from 1% to 100%. A bid of 93% means that a fantasy player covets that NFLTM athlete enough that they are willing to receive only 93% of the fantasy points this NFLTM athlete scores. At the same time, their opponent will automatically get 100% of their backup options fantasy value to lose this athlete that they also wished. Because both fantasy players are submitting a bid, the fantasy player that makes the lowest percentage bid gets that NFLTM athlete for the week (round). Once again, the losing bidder gets their backup athlete for 100% of their fantasy point value.
  • the bids happen to be the same, then the equality of the bids disqualifies this NFLTM athlete from the match.
  • the backup athlete names are then compared. If the backup athlete names are different, they are locked in. If the backup athlete names are the same, both fantasy players will play the match with an open slot for this position that will be scored as a zero.
  • the tournament structure there are two stages to the tournament structure.
  • the main tournament has a predetermined number of seats available that fantasy players can either try to qualify for or directly buy their way into.
  • the qualifying tournaments may or may not have different amounts of rounds in them.
  • New qualifying tournaments can start at any time. There is no set time period that must elapse. The more rounds a qualifying tournament has, the less expensive the rounds are to play in. Fantasy players who are eliminated can re-enter because a new qualifying tournament will be starting soon.
  • the qualifying tournaments have the following features in an example embodiment.
  • the qualifying tournaments are separate and distinct tournaments from one another.
  • the qualifying tournaments don't always have the same number of rounds (although there is no reason why they can't).
  • Some qualifying tournaments are often running at the same time as other qualifying tournaments.
  • the qualifying tournaments are staggered over a portion of the season in a way where the qualifying tournaments sometimes overlap each other completely, sometimes partially, and sometimes not at all.
  • the qualifying tournament structure used in an embodiment using the 2012 NFLTM season as an illustration we can randomly set up nine qualifying tournaments that each have a different number of rounds.
  • the nine qualifying tournaments can be set up such that they are staggered in time. Fantasy players are placed in groups of 12 for each round with the top three fantasy players advancing. In the example illustrated below, the nine qualifying tournaments are staggered in a way where the tournaments become increasingly shorter. Alternatively, the qualifying tournaments can be staggered by making them increasingly longer.
  • the data for each of the nine qualifying tournaments in the example are set forth below.
  • the format for each round of the main tournament could either be group play or fantasy players competing against each other head-to-head.
  • the staggering concept provided in the example embodiment can be used for sports where there is more than one game that is included in each round.
  • the Major League Baseball season could be partitioned in a way where each satellite tournament is one week in length.
  • An example of this scenario is shown below.
  • Qualifying Tournament Information Begins Ends # Rounds Qualifier #1 Apr 9 June 10 9 Qualifier #2 Apr 16 June 10 8 Qualifier #3 Apr 23 June 10 7 Qualifier #4 Apr 30 June 10 6 Qualifier #5 May 7 June 10 5 Qualifier #6 May 14 June 10 4 Qualifier #7 May 21 June 10 3 Qualifier #8 May 28 June 10 2 Qualifier #9 June 4 June 10 1
  • This technique is used as a "catch up" mechanism so that all fantasy players end up playing the same number of rounds.
  • NFLTM football as an example, the regular season schedule always has morning and afternoon games. The morning games could be used as one round while the afternoon games serve as an additional round.
  • a Wildcard Format it is necessary for fantasy players to give a Contingency Lineup for the PM games in advance, because there is not enough time to submit lineups between the AM and PM games.
  • a Super Wildcard Format breaks individual games (or games happening simultaneously) into two or more rounds. For example, using an NFLTM fantasy football tournament again, if there are 10 weeks for qualifying that cover the first 10 weeks of the regular season, it is straightforward to hold a 10 round qualifying tournament. Each of those 10 weeks would constitute a round. There is no need for either a Wildcard or Super Wildcard Format. It gets more difficult to create 10 rounds though once there are no longer 10 weeks of NFLTM games to contest them.
  • fantasy players can sign up for a one week version where the AM games count as four rounds (e.g., one round for each quarter of the AM game) and the PM games count as four rounds (e.g., one round for each quarter of the PM game) and the Sunday Night Game is a round and the Monday Night Game is a round (e.g., Sunday night is Round 9 and Monday night is Round 10). Because this structure involves four sets of lineups (AM games, PM games, Sunday night game and Monday night game), fantasy players will have to submit four lineups in order to play this format before any of the games begin. An example of this tournament structure is set forth below.
  • AM games begin at 10 AM PST for Rounds 1 through 4. Player statistics accumulate from 10:00 AM to 10:50 AM. Round 1 begins at 10:50 AM. Adjusted fantasy percentages are calibrated for groups.
  • Survivors are regrouped in a new super group to begin round 5 during PM games.
  • PM games begin at 1:25 PM PST for Rounds 5 through 8. Player statistics accumulate from 1:25 to 2:15 PM. Round 5 begins at 2:15 PM. Adjusted fantasy percentages are calibrated for groups.
  • the top 3 survivors from each group after round 8 are regrouped in a new group to begin round 9, which is played during Sunday night game.
  • the top 3 survivors from each group of the Sunday night game then compete during the Monday night game for the 10th and final round.
  • the top 3 survivors automatically qualify for the Main Event.
  • the process described above is one of the most important features developed as part of the various embodiments.
  • the process includes the following important characteristic - the process defines a set number of qualifying rounds that are needed to qualify for a Main Event and then offers these qualifying options during any point of the qualifying process. Additionally, the described embodiments offer a variety of others features and benefits.
  • An example embodiment described herein allows a qualifying process for a fantasy tournament Main Event to be compressed in terms of time. For some competitors the qualifying process might be two months or more. For other competitors, the qualifying process might be a few weeks. For some competitors, the qualifying process might be a week and for some the process might even be a day. Even though the time duration of the qualifying process can fluctuate dramatically, the number of rounds a fantasy contestant must play during this qualifying process remains constant.
  • the Contingency Lineup Format of an example embodiment requires fantasy players to submit multiple lineups (two or more) before any of the games take place for a given day. If a given fantasy player advances to the next round, then their next contingency lineup becomes their actual lineup. The reason that this format becomes necessary is because there may not be enough time to select new lineups for the next round. This is because a new set of games starts immediately after the games that just finished. An example demonstrating the power of this embodiment is set forth below.
  • Contingency Lineups of the example embodiment described herein can change this result. If each of the 11 games became an individual round by using Contingency Lineups for games where one comes immediately after another, a whole new landscape can be created. This new arrangement allows for over 750,000,000 (three quarters of a billion) entries. This type of format would easily support a five million dollar grand prize for $5 entry fees.
  • a tournament can be implemented that uses RINGS.
  • RINGS or rings as denoted herein, is an acronym for Rounds Involving Narrow Group Size.
  • a tournament using rings provides a more robust and fair way to handle group play.
  • a tournament supporting rings includes the following novel characteristics not seen before in any prior fantasy sports tournaments that have a large number of entries (e.g., entries of 100,000 or more people). The characteristics of a tournament with rings can include the following:
  • a trap round is a given round (or multiple rounds) of a tournament where participants are placed together in such large numbers that a random participant has less than a 1% mathematical chance to advance. In essence a lottery is created which negates the skill level of the players competing. This is because a portion of the tournament is based on pure luck; which makes the tournament less than desirable to play in for players.
  • a tournament with RINGS NEVER has a trap round.
  • a tournament supporting rings provides an opportunity for small skill-based group play.
  • RINGS - RINGS (Rounds Involving Narrow Group Size) are the combination of small group play contested over multiple rounds (two rounds or more). RINGS are the answer to the problem with which current high stakes fantasy sports models are struggling. There has never been a version of a tournament created that offers the two money-maker components of an effective tournament (e.g., low entry fees and a multi-million dollar grand prize) that also is skill based (at least a 10% chance to advance in every round). Moreover, every high stakes fantasy sports tournament example ever attempted in the conventional art has had a least one portion where there is a trap round with a less than 1 % chance to advance.
  • Scrambles An example embodiment of the tournament described herein provides a scrambles process where players enter RINGS competitions and compete in group play for an increasingly higher prize every time they advance in consecutive rounds. For example, if a fantasy player is competing in a Scramble, they might receive $5 for finishing in the top 3 of a group of 12 and an automatic berth in a second round Scramble. If they finish in the top 3 of 12 for this second Scramble, they might win $10 and an automatic bid to a third round Scramble. This process continues on until a pre-determined number of rounds is reached for a chance to win a grand prize.
  • An example embodiment of the tournament structure described herein that supports rings can enable various related methods, such as the method described below.
  • a method comprising: prompting, by execution of a data processor, a large number (defined as 100,000 or more) of users at a corresponding large number of user platforms to each submit a nominal buy-in for entry into a fantasy sports tournament, the users submitting the nominal buy-in becoming fantasy players of the fantasy sports tournament; partitioning, by execution of the data processor, the fantasy players of the fantasy sports tournament into player groups called "rings" that compete to advance through a pre-determined number of rounds to a main tournament (RINGS is an acronym for R ounds I nvolving N arrow G roup S ize), at least one player ring having at least three fantasy players as ring members, the fantasy players in each player ring only playing against other members of the same player ring during a given round; receiving from each member of each player ring a selection of athletes corresponding to each member and scoring each member of each player ring based on the performance of selected athletes, members of each player ring who do not score within a predetermined number of advancing players for their given ring relative to the
  • An example embodiment of the tournament structure described herein that supports rings can be part of a larger high stakes fantasy sports tournament format.
  • the seven key features or characteristics listed above are important for a high stakes fantasy sports tournament to be successful. The reasons why each of these seven ingredients are so important are described next.
  • the example embodiment described herein uses both the regular season and the playoffs of a given sport in the same tournament.
  • No conventional fantasy sports tournament provider has ever implemented a combination of the regular season and the playoffs of a given sport in the same tournament. This combination allows for much greater flexibility in the number of entries the tournament can accommodate.
  • the first reality is that to offer a huge prize, the traditional tournament must have lots of people entering the tournament or the tournament cannot generate the necessary revenue to offer a large cash prize.
  • the first reality of traditional fantasy tournaments is to entice lots of people to enter the tournament.
  • the second reality of traditional fantasy tournaments creates a different dynamic. Because the strategy to weed players out has always been to place them in large pools of participants, the players themselves are concerned about playing too many people at one time. To address this reality, tournament organizers have taken the path of capping pools of players by offering guaranteed player pools of fewer people if players are willing to pay more money, which also happens to violate the low entry fee requirement that makes the ideal format flourish.
  • the second reality of traditional fantasy tournaments is to put limits on the numbers of people who can enter the tournament as a strategy to appease the players.
  • These conflicting realities have created significant problems in conventional tournament formats.
  • the reality is that these traditional tournaments are always capped and usually no more than 300,000 to 400,000 people can enter. This is a disaster if the goal is to have an entry fee of $5 or less, because the most a tournament can collect in entry fees is $2 million dollars.
  • the fantasy tournament format as disclosed herein allows for over 2.1 billion entries.
  • the various example embodiments described herein are skill based tournament formats.
  • the tournament formats described herein avoid "trap" rounds where the chance of a player advancing to a next round is less than 1%.
  • the tournament formats described herein provide a high stakes tournament that provides players a reasonable chance to advance (at least 10% at any given time) so that skill actually is a factor in the competition. All previous attempts of large scale fantasy sports tournaments of 100,000 or more entries had at least one trap round in the tournament where a player had less than a 1% chance to advance.
  • the various embodiments described herein allow simultaneous entries from the same fantasy player in Tier 1 (i.e., the qualifying portion of the tournament).
  • the only way a tournament can generate the kind of revenue necessary to offer a high dollar prize for a low entry fee is to allow multiple entries by the same person to be played simultaneously.
  • the only way that this can be done effectively is to create a submission process that doesn't take a lot of time like drafting players or studying salary caps.
  • a process is used that penalizes competitors for duplication through a blind submission process. This is the most effective way to avoid a draft and salary caps.
  • the various embodiments described herein also allow re-entry at any point in Tier 1. This feature is an important part of a particular embodiment.
  • the difficulty lies in providing ways for contestants entering late in Tier 1 to still have a chance to get in, but also cover the same amount of ground that contestants in earlier stages of Tier 1 had to cover. The only way to accomplish this is to employ the RINGS feature as described herein.
  • a tournament can offer multiple RINGS within the same day.
  • An example embodiment of the tournament structure that supports rings to enable various related methods is described herein.
  • a particular embodiment can offer a pre-determined 10 round Scramble where each new round occurs the next day of a given sports season. Winning players could either cash out after a given round or let their winnings ride until the next round. Fantasy players who finish in the top predetermined positions would be considered "winners" and then could either cash out or decide to go to the next round where their money could be doubled (as an example) for finishing in a top position again.
  • a National Fantasy Sports Certification System can be implemented.
  • Conventional fantasy sports tournaments have never provided a system for fantasy sports certification where people who play fantasy sports are ranked and certified like they can be in other activities, such as martial arts.
  • a detailed description of an example embodiment of a fantasy sports certification system is provided next.
  • GOAT is an acronym for the "Greatest of All Time”. Every sport has its own version of who the GOAT is. Baseball has Babe Ruth. Hockey has Wayne Gretzky. Basketball has Michael Jordan. Soccer has Pele. Sometimes there is fierce debate. Is it Tiger Woods or Jack Nicklaus in golf? Is it Jim Brown, Joe Montana, Jerry Rice or someone else in football? In any event, the GOAT for any sport is the pinnacle of what anyone could ever hope to be. It is what men and women in sports dream about. They idolize these great athletes because they would like to be them. This fantasy to be the GOAT can be used as a powerful trigger for players with respect to fantasy sports.
  • fantasy sports participants Just like with GOAT athletes, the ultimate goal for fantasy sports participants is to be recognized as great competitors - maybe even the GOAT. Creating a structure in this manner allows participants to take on all kinds of roles that will fuel this concept to dizzying heights. Some players will be embarrassingly bad, most will be mediocre, some will be good, even less will be great and just a handful will become elite. This is the type of system that can generate huge money if a fantasy sports implementation can be created around it. Such a fantasy sports implementation in an example embodiment is described herein.
  • fantasy sports formats there is no standardized way to evaluate whether someone who plays fantasy sports is really any good or not. When some player brags that s/he has won his/her fantasy league three straight years, is this really an accomplishment that should be respected or did the bragging player merely beat a bunch of low-performing league players.
  • Conventional fantasy sports formats create a culture where nobody really knows how good anybody else is.
  • a fantasy sports system levels the playing field and provides a way to properly evaluate everyone who plays against a true standardized measuring system. Because fantasy football is the biggest fantasy sport on the market today, the following example embodiment describes the levels of a fantasy football GOAT measuring system.
  • GOAT Fantasy Football is a national certification process where fantasy football enthusiasts can accurately assess their skill level by comparing themselves to a uniform national standard.
  • the GOAT system requires players to compete in national competitions so that they can be properly evaluated.
  • fantasy enthusiasts can have their GOAT level calculated.
  • the process can be similar to the way martial artists use a progression of belts to distinguish the skill level of a given individual.
  • the GOAT system of a particular embodiment does not guarantee that players will advance if they just put in the time.
  • players do not perform well they will not progress. If they perform well, they will be rewarded with advancement. If they are great, they might one day be recognized as the GOAT of fantasy football. Fantasy football players in the example embodiment who don't like their GOAT level can always re-apply as often as they like.
  • the fantasy football GOAT measuring system of an example embodiment can generate a GOAT Certification for anyone who plays fantasy football (or any other fantasy sport). At every fantasy football draft in the country, it will become a requirement for any serious player to publicly reveal their GOAT Certification level to their group. Poorly rated players will be unlikely to receive priority in the draft. Excellent players will be revered as they should be and will be likely to receive priority in the draft. An individual player's GOAT level will always be present on their certification profile over the Internet for anyone to quickly access at any time. People who aren't enrolled and don't have a profile because they have never attempted to be certified with a ranking will be unlikely to receive the opportunities in a fantasy sports event that GOAT certified players will receive.
  • the fantasy football GOAT measuring system of an example embodiment is the first process ever created that allows tens of millions of people to be evaluated at one time that can also accurately gauge skill level. That is because the ranking process is done in small groups or head-to-head. Small group competitions can involve, for example, 12 people competing against one another with only the top 3 advancing to a new GOAT level.
  • GOAT levels there are 9 different GOAT levels with the 9th level being the highest or "GOAT" level, which is comparable to a black belt in martial arts.
  • the 9th level is the highest or "GOAT" level, which is comparable to a black belt in martial arts.
  • the player retains the level for life. It is possible that a player might try to re-certify for a higher level and do worse than the player's current level. However, in the example embodiment, the player will not be penalized and will retain the highest level achieved.
  • the various GOAT measuring levels in an example embodiment are described in more detail below.
  • the goal is to create an extremely difficult challenge to become a GOAT, but at the same time, make it achievable in a way that many people will become GOATS. This will fuel the masses to do whatever it takes to make it; because, they will see many who have done it.
  • the truth is, though, that over 99% of the people who play fantasy football will never achieve the level of GOAT; because, it is a 65,536 to 1 shot --- assuming we don't account for the talent level of individual players.
  • the fantasy football GOAT measuring system of an example embodiment creates a plurality of levels based on the skill of the players and not merely on random luck. As such, the players are more motivated to try to move up the GOAT levels and willing to pay fees to take the chance.
  • the odds of a typical player achieving a ranking at each of the GOAT levels described above are set forth below.
  • national tournaments are held for only GOAT certified players.
  • the national tournaments occur after the NFLTM regular season is over and are held during the NFLTM playoffs.
  • GOAT certified players can compete against one another using a one-on-one single elimination format (like the NCAA basketball tournament).
  • GOAT players can compete to achieve any of a plurality of degrees of GOAT. In the example embodiment, there are ten degrees of GOAT. The higher the GOAT degree, the more revered the GOAT player will be in the pantheon of fantasy football players.
  • GOAT player will continually be invited back to GOAT only tournaments to improve on their GOAT degree. Also, winners of GOAT tournaments will not only be recognized as a 10th degree GOAT, but they will also be recognized with a goat horn. This goat horn will be treasured the same way bracelets get treasured for wins on the World Poker Tour or rings get valued for winning championships in team sports or belts for boxing and MMA.
  • the elite GOAT players will battle it out to see who can accumulate the most GOAT horns so that they can be recognized as the true GOAT in the history of fantasy football. This whole special GOAT "club” that only plays each other will motivate the non-GOAT players to attempt to join this exclusive club.
  • the ten degrees of GOAT are as follows:
  • Example embodiments of the tournament structure described herein can also support additional features and formats including: 1) Multiple rounds in one day, and 2) a Let It Ride format. These features of an example embodiment are described below.
  • the following process is a way to allow fantasy contestants to play several rounds in one day without breaking games up into separate rounds. This example is for a situation where 10 rounds are needed to be played in a single day for a tournament that is played in groups of 12 with the top 3 advancing.
  • the format can be modified to accommodate a set number of rounds, group size and advancing contestants needed for a given day of play.
  • Bid well or take a Scrub-Athletes are split into two groups for each position. Each position group contains half of all available athletes. The top 50% of athletes (based on weekly fantasy point average) will be in a pool to be bid on. Contestants will select an athlete for each position and submit a percentage bid (1% to 100%) of fantasy points they are willing to settle for each athlete they select. If they have the lowest bid, they receive that athlete in their starting lineup (if ties happen, all tied people get that athlete for what they bid). Contestants who did not win a bid for a given position will be assigned a random "field" athlete at 100% of their fantasy value. This athlete can only come from the lower ranked athletes in bottom 50% who are not allowed to be bid on.
  • Example embodiments of the tournament structure described herein can be further illustrated by various particular examples of the various formats described herein. These examples of various embodiments are described below.
  • This fantasy football tournament is specifically designed for all four weeks of the NFLTM playoffs.
  • the intent is to have a large chain of casinos host a tournament on several of their sites during the first weekend of the NFLTM playoffs and then shift to one location for the remainder of the postseason.
  • This chain of casinos can invite up to 6,250 of their highest rollers to partake in this six round tournament that spans four weeks.
  • the number of contestants involved at any given time is as follows:
  • the last fantasy player without a bloc of three gets this group automatically at a highest possible bid of 55%.
  • the final match is played between the last two standing during the Super Bowl. It is the only round not contested using group play.
  • the match should implement the same fantasy scoring format that was used during the first five rounds. The number of athletes each contestant has in their lineup and the manner in which they are selected will change though.
  • the Super Bowl selection format is as follows:
  • the tournament is broken into five rounds. For each of the five rounds, contestants are placed in groups of 6. The object is for contestants to win their group of 6 to advance to the next round. During the final round, which is played on Super Bowl Sunday, the six remaining players compete for cash prizes during the Big Game.
  • the five rounds can be scheduled in the following manner:
  • an embodiment can support the concept of playing multiple rounds in one day by submitting one lineup that will be used for two or more groups. Each group this lineup is submitted for will be considered a separate and distinct round. The rounds will be numerically sequenced and the lowest numbered round for which the contestant does not meet the criteria to advance will be considered the round in which they were eliminated.
  • an embodiment can support the concept of bidding on fantasy athletes in blocs of two or more by bidding for a percentage of their fantasy points that they score. For example, if three athletes are bid on at 94%, this means that if the bid is a winning bid, these three athletes are all secured for the contestant and the contestant will receive 94% of the fantasy points that each athlete scores for the round.
  • an embodiment can support the concept of decreasing (or increasing) the maximum allowable bid for an athlete's fantasy points for a given round of bidding. For example, for a seven round bidding format, the highest allowable bid might decrease in increments of 7% for each passing round.
  • an embodiment can support the concept of eliminating one or more contestants during a round for not having met a certain point threshold or for being ranked at or near the bottom of a grouping of contestants when the time period is up. This is called "Fantasy Eliminator”.
  • an embodiment can support the concept where contestants can play in a daily fantasy sports group format structure for as many rounds as they desire (unless the tournament organizer establishes a maximum number of rounds). At the end of each round, the contestant can decide whether they want to collect their money or let it carry over to another round where they will get an even bigger prize if they finish in "winning" positions (for example finishing in the top 3 out of their group of 12 for a structure that declares the first three positions as winning spots).
  • an embodiment can support the concept of "Minimum Threshold" for a group of contestants. This means that contestants must meet a minimum threshold to advance to the next round and that the remaining contestants in the group or field are eliminated. The eliminated contestants must always exceed the number of advancing contestants. In other words, the eliminated participants must always represent more than 50% of the field of contestants at any given time. This implies that a group of contestants must finish in a predetermined position compared to the rest of the field to advance. For example, it could be determined that the top 30% of the scores advance (meaning that the bottom 70% do not advance). This method can involve a small group of less than 10 contestants all the way up to a large group totaling in the thousands or millions.
  • an embodiment can support the concept of "Slotting Positions with a Percentage Value". This is where a contestant submits a lineup and ranks the athletes in order of preference; because, the order in which they are ranked determines the fantasy point value for a given athlete. For example, the top slated athlete a contestant submits might be worth 100% of the fantasy points that they score, the second slotted athlete might receive 95% of their fantasy points that they score, the third slotted athlete 90% etc.
  • FIG 16 through Figure 19 illustrate an example embodiment, implemented as a web application (app), which shows the basic elements of the user interface as screenshots for implementing a fantasy sports tournament with multi-contestant small group rounds.
  • screenshots of the user interface for an example embodiment show how a fantasy player's value decreases the more duplication that occurs for a given fantasy player selected by a plurality of contestants.
  • Figure 16 in the illustrated example shows the standings for the top three contestants in a particular round of the sample fantasy football tournament.
  • the top contestant is identified as "Vicktorious Secret.”
  • the second place contestant is identified as “ODB.”
  • the third place contestant is identified as "Just Beat Roger.” It will be apparent to those of ordinary skill in the art that contestants can be identified by any unique name.
  • each fantasy player's value is denoted by a percentage score shown in the "Percent" column illustrated in Figure 17 .
  • this percentage of points that the owner of the "Vicktorious Secret" team gets to keep for each one of their athletes in this example is denoted in the "Fantasy Points" display area under the heading of "Percent” as shown in Figure 17 .
  • sample user interface screenshots depict how an example embodiment of the fantasy sports tournament as described herein can enable a plurality of contestants to compete in the same contest at the same time.
  • the example embodiment can enable two or more contestants, three or more contestants, or many contestants to compete among each other in the same contest or round at the same time.
  • the fantasy sports tournament contestants in an example embodiment can be placed together in a small group and allowed to compete in the same group among all members of the group at the same time.
  • the gaming system of the example embodiment can run a plurality of small groups at the same time.
  • the tournament can be partitioned into a plurality of small groups, wherein each small group can comprise a plurality (e.g., two or more or three or more, etc.) of contestants in each group where the contestants in each group play among all members of the same group at the same time.
  • Conventional tournament systems do not provide this capability.
  • the sample screenshots illustrate an example round in the fantasy sports tournament of an example embodiment where more than two teams/contestants can compete among each other in the same contest at the same time.
  • Figure 18 and Figure 19 illustrate an example where there are twelve contestants competing against one another in the current round of the tournament at the same time.
  • the final scores for each contestant are tabulated to the nearest hundredth and shown to the right of the name of the corresponding contestant.
  • the top three contestants advance to the next round of the tournament while the bottom nine contestants are eliminated.
  • This sample competition shows that the top three finishers in this example contest were: "Vicktorious Secret", "ODB” and "Just Beat Roger.”
  • the gaming system of an example embodiment enables small group competitions among multiple contestants at the same time.
  • FIG. 20 is a processing flow diagram illustrating an example embodiment of slot machine processing logic for conducting wagering games using real time or live action event content as described herein.
  • the method of an example embodiment includes: prompting a plurality of users at a plurality of geographically distributed user platforms to each submit a wager for entry as players into a real time live action wagering game (processing block 1310); dividing a plurality of players of the real time live action wagering game into player groups, the player groups each having a pre-determined quantity of players, the players in each player group competing with other players of a same player group to advance through a pre-determined number of rounds to a main tournament, the players in each player group only playing against other members of the same player group during a given round (processing block 1320); obtaining a set of real time or live event content via the data network while the plurality of players are playing the real time live action wagering game (processing block 1330); partitioning the set of real time or live event content into a plurality of content categories (processing block 1340);
  • Figure 21 is a processing flow diagram illustrating an example embodiment of slot machine processing logic for conducting a fantasy sports tournament as described herein.
  • the method of an example embodiment includes: prompting a plurality of users at a corresponding plurality of user platforms to each submit a nominal buy-in for entry into a fantasy sports tournament, the users submitting the nominal buy-in becoming fantasy players of the fantasy sports tournament (processing block 310); partitioning, by execution of the data processor, the fantasy players of the fantasy sports tournament into a plurality of player groups that compete to advance through a plurality of rounds to a main tournament, at least one player group having at least three fantasy players as group members, the fantasy players in each player group only playing against other members of the same player group during the plurality of rounds (processing block 320); receiving from each member of each player group a selection of athletes corresponding to each member and scoring each member of each player group based on the performance of selected athletes, members of each player group who do not score above a predetermined percentage relative to the other members of the same player group during each of the plurality
  • Figure 22 shows a diagrammatic representation of a machine in the example form of a stationary or mobile computing and/or communication system 700 within which a set of instructions when executed and/or processing logic when activated may cause the machine to perform any one or more of the methodologies described and/or claimed herein.
  • the machine may operate as a standalone device or may be connected (e.g., networked) to other machines.
  • the machine may operate in the capacity of a server or a client machine in server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment.
  • the machine may be a personal computer (PC), a laptop computer, a tablet computing system, a Personal Digital Assistant (PDA), a cellular telephone, a smartphone, a web appliance, a set-top box (STB), a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) or activating processing logic that specify actions to be taken by that machine.
  • PC personal computer
  • PDA Personal Digital Assistant
  • STB set-top box
  • STB set-top box
  • network router switch or bridge
  • the example stationary or mobile computing and/or communication system 700 includes a data processor 702 (e.g., a System-on-a-Chip (SoC), general processing core, graphics core, and optionally other processing logic) and a memory 704, which can communicate with each other via a bus or other data transfer system 706.
  • the stationary or mobile computing and/or communication system 700 may further include various input/output (I/O) devices and/or interfaces 710, such as a monitor, touchscreen display, keyboard or keypad, cursor control device, voice interface, and optionally a network interface 712.
  • I/O input/output
  • the network interface 712 can include one or more network interface devices or radio transceivers configured for compatibility with any one or more standard wired network data communication protocols, wireless and/or cellular protocols or access technologies (e.g., 2nd (2G), 2.5, 3rd (3G), 4th (4G) generation, and future generation radio access for cellular systems, Global System for Mobile communication (GSM), General Packet Radio Services (GPRS), Enhanced Data GSM Environment (EDGE), Wideband Code Division Multiple Access (WCDMA), LTE, CDMA2000, WLAN, Wireless Router (WR) mesh, and the like).
  • GSM Global System for Mobile communication
  • GPRS General Packet Radio Services
  • EDGE Enhanced Data GSM Environment
  • WCDMA Wideband Code Division Multiple Access
  • LTE Long Term Evolution
  • CDMA2000 Code Division Multiple Access 2000
  • WLAN Wireless Router
  • Network interface 712 may also be configured for use with various other wired and/or wireless communication protocols, including TCP/IP, UDP, SIP, SMS, RTP, WAP, CDMA, TDMA, UMTS, UWB, WiFi, WiMax, BLUETOOTH, IEEE 802.11x, and the like.
  • network interface 712 may include or support virtually any wired and/or wireless communication mechanisms by which information may travel between the stationary or mobile computing and/or communication system 700 and another computing or communication system via network 714.
  • the memory 704 can represent a machine-readable medium on which is stored one or more sets of instructions, software, firmware, or other processing logic (e.g., logic 708) embodying any one or more of the methodologies or functions described and/or claimed herein.
  • the logic 708, or a portion thereof may also reside, completely or at least partially within the processor 702 during execution thereof by the stationary or mobile computing and/or communication system 700. As such, the memory 704 and the processor 702 may also constitute machine-readable media.
  • the logic 708, or a portion thereof may also be configured as processing logic or logic, at least a portion of which is partially implemented in hardware.
  • the logic 708, or a portion thereof may further be transmitted or received over a network 714 via the network interface 712.
  • machine-readable medium of an example embodiment can be a single medium
  • the term "machine-readable medium” should be taken to include a single non-transitory medium or multiple non-transitory media (e.g., a centralized or distributed database, and/or associated caches and computing systems) that store the one or more sets of instructions.
  • the term “machine-readable medium” can also be taken to include any non-transitory medium that is capable of storing, encoding or carrying a set of instructions for execution by the machine and that cause the machine to perform any one or more of the methodologies of the various embodiments, or that is capable of storing, encoding or carrying data structures utilized by or associated with such a set of instructions.
  • the term “machine-readable medium” can accordingly be taken to include, but not be limited to, solid-state memories, optical media, and magnetic media.
  • example embodiments include at least the following examples.
  • a specialized slot machine comprising: a data processor; a network interface, in data communication with the data processor, for communication on a data network; and a gaming system, executable by the data processor, to: prompt a plurality of users at a plurality of user platforms to each submit a nominal buy-in for entry into a fantasy sports tournament, the users submitting the nominal buy-in becoming fantasy players of the fantasy sports tournament; partition the fantasy players of the fantasy sports tournament into player groups denoted rings, wherein players compete to advance through a pre-determined number of rounds to a main tournament, at least one player ring having at least three fantasy players as ring members, the fantasy players in each player ring only playing against other members of the same player ring during a given round; receive from each member of each player ring a selection of athletes corresponding to each member and scoring each member of each player ring based on the performance of selected athletes, members of each player ring who do not score within a predetermined number of advancing players for their given ring relative to the other members of the same player ring are
  • a method comprising: prompting, by execution of a data processor, a plurality of users at a plurality of user platforms to each submit a nominal buy-in for entry into a fantasy sports tournament, the users submitting the nominal buy-in becoming fantasy players of the fantasy sports tournament; partitioning, by execution of the data processor, the fantasy players of the fantasy sports tournament into player groups denoted rings, wherein players compete to advance through a pre-determined number of rounds to a main tournament, at least one player ring having at least three fantasy players as ring members, the fantasy players in each player ring only playing against other members of the same player ring during a given round; receiving from each member of each player ring a selection of athletes corresponding to each member and scoring each member of each player ring based on the performance of selected athletes, members of each player ring who do not score within a predetermined number of advancing players for their given ring relative to the other members of the same player ring are disqualified from the fantasy sports tournament; enabling a disqualified fantasy player to re-enter the fantasy sports
  • a non-transitory machine-useable storage medium embodying instructions which, when executed by a machine, cause the machine to: prompt a plurality of users at a plurality of user platforms to each submit a nominal buy-in for entry into a fantasy sports tournament, the users submitting the nominal buy-in becoming fantasy players of the fantasy sports tournament; partition the fantasy players of the fantasy sports tournament into player groups denoted rings, wherein players compete to advance through a pre-determined number of rounds to a main tournament, at least one player ring having at least three fantasy players as ring members, the fantasy players in each player ring only playing against other members of the same player ring during a given round; receive from each member of each player ring a selection of athletes corresponding to each member and scoring each member of each player ring based on the performance of selected athletes, members of each player ring who do not score within a predetermined number of advancing players for their given ring relative to the other members of the same player ring are disqualified from the fantasy sports tournament; enable a disqualified fantasy player to re-ent
  • the non-transitory machine-useable storage medium as claimed above wherein the fantasy sports tournament is a player skill based tournament.
  • a player skill based tournament requires that no more than ten people can compete for one advancing position at any given time.
  • a trap round based tournament format always has stages in the tournament where at least 100 people compete in the same round against one another for only one advancing position.
  • Prior examples have featured regular season only tournaments or post season only tournaments. There has never been an example that has used both the regular season and post season in the same tournament.
  • This format requires a player to advance a certain number of predetermined consecutive rounds.
  • the criteria for advancement is also predetermined and doesn't necessarily require a player to win the round to advance.
  • non-transitory machine-useable storage medium as claimed above wherein the fantasy sports tournament being further configured to include a player certification system.
  • fantasy sports tournament being further configured to support the playing of multiple rounds in one day by submitting one lineup used for two or more groups, each group for which the lineup is submitted being considered a separate and distinct round, each round being numerically sequenced and the lowest numbered round for which a contestant does not meet pre-determined criteria to advance being considered the round in which the contestant is eliminated.
  • fantasy sports tournament being further configured to support bidding on fantasy athletes in blocs of two or more by bidding for a percentage of the fantasy points that the fantasy athletes score.
  • fantasy sports tournament being further configured to support decreasing or increasing the maximum allowable bid for an athlete's fantasy points for a given round of bidding.
  • fantasy sports tournament being further configured to support eliminating one or more contestants during a round for not having met a certain point threshold or for being ranked at or near the bottom of a grouping of contestants when a pre-determined time period expires.
  • fantasy sports tournament being further configured to support contestants playing in a daily fantasy sports group format structure for as many rounds as they desire. If they have a score that meets the criteria for advancement (as opposed to one where they are eliminated), the have two options. They can either withdraw and claim their prize or they can advance to another round with a better prize at stake.
  • This minimum threshold has pre-determined benchmarks that competing players must meet in order to advance.
  • This format requires that players must perform better than average for some or all of the rounds. Performing better than average is defined by requiring that more than half of the competitors are eliminated at one time. At the same time, it also requires that the skill based requirement is observed. This means that anytime players are grouped together in competition, there will be at least one advancing position available for every ten competitors. For example, a tournament might require players to finish in the top 30% of some rounds to advance to the next.
  • non-transitory machine-useable storage medium as claimed above wherein the fantasy sports tournament being further configured to support slotting positions with a percentage value.
  • fantasy sports tournament being further configured to support additional rounds in a condensed period of time by either splitting different live action sports games into multiple rounds during the same day (wildcard format) or splitting the same live action sports game into multiple rounds (super wildcard format).

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EP16204893.8A 2015-12-28 2016-12-16 Machine à fente spécifiquement destinée au jeu de pari au moyen de contenu d'événement d'action en direct ou en temps réel Ceased EP3188143A1 (fr)

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US14/981,408 US9589418B2 (en) 2012-07-19 2015-12-28 Specialized slot machine for conducting a wagering game using real time or live action event content

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