NZ609252B2 - System for Operating a Lottery - Google Patents
System for Operating a Lottery Download PDFInfo
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- NZ609252B2 NZ609252B2 NZ609252A NZ60925213A NZ609252B2 NZ 609252 B2 NZ609252 B2 NZ 609252B2 NZ 609252 A NZ609252 A NZ 609252A NZ 60925213 A NZ60925213 A NZ 60925213A NZ 609252 B2 NZ609252 B2 NZ 609252B2
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Abstract
computerised gaming system comprises a display means to display a range of symbols to participants that are invited to play the game provided by the gaming system, a selection means to enable participants to select one or more of the range of symbols, and a computer when programmed to rank the number of times each symbol is selected by participants, the ranking being determined by the number of times participants select each symbol, and determine the result of the game being by comparing the entries of all or at least some of the participants in the game against the ranking of the symbols. ber of times each symbol is selected by participants, the ranking being determined by the number of times participants select each symbol, and determine the result of the game being by comparing the entries of all or at least some of the participants in the game against the ranking of the symbols.
Description
SYSTEM FOR OPERATING A LOTTERY
FIELD
This invention relates to a gaming system enabling a large number of players to participate,
and in particular lends itself to a gaming event in which participants can enter in a large
number of ways such as by means of the telephone, mobile communication device, or over
the internet directly or by email.
BACKGROUND
Gaming events are basically of three types. The first is where participants pay to enter and
can receive a prize (usually cash or cash equivalent), the second is where participants can
play without paying to enter, and may not receive prizes, and the third are promotional
systems where eligibility to enter is associated with the purchase or receipt of goods or
services.
Lotteries are defined to include any scheme for the distribution of prizes by chance. Most
games of chance involving large numbers of participants are lotteries based on (a)
sweepstakes, in which customers purchase lottery tickets, or (b) variants of LOTTO or
KENO, in which participants either purchase a pre-allocated set of numbers allocated from a
larger group of numbers, or purchase a group of numbers chosen by them from a larger
group of numbers, in each case purchasing a ticket at a retail outlet, or by mobile device, or
over the internet by email. In some cases such purchases are conducted by mail. In all cases
the organiser of the lottery will then select the set of winning numbers, from the same larger
group of numbers, in some form of random draw, which is often televised. The participant/s
that can match some or all of their numbers with those randomly drawn by the organiser of
the lottery win prizes.
United States Patent 7,100,822 addressed problems relating to some of these gaming
systems.
One disadvantage of these gaming systems that United States Patent 7,100,822 addressed
was in respect of participants needing to go to the retail outlet to purchase the entrance ticket.
Another disadvantage addressed was in respect of customers being required to retain their
tickets, in order to redeem prizes if they believe they had won. LOTTO allows customers to
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select different numbers but suffers from the disadvantage that the prize pool may be shared
between a number of participants – it is the nature of LOTTO that it cannot guarantee a
single division one winner. United States Patent 7,100,822 addressed this problem and
provided a method to guarantee a single winner. Another matter addressed by United States
Patent 7,100,822 related to the need to ensure that the selection of the winning
tickets/numbers is truly random and is not subject to interference or fraud by any party.
While these problems were addressed in United States Patent 7,100,822, there remains the
disadvantage that it is difficult to predict the date and time that a gaming system as described
in US7,100,822 will end. Accordingly the gaming systems and/or lotteries run using the
methods described in United States Patent 7,100,822 cannot easily be run on a regular basis,
which causes difficulties if it is desired to run draws to a set finishing time, for example, set
finishing times for television programming or use of other media.
Existing lotteries and similar constructs such as promotional systems also have
disadvantages in that it is not always possible to provide numerous entry methods, including
the desirable attribute of remote entry:
It is also desirable to provide a low cost of entry and convenience for the participants along
with an easy method to notify winners.
Integrity of the winning result is an important consideration to minimise the possibility of
fraud or scams.
It is also desirable to make provision for the involvement of an independent auditing party.
Further, desirable attributes would be to provide a system where all entries of all participants
can be ranked or given a placement amongst all entries within the game and to allow all
places in a gaming event such as a lottery to be identified.
The ability to substantially always guarantee a sole winner for the first prize, or in the
alternative, in a relatively few occasions, a small group of winners for the first prize,
irrespective of the participants’ choices on entry, is also desirable.
Many other gaming operators, such as a LOTTO operator, are faced with the practical
problem that when increasing the odds against there being tied winners of the first prize, they
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increase the odds against there being a first prize winner at all. For example, in a game of
LOTTO if the odds are set at 30 times the expected number of participants (entries),
practically that LOTTO Operator’s player base won’t have a winner of the first prize, the
odds are stacked against there being any first prize winner from that LOTTO game, and their
players will come to the belief that they can’t win, and will eventually become disillusioned
with that LOTTO game and ‘leave’. But on the other hand, if the odds against winning are
set too low for the number of participants in that LOTTO game, then too many tied winners
will result and the benefits of having a single winner being the sole winner of the first prize
in the first division of such a LOTTO game are lost, as the first prize will need to be shared
amongst two or more winners of first division.
It would also be desirable for the gaming event to be capable of a number of different
methods of presenting the results of the game to participants, particularly in a simplified
manner.
With the growth of modern communications it would also be desirable to provide a gaming
event which is able to be targeted to selected groups, such as geographical groups of
participants, and which is flexible in operation.
OBJECT
It is an object of this invention to provide a novel gaming system, which will obviate or
minimise the foregoing disadvantages or go at least some distance towards meeting the
foregoing desirable attributes or at least some of them in a simple yet effective manner or
one which will at least provide the public with a useful choice.
STATEMENTS OF THE INVENTION
Accordingly in one aspect the invention provides a game wherein entries must select at least
one of a range of symbols, the result of the game being determined by the number of times
participants select each symbol.
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In a further aspect the invention provides a gaming system including display means to
display a range of symbols to participants who wish to submit entries in the game provided
by the gaming system, selection means to enable participants to select one or more of the
range of symbols available to be included in or on an entry, and ranking means to rank the
number of times each symbol is selected in or on the entries , the result of the game being
determined by the number of times each available symbol is selected in or on the entries and
compared with the symbol or symbols carried on each entry.
In a further aspect the invention provides a method of conducting a gaming system in which
participants are invited to select one or more symbols from a defined available range of
available symbols to include in or on an entry, for example between one and n, having at
least one computer system for recording the selection of symbols made by each of the
participants, including how many times each available symbol was selected in or on each
entry in the game, then ranking the symbols in the range of available symbols, and using the
resulting rankings to eliminate entries and determine one or more winners, for example by
reference to each entry’s selection of their one or more symbols from the available symbol
range relative to how the selected symbols on each entry compare with the selections on
other entries, and compared against the ranking order of the symbols in the available symbol
range.
Preferably the symbols are ranked based on how many times each of the symbols in the
available symbol range were selected in or on entries.
Preferably entries are eliminated and a winner or winners are determined by reference to
each entry’s selection of their one or more symbols from the available symbol range relative
to how their selected symbols compared with the selections in or on other entries, and
compared against the ranking order of the symbols in the available symbol range.
In a still further aspect, the invention provides a method of conducting a gaming system in
which participants are invited to select one or more symbols from a defined available range
of symbols, for example between one and n, having at least one computer system for
recording the symbol selections made in or on each of the entries, including how many times
each symbol in the available symbol range was selected in or on each of the entries in the
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game to provide a selection total, then uniquely ranking each of the symbols in the available
symbol range, for example ranking the symbols based on the selection total relevant to each
symbol in the available symbol range, and, in circumstances where two or more of the
symbols in the available symbol range are tied with the same selection total number,
eliminating or resolving ties by ranking those tied symbols utilizing the results from the
choices of available symbols in the gaming system in order that each of the symbols in the
available symbol range of one to n has its own unique ranking number or placement value.
Preferably the tied symbols are ranked by firstly determining whether or not the selection
total number is an ‘odd number’ or an ‘even number’ and secondly, using that ‘odd’ or
‘even’ determination to rank any tied symbols by ordering the tied symbols in accordance
with whether the selection total number is ‘odd’ or ‘even’.
Preferably a selection total number that is an ‘odd number’ would result in the tied symbols
that are numbers or that can be identified by reference to a number being ordered with the
highest face value number being placed first, and a selection total number that is an ‘even
number’ would result in the tied symbols that are numbers or that can be identified by
reference to a number being ordered with the lowest face value number being placed first.
Alternatively a selection total number that is an ‘even number’ would result in the tied
symbols that are numbers or that can be identified by reference to a number being ordered
with the highest face value number being placed first, and a selection total number that is an
‘odd number’ would result in the tied symbols that are numbers or that can be identified by
reference to a number being ordered with the lowest face value number being placed first.
In a still further aspect, the invention provides a computerised gaming system, such as a
lottery or promotional system having at least one computer system for recording entries and
determining one or more winners, in which participants are invited to select at least one
symbol from a defined available range of n symbols, and to register that selection with the
computer, the computer being capable of recording at least the symbol or symbols selected in
or on each entry submitted by the participants, including how many times each symbol in the
available symbol range was selected in or on the entries in the game to provide a ranking list
of the number of times each symbol was selected, and optionally recording the identity or
contact details of participants submitting entries, and wherein the game has at least two
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phases, the first phase running until a defined time has expired whereupon at least one of the
symbols is selected, the selection being made by selecting one or more of the symbols in the
ranking list, the selection of that symbol or those symbols being based on a pre-determined
selection criteria utilising the rankings of the symbols in the ranking list, to provide a number
of entries, at least some of which have selected the symbol or one of the symbols selected,
and moving the selected entries to a second phase of the game which second phase
comprises an elimination process to determine one or more winners from the entries in the
second phase, the winner or winners being the final entry or entries at the end of the
elimination process.
Preferably the selected symbol from the ranking list is the symbol that is ranked as the least
or most selected in or on entries in the game.
In a still further aspect, the invention provides a method of conducting a gaming system in
which participants are invited to select at least one symbol from a defined available range of
symbols, for example between one and n, to register their selection with a computer system,
the computer system being capable of recording at least the symbol or symbols selected in or
on each entry, including how many times each symbol in the available symbol range was
selected in or on the entries in the game to provide a ranking list of the number of times each
symbol was selected in or on the entries, and optionally the identity or contact details of the
participant and the date and time and place of the entry, and wherein the game has two
phases, the first phase running until a defined time has expired whereupon a selected number
of entries, at least some of whom have the symbol or symbols least, or alternatively, most
selected move to a second phase of the game which comprises an elimination process to
determine one or more winners from the entries in the second phase, the winner or winners
being the final entry or entries at the end of the elimination process.
In a still further aspect the invention provides a computerised gaming system having at least
one computer system for recording entries and determining one or more winners, in which
the game is conducted in at least two phases, in the first phase of which the number of entries
are reduced to substantially a selected number and in the second phase of which a winner or
winners are found.
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In a still further aspect, the invention provides a computerised gaming system, such as a
lottery or promotional system having at least one computer system for recording entries and
determining one or more winners, in which participants are invited to select two or more
symbols from a defined range of symbols, for example between one and n, to register their
selection with a computer system, the computer system being capable of recording at least
the symbols selected in or on the entries, including how many times each symbol in the
defined range of symbols was selected in or on the entries in the game to provide a ranking
list of the number of times each symbol was selected in or on entries, and optionally the
identity or contact details of the participant and the date and time and place of the entry, and
wherein the game has a single phase, the single phase running until a defined time has
expired whereupon a winning sole entry or entries is or are selected, at least some of whom
have a symbol or symbols least, or alternatively, most selected by reference firstly to an
entry’s choice of symbol which is least or alternatively, most picked in or on all the entries,
then that entry’s next symbol which has been selected by the next least or alternatively, most
in or on the entries, and continuing the process, until the elimination process is completed
and the winning entry or entries are selected, or in the event that a winning entry is not
determined after the completion of the before described elimination phases, then preferably
the elimination process continues by reference to parameters set around the remaining entries
symbol choices, to achieve the desired eliminations.
In a still further aspect, the invention provides a method of conducting a gaming system, in
which participants are invited to select two or more symbols from a defined available range
of symbols, for example between one and n, to register their selection with a computer
system, the computer system being capable of recording at least the symbols selected by the
participant, including how many times each symbol in the available symbol range was
selected by each of the participants in the game to provide a ranking list of the number of
times each symbol was selected in or on the entries, and optionally the identity or contact
details of the participant and the date and time and place of the entry, and wherein the game
has a single phase the single phase running until a defined time has expired whereupon a
winning sole entry or entries is or are selected, at least some of whom have the symbol or
symbols least, or alternatively, most selected by reference firstly to an entry’s choice of
symbol which is least, or alternatively, most picked in or on all the entries, then that entry’s
next symbol which has been selected in or on the next least, or alternatively, most entries,
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and continuing the process, until the elimination process is completed and the winning entry
or entries are selected, or in the event that a winning entry is not determined after the
completion of the before described elimination phases, then preferably the elimination
process continues by reference to parameters set around the remaining participants number
choices, to achieve the desired eliminations. In still a further aspect the invention provides a
computerised gaming system, such as a lottery or promotional system having at least one
computer system for recording entries and determining one or more winners, in which
participants are invited to select one or more symbols from a defined available range of
symbols, for example between one and n, having at least one computer system for recording
the symbol selections made in or on each of the entries, and recording a ranking value based
on their order from a random draw of all the symbols in the defined range between one and n
for each of the symbols in the available symbol range, and using the resulting rankings of
each symbol to eliminate entries and determine one or more winners.
Preferably the resulting rankings are used by reference to each entry’s selection of their one
or more symbols from the available symbol range relative to how their selected symbols
compared with the selections in or on other entries and compared against the ranking order
of the symbols in the available symbol range.
In a still further aspect the invention provides a method of conducting a gaming system, in
which participants are invited to select one or more symbols from an available range of
symbols, for example between one and n, having at least one computer system for recording
the symbol selections made in or on each entry, and recording a ranking value or a placement
value for each of the symbols in the defined symbol range, for example ranking the symbols
based on their order from a random draw of all the symbols in the defined range between one
and n, and using the resulting rankings of each symbol to eliminate entries and determine one
or more winners.
Preferably the resulting rankings are used by reference to each participant’s selection of their
one or more symbols from the available symbol range relative to how their selected symbols
compared with the selections in or on other entries and compared against the ranking order
of the symbols in the available symbol range.
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Preferably, in a two phase game, when the elimination process is commenced in the second
phase, the elimination process continues until only one winner remains.
Preferably the computer system includes: one or more transaction engines (i.e. for entry
logging and storage of the raw data during the time the game is open to receiving entries);
and a gaming engine, which receives the raw data from the transaction engine(s) after entry
into the game is closed, and which then processes raw data using gaming software to
determine the results of the game, including the winner/s.
More preferably the transaction engine includes at least one database with each record
having fields containing (a) customer information, typically a telephone number or credit
card number or email address and/or place of purchase (b) the number or numbers chosen by
the customer, and (c) a receipt number or PIN disclosed to the customer as proof of that
entry.
More preferably the gaming engine’s function results in n records with at least two fields per
record:
• a first field containing a set of symbols within the available range of n symbols (so
that the records can be sequential through the entire range of n symbols for that
competition); and
• a second numerical field capable of recording a placement value or ranking value for
each n symbol, for example by recording a placement value for each n symbol if
randomly drawn through the full range of n symbols, or alternatively recording the
number of “hits” or number of times each symbol from the defined range of n
symbols has been selected by participants in the game, in order that a selection total
can be recorded for each of the n symbols;
and optionally a further two fields comprising:
• a third field that records the ranking of each symbol within the defined range of n
symbols calculated by reference to the fore mentioned second numerical field,
including as relevant any symbols within the range of n symbols that are tied with
other n symbols; and
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• a fourth field that can, if necessary, record a unique ranking for each symbol within
the defined range of n symbols, with any ties eliminated or resolved by reference to
the ranking value or the selection total number as recorded in the second numerical
field, in order that each of the symbols in the defined range of n symbols has its own
unique ranking within the range of the n symbols.
The databases of the transaction engine and gaming engine can be combined into a single
database and operated within a single computer but we believe that this may make it
more vulnerable to fraud.
Preferably the transaction engine is separate from the gaming engine and only passes
registered entries to the gaming engine once entries into the game are closed.
More preferably, the transaction engine and the gaming engine are duplicated and controlled
by an independent party in order for that party to be able to simultaneously receive raw data
into its separate transaction engine, to hold that raw data in its transaction engine until entries
into the game are closed, to then pass that raw data from the transaction engine to the gaming
engine, which gaming engine independently process the raw data using the independent
party’s copy of the gaming software stored on its gaming engine, to independently determine
the results of the game, including the winner/s, and to produce an independent audit report of
its results compared with those of the gaming operator.
We believe this above described process involving an independent party will significantly
reduce the chance for incidences of fraud arising in games using the invention described
herein.
Alternatively the gaming system can be run using a spreadsheet instead of separate
databases.
Preferably the participant is able to enter their own symbols/s by remote data entry such as
by entering it on a telephone key pad, by sending an SMS message, or email message
containing the symbol or symbols they have chosen.
Alternatively it is also possible for the participant to allow the system to choose one or more
symbols at random, so that the participant could for example select a “lucky dip” in which
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the system would select one or more symbols at random and enter them into the competition
for the participant.
Preferably the registration process involves the participant paying for their entry. However,
in some uses of the gaming system, the entry may be free, with or without a prize for the
winning participant.
Preferably, when recording a ranking value for each n symbol, the recording is by way of
recording the number of “hits” or number of times each symbol from the defined range of n
symbols has been selected by participants in the game, in order that a selection total can be
recorded for each of the n symbols.
Preferably, when ranking each n symbol, the ranking is first by way of the n symbol that is
chosen the least, then the n symbol that is chosen the second least, and so on to the last
ranked n symbol.
We believe using the ‘least chosen’ method is the preferable method because it provides
greater control and more predictability, for example on limiting participants as they proceed
through elimination stages, thereby giving better and more predictable control to the gaming
or lottery organizer, especially in relation to the predictability of prize payout obligations.
Further, it avoids participants attempting to ‘club together’ their choices on one set of n
symbols, which could occur if the ‘most picked’ method was to be used.
Preferably in selecting entries for the second phase, symbols not selected by any entry are
ignored.
Alternatively the symbols not selected by any entry can belong to the house.
Preferably, when the gaming system is used in a two phase game, the elimination process
operating in the second phase requires participants to provide entries that select further
symbols from a defined range of available symbols, with entries avoiding elimination by
selecting a symbol which has been selected the least in or on the relevant entries in any
elimination step relevant to the second phase.
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Preferably the second phase of the elimination process has secondary procedures usable if a
preceding elimination procedure operating in the second phase of the game fails to select a
single winner.
Preferably part of the prize pool is set aside for jackpot and/or super draws/games as herein
described.
As will be appreciated from the examples, there are a number of ways of operating such a
gaming system.
This gaming system can be operated through numerous entry methods. For example, via a
message sent in many ways, including by mail, by fax, by email, by SMS or WAP, or by
logging into a server on the internet, or by entry through a machine such as a gaming
machine, kiosk, lottery terminal, ATM or POS machine, or through a registration process, or
via telephone. In each of these cases the participants may have purchased a number of
potential entries in advance, or pre-registered and established a credit balance with the
gaming operator, or may wish to pay by credit card, or some other rapid payment system.
When operated via the telephone, for example by utilising a 0900 number ordering system,
the participant can respond to an advertisement perhaps on television, on the radio, or in the
printed media, by calling a defined telephone number and then at the prompt entering the
selected symbols by using the number/s via a touch-tone keypad. Alternatively the symbol/s
or number/s could be entered using an interactive voice recognition system, by speaking the
symbol/s or number/s, and having the computer, or a human operator, repeat the symbol/s or
number/s back to the participant. It is however preferred that when operated by the
telephone, the operation of the system is fully computerised, and that either a touch-tone
keypad can be used, or an interactive voice recognition system can be used (IVR), as this
enables the system to be readily scalable, and to operate at relatively low cost (in terms of
human operators) 24 hours a day.
In a still further aspect the invention provides a computer system including computer
hardware and appropriate software to run the transaction engine and the gaming engine in
accordance with the methods outlined above, and means for allowing the automated input of
information to the gaming engine.
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Preferably the input to the transaction engine involves entries via a telephone keypad, via
SMS from mobile phones, via emails, via entries direct to a website, or entries direct to a
kiosk or computer terminal at a retail outlet, and less preferably by mail (as this would
involve scanning of the entry or human input of the entry and reduces the ability to provide
an instantaneous or rapid response to the entrant confirming the details of the entry).
In a still further aspect the invention resides in a method of conducting a regional or
worldwide lottery in which participants are invited to select at least one symbol from a
defined available range of symbols, for example between one and n, to register their
selection with a computer system, the computer system being capable of recording at least
the symbol or symbols selected in or on each entry and the originating lottery organization,
country or area for each participant, and optionally the identity or contact details of the
participant and the date and time of the entry, and where each symbol from the available
symbols can be ranked, rated or assigned a placement value, the results of which can then be
used at least to include to rank the performance of all entries firstly in the regional or
worldwide lottery so that regional or worldwide winners are determined, and separately
lottery organization, country or area winners can also be determined, or alternatively the last
placed entry or entries can be identified, the results preferably being achieved using one set
of data derived from the ranking and/or rating and/or placement values attributed to each
symbol that is available to be chosen in the overall regional or worldwide lottery .
In a still further aspect the invention resides in a computerized regional or worldwide lottery
having at least one computer system for recording entries and determining one or more
winners, in which participants are invited to select at least one symbol from a defined
available range of n symbols, and to register their selection with the computer, the computer
being capable of recording at least the symbol or symbols selected in or on an entry and the
originating lottery organization, country or area for each participant and optionally recording
the identity or contact details of the participant, and wherein the regional or worldwide
lottery has a first phase, the first phase running until a defined time has expired whereupon a
selected number of entries, at least some of whom have the symbol or symbols least, or
alternatively most, selected, move to a second phase of the lottery which comprises an
elimination process to determine one or more winners from the entries in the second phase,
the winner or winners being the final entry or entries at the end of the elimination process
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and where the computerized lottery system can also record one or more winners from each
originating lottery organization, country or area in the first phase and/or second phase.
In a still further aspect the invention resides in a method of conducting a regional or
worldwide lottery, in which participants are invited to select at least one symbol from a
defined available range of symbols, for example between one and n, to register their
selection with a computer system, the computer system being capable of recording at least
the symbol or symbols selected in or on an entry, the participant and the originating lottery
organization, country or area for each participant, and optionally the identity or contact
details of the participant and the date and time of the entry, and wherein the regional or
worldwide lottery has a first phase, the first phase running until a defined time has expired
whereupon a selected number of entries, at least some of whom have the symbol or symbols
least, or alternatively most, selected, move to a second phase of the lottery which comprises
an elimination process to determine one or more winners from the entries in the second
phase, the winner or winners being the final entry or entries at the end of the elimination
process and where the computerized lottery system can also record one or more winners
from each originating lottery organization, country or area in the first phase and/or second
phase.
In a still further aspect the invention resides in a method of conducting a regional or
worldwide lottery, in which participants are invited to select two or more symbols from a
defined available range of symbols, for example between one and n, to register their
selection with a computer system, the computer system being capable of recording at least
the symbols selected in or on an entry and the originating lottery organization, country or
area for each participant, and optionally the identity or contact details of the participant and
the date and time of the entry, and wherein the regional or worldwide lottery has only a first
phase, the first phase running until a defined time has expired whereupon a winning sole
entry or entries is/are selected for the regional or worldwide lottery and where the
computerized lottery system also records a winning sole entry or entries from each
originating lottery organization, country or area, at least some of whom have the symbol or
symbols least selected by reference firstly to a participant’s choice of symbol which is least
picked in or on all the entries, then that entry’s next symbol which has been selected the next
least in or on the entries, and continuing the process, until the elimination process is
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completed and the winning entry or entries are selected, or preferably in the event that a
winning entry is not determined after the completion of the before described elimination
phases, then the elimination process continues by reference to parameters set around the
remaining entries symbol choices, which may include by reference to time of entry, to
achieve the desired eliminations.
Preferably when the elimination process is commenced the elimination process continues
until only one winner remains or a selected small number of entries remain.
Preferably the computer system includes a transaction engine (i.e. for entry logging) and a
gaming/lottery engine.
More preferably this includes at least one database with each record having fields containing
(a) customer information, typically a telephone number or credit card number or email
address, (b) the symbol or symbols chosen by the customer, (c) a receipt number or PIN
disclosed to the customer as proof of that entry, and the lottery organisation, country or area
through or in which the participant purchased the entry.
More preferably the gaming/lottery engine includes at least one database. The database can
contain n records with at least three fields per record – a first field containing the symbol or
symbols within the range (so that the records can be sequential through the entire range of n
symbols for that competition), a second numerical field capable of recording the number of
“hits” or number of times that each symbol has been selected, and a third field containing the
lottery organization, country or area through or in which the entry was purchased by a
participant.
The databases of the transaction engine and gaming/lottery engine can be combined into a
single database and operated within a single computer but we believe that this may make it
more vulnerable to fraud.
Alternatively the regional or worldwide lottery can be run using a spreadsheet instead of
separate databases, as we used a spreadsheet in our simulation of the invention, as described
in US7,100,822 and herein.
Preferably the participant is allowed to enter their own symbol/s by remote data entry such as
by entering it on a telephone key pad, by sending an SMS message, or email message
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containing the symbol/s or number/s they have chosen. However, it is also possible for the
participant to allow the system to choose one or more numbers at random, so that the
participant could for example select a “lucky dip” in which the system would select one or
more symbols or numbers at random and enter them into the competition for the participant.
Preferably the registration process involves the participant paying for their entry. However,
in some gaming or lottery schemes, the entry may be free, with a defined prize for the
winning entry.
Preferably the elimination process operating in the second phase of the invention requires
participants to select further symbols from a defined available range of symbols, with entries
avoiding elimination by selecting a symbol which has been selected the least or alternatively,
most by the relevant participants at that elimination step.
Preferably in selecting participants for the second phase, symbols not selected by any
participant are ignored.
Alternatively the symbols not selected by any participate can belong to the house.
Preferably at least the second phase of the elimination process has secondary procedures
usable if a preceding elimination procedure operating in the second phase of the lottery fails
to select a single winner.
Preferably part of the prize pool is set aside for jackpot and/or super draws.
As will be appreciated from the examples, there are a number of ways of operating such a
lottery.
One of the advantages of this gaming system is that it can be operated via the telephone, for
example by utilising a 0900 number ordering system.
Alternatively the symbol could be entered using an interactive voice recognition system, by
speaking the number, and having the computer, or a human operator, repeat the symbol back
to the participant. It is however preferred that the operation of the system is fully
computerised, and that either a touch-tone keypad can be used, or an interactive voice
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recognition system be used (IVR) as this enables the system to be readily scalable, and to
operate at relatively low cost (in terms of human operators) 24 hours a day.
Alternatively the gaming system can be operated via a message sent in many ways including
by mail, by fax, by email, by SMS or WAP, or by logging into a server on the internet, by
machine such as a gaming machine, kiosk, lottery terminal, ATM or POS machine, or
through a registration process, or via telephone, with participants having pre-registered. In
either of these cases the participants may have purchased a number of potential entries in
advance, or established a credit balance with the gaming operator, or may wish to pay by
credit card, or some other rapid payment system.
In a still further aspect the invention provides a computer system including computer
hardware and appropriate software to run the transaction engine and the gaming engine in
accordance with the methods outlined above, and means for allowing the automated input of
information to the gaming engine.
Preferably the transaction engine is separate from the gaming engine and passes registered
entries sequentially to the gaming engine.
Preferably the input to the transaction engine involves entries via a telephone keypad, via
SMS from mobile phones, via emails, via entries direct to a website, or entries direct to a
kiosk or computer terminal at a retail outlet, and less preferably by mail (as this would
involve scanning of the entry or human input of the entry and reduces the ability to provide
an instantaneous or rapid response to the entrant confirming the details of the entry).
In another aspect the invention provides a computer program for conducting a gaming event
such as a regional or worldwide lottery in which participants are invited to select at least one
symbol from a defined range of “n” available symbols, and to register their selection with a
computer running the program, the program adapted to record at least the identity or contact
details of the participant, the lottery organization, country or area through or in which the
participant purchased the entry and the symbol or symbols selected by the participant, and to
separately record the number of times each symbol within the range of “n” symbols is
chosen by all the participants in the regional or worldwide lottery.
Preferably the symbols are numbers.
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In a still further aspect the invention consists in a ranking engine for a computerised lottery,
the ranking engine comprising one or more computers for recording entries, which entries
comprise at least one symbol selected from a set containing n symbols, the computer or
computers being capable of:
• recording the symbol or symbols selected in or on each entry and optionally
recording at least the identity or contact details, or place or point of entry, associated
with each entry and;
• recording, the number of times each symbol from the set of n symbols has been
selected;
• ranking each symbol from the set of n symbols from lowest to highest based on the
number of times each symbol has been selected in or on the entries;
• determining the result of the lottery by comparing one or more of the symbols
associated with each entry against the ranking of at least some of the n symbols.
Preferably the ranking of each symbol takes place following closure of entries into the game.
In a still further aspect the invention consists in a computerised lottery which makes use of a
ranking engine as described in the two preceding paragraphs.
Preferably the expected number of entries is high enough that the probability that each
member of the set of n symbols will be chosen at least once is substantially certain.
Preferably the lottery has a pre-defined close off time and/or date and the number of entries
A is at least 10 times greater than the number of symbols n.
Preferably the number of entries A is between 10 times and 500,000 times the number of
symbols n.
Preferably each entry comprises r different symbols selected from the set of n symbols.
Preferably r is a number between 4 and 10.
Preferably r is 6.
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Preferably there are two or more sets containing symbols n1, n2…nN and each entry
comprises a selection of at least one symbol from each set of symbols.
Preferably the ranking engine contains additional rules to eliminate ties between symbols.
Preferably each set of symbols comprises a set of symbols from 2 to 100, with each symbol
identified by numerals, or that are numerals.
Preferably each set of symbols comprises a set of symbols from 2 to 40, with each symbol
identified by numerals, or that are numerals.
Preferably there are two sets of symbols, with the first set comprising a set of symbols from
2 to 10 in number, and the second set comprising a set of symbols from 15 to 40 in number,
with each symbol in each set identified by numerals, or that are numerals.
In a still further aspect the invention consists in a computer program for conducting a
computerised lottery, the computer program allowing the recording of entries and ranking
entries which select at least one symbol from a set containing n symbols, the computer
program being capable of:
• recording the symbol or symbols selected in or on each entry and optionally
recording at least the identity or contact details, or place or point of entry, associated
with each entry and;
• recording, the number of times each symbol from the set of n symbols has been
selected;
• ranking each symbol from the set of n symbols from lowest to highest based on the
number of times each symbol has been selected in or on the entries;
• determining the result of the lottery by comparing one or more of the symbols
associated with each entry against the ranking of at least some of the n symbols.
Preferably the program is adapted to record the entry point to the lottery through or in which
the participant purchased the entry, and to record other information chosen from the group
comprising (a) an identity of a lottery organization, (b) a lottery sub-type, and (c) a country
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or area; to enable the program to select a winning entry for each of those entry points to the
lottery.
In a still further aspect the invention consists in a method of conducting a lottery comprising
the steps of recording entries and ranking those entries, in which entries select at least one
symbol from a set containing n symbols, the computer or computers being capable of:
• recording the symbol or symbols selected in or on each entry and optionally
recording at least the identity or contact details, or place or point of entry, associated
with each entry and;
• recording, the number of times each symbol from the set of n symbols has been
selected;
• ranking each symbol from the set of n symbols from lowest to highest based on the
number of times each symbol has been selected in or on the entries;
• determining the result of the lottery by comparing one or more of the symbols
associated with each entry against the ranking of at least some of the n symbols.
Preferably the results of the lottery are displayed/broadcast in the form of a software or
computer driven simulation, the end result of which is based on the ranking of the n symbols.
Preferably the simulation is a competitive simulation.
Preferably the competitive simulation is a race simulation.
INVENTIVE STEP
The invention as claimed allows a gaming event, including a virtual race and/or a lottery, to
operate with prizes, without prizes, or to operate using a totalizer or pari-mutuel system
(where the total prize pool depends upon the number of entries and is not a fixed amount) or
to operate using a pari-mutuel system in combination with an ‘additional fixed prize’, and
wherein the gaming event closes at a defined time or upon the reaching of defined
parameters such as the reaching of a predetermined number of ticket sales or prize pool and
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wherein the gaming system provides for participants to select one or more symbols such as
numbers (including for the avoidance of doubt, number equivalents) from a defined available
range of symbols from one to n.
The gaming system then provides for the ranking of the symbols in the defined available
symbol range one to n based on how many times each of the symbols in the available symbol
range were selected by participants, or alternatively, the gaming system can provide for the
ranking of each of the n symbols based on a placement value for each n symbol if the n
symbols are randomly drawn through the full range of n symbols.
The gaming system then uses the resulting rankings of each of the symbols such as numbers
in the defined symbol range to rank and eliminate participants in the gaming event and
determine one or more winners. The gaming system does this by, for example, reference to
each participant’s selection of their one or more symbols from the defined available symbol
range relative to how their selected symbol or symbols compared with other participants
selections, and compared against the ranking order that has been determined for each of the
symbols in the available symbol range and progressively eliminating those relevant entries
that have a relevant symbol or symbols ranked lower, or alternatively higher, on the ranking
list than the symbol or symbols in or on other entries, until a winner or winners is or are
found
Participants can be eliminated to leave a winner from a single phase, or alternatively, the
invention allows a gaming event to operate where most of the participants are eliminated in a
first phase and only a selected and predetermined number of participants, for example say 9
participants, then participate in a second phase of the game, which then finds a winner from
those 9 participants. This allows the second phase to provide the basis of a media event if
desired, with that media event set around the eliminations of participants from among those 9
participants in the second phase of a game until a winner or winners are found.
The invention also allows a gaming event to operate involving one or more first phase
games, where a winner or winners of the first phase games are selected and receive the
relevant first phase game prizes, and a selected and predetermined maximum percentage of
participants from those first phase games, for example say a maximum of 5% of all first
phase participants, then proceed and go on to participate by way of entry in a second phase
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of the game which is a ‘super’ game or draw, which then finds a winner or winners from that
small group of participants. Participants that become eligible to participate in the ‘super’
game or draw will have great odds of winning the prizes on offer that the gaming system
guarantees will be won. Further, such a gaming event allows the second phase of such a
game to offer a ‘substantial additional prize’ at an affordable cost to the participants and the
gaming operator which ‘may’ be won, in addition to the prizes on offer in the ‘super’ game
or draw that ‘will’ be won.
The invention also allows entries to be made remotely e.g. by telephone or email without the
need for a pre-printed ticket.
The invention also allows for the involvement of an independent auditing party that can
simultaneously replicate the results determining process undertaken by the gaming operator
using games based on this invention, and which can produce at the conclusion of each game,
an independent audit report confirming the integrity of the results of games using the
invention described herein.
DRAWINGS:
These and other aspects of this invention, which will be considered in all its novel aspects,
will become apparent from the following descriptions, which are given by way of examples
only, with reference to the accompanying drawings in which:
Figure 1 is a basic overview of the transaction process,
Figure 2 is a basic overview of the transaction process with the involvement of an
independent auditing party,
Figure 3 is a flow chart setting out the method for the resolution of ties occurring
between two or more numbers within the n numbers, by using the ‘odds’ or
‘evens’ totals associated with each number in the defined number range,
Figure 4 is a series of computer printouts showing by way of example a method of
processing by a computer of a gaming event using the invention described
herein involving a sample of 100,000 participants playing a [worldwide] game
where players pick six numbers from a range of 30 numbers. This series of
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steps is relevant to the examples set out in Examples 3, 4 and 6 below wherein
participants pick six numbers from a number range of 1 to n, and where n =
Figure 5 is a series of computer printouts of a story board relating to a game design of a
Virtual Horse Race where players pick six horses from a range of 20 horses.
This is described in Example 5 below,
Figure 6 is a series of computer printouts of a story board relating to a game design of
a Virtual Space Race where players pick six space vehicles from a range of
twenty space vehicles. This is an adaption of the horse race set out in
Example 5 below.
Figure 7 shows the odds of picking ‘r’ numbers from a range of ‘n’ numbers and the
calculations required to determine those odds.
Figure 8 shows the ranking of the n numbers, in this example the ranking of the 20 n
numbers being determined using all n number picks.
Figure 9 shows the invention being used in a series of games (all comprising the one
game), where the participants pick in each game one n number from a range
of n numbers.
BRIEF OVERVIEW OF THE DRAWINGS:
Figure 1 shows a basic overview of the transaction process, showing the remote entry from a
number of different sources, through to a transaction engine 1, which stores the raw data
information in a client and transaction database 2. These inputs are indicated at sales level 3.
It shows that one of the entries could be from a mobile telephone, smart phone, or from a
landline using an interactive voice recognition system (labelled as “IVR”). It shows a
separation between the transaction engine 1 and the gaming engine 4, with the transaction
engine 1 only passing its raw data to the gaming engine 4 after entries into the game have
been closed. While Figure 1 only shows the use of one transaction engine, it will be
appreciated that the transaction process could involve more than one transaction engine
which would provide further safeguards against unauthorized attempts to access the raw
data, as it would not all be stored on the one transaction engine. The flow chart also shows a
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‘lock’ 5 which represents the raw data being stored in the database 2 in the transaction
engine 1 without the ability of anyone accessing the raw data while the game is open and
entries are being accepted. The number choices made by entries into the game are kept
secure. All that may be seen by the gaming operator during this time is limited information,
the knowledge of which cannot affect or determine the integrity or outcome of the game e.g.
information available from the transaction engine 1 could be limited to just the number of
accumulated entries, the sales revenues from those entries, and it may include the source of
those entries. The gaming engine 4 provides a database and processing software 6 to run the
game by receiving information from the transaction engine 1 once the game has closed and
then processing the information to determine the winners, notify the results and produce
audit reports. Suitable firewalls 7 are provided. The accounting function has been omitted
from this flow chart. Once a winner is found, communication will come from the lottery
engine back to the transaction engine. The transaction engine can then call information on
the winning entry from its database, and communicate back via the appropriate channel to
the winner.
Figure 2 repeats the information contained in Figure 1 and in addition shows the
involvement of an independent party that has a separate transaction engine 8, which stores
the raw data information in a transaction database 9. The simultaneous receipt by the
independent party of the raw data information is indicated at 10. One of the ways that this
could occur is by way of a secure splitter 11 that sends the sales level data 3 to both the
gaming operator’s transaction engine 1 and to the independent party’s transaction engine 8
simultaneously or first. Figure 2 also shows a separation between the independent party’s
transaction engine 8 and its separate gaming engine 12, which contains a duplicate copy of
the gaming software 13. This flow chart shows that the independent party’s transaction
engine 8 simultaneously receives the raw transaction data of the game 10 and 11 and stores it
until the entries into the game are closed, following which the raw data is sent by the
independent party’s transaction engine 8 to the independent party’s gaming engine 12 for
processing to a winner/s. The flow chart also shows a ‘lock’ 14 which represents the raw
data being stored in the database 9 in the transaction engine 8 without the ability of anyone
accessing the raw data while the game is open and entries are being accepted. The number
choices made by entries into the game are kept secure. All that may be seen by the
independent auditing party during this time is limited information, the knowledge of which
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cannot affect or determine the integrity or outcome of the game e.g. information available
from the independent party’s transaction engine 8 could be limited to just the number of
accumulated entries, the sales revenues from those entries, and it may include the source of
those entries. The flow chart also shows the independent party receiving the game results
from the gaming operator 15, checking those game results against its own results, identifying
any discrepancies and producing an audit report. Procedures are provided to be followed in
the event of there being identified any discrepancies (there should be none). These
procedures could include placing a hold on the distribution of any ‘affected’ winners/prizes
until any discrepancy is resolved, or if the circumstances warrant, then notifying the
appropriate body or authority for further investigation. Further, Figure 2 shows that suitable
firewalls 16 are provided.
Figure 3 shows how ties can be resolved in circumstances where two or more numbers
within the range of numbers from 1 to n are chosen exactly the same number of times by
participants in a game and have the same selection total number. Multiple numbers of ties
could also occur. It is preferable that in some uses of the game, for example where the range
of numbers from 1 to n, where n is a low number (such as set out in examples 3, 4, 5, 6 and 7
below, where n = 30, or n = 20, or n = 18) that all ties are resolved so that a unique ranking
of all n numbers, without any ties, is achieved. While there will be a number of ways to
resolve ties, such as by a random method, the preferred way is to resolve all ties in games
where such ties occur by using the unpredictability of the results of the participants’ own
choices of n numbers in the game itself, using the resulting ‘odds’ and ‘evens’ totals of the
relevant selection total number. This is set out in Figure 3, and is further set out in Example
3.3 below.
Figure 4 shows, by way of a series of computer printouts, a method of processing by a
computer the results for a 100,000 participant [worldwide] game. The series of computer
printouts show:
• Figure 4a shows the ticket sales and the calculation of the ranking system from this
example of the game. Ticket numbers 1-34 and each of their 6 chosen numbers are
shown on Figure 4a, but noting that theses ticket numbers continue until ticket
number 100,000, as in this example there are 100,000 participants in the game. The
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raw results are then processed recording how many times each of the 30 numbers in
the number range were chosen (“hits”) by participants as their first number (the
PRIMARY number) in the game. The total number of hits is equal to the number of
participants in the game, in this example the hits total 100,000. The 30 PRIMARY
number choices are then ranked by the number of hits attributed to each of the 30
numbers when participants made their PRIMARY number choices. Some numbers
may be tied with the same number of hits and in this example PRIMARY number
choices of numbers 1 and 3 are tied with 3,305 hits each. Finally Figure 4a shows the
final rankings of the 30 chosen PRIMARY numbers with all ties resolved using the
‘odds’ or ‘evens’ method as set out in the patent.
In summary, the unique ranking of each of the n numbers, being the 30 n numbers
that were available for selection, is determined by the participants own choices in the
game.
• Figure 4b shows a results overview of the game, and lists all those 3,237 participants
out of the 100,000 participants playing the game that correctly chose as their
PRIMARY number, the number that was least picked – in this example it is number
• Figure 4c shows a results overview of the game, and lists all those 124 participants
out of the 3,237 participants. These 124 participants correctly chose as their
PRIMARY number, the number that was least picked – in this example it is number
19 and also correctly chose as their first SECONDARY number, the number in the
unique rankings that was the 2nd least picked – in this example it is number 4.
• Figure 4d shows a results overview of the game, and lists all those 3 participants out
of the 124 participants. These 3 participants correctly chose as their PRIMARY
number, the number that was least picked – in this example it is number 19 and also
correctly chose as their first and second SECONDARY numbers, the number in the
unique rankings that was the 2nd and 3rd least picked – in this example it is number 4
and 22.
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• Figure 4e, 4f, and 4g shows that there are no participants that, having reached the
stage set out in Figure 4d above, also correctly chose in order, SECONDARY
number 3, or SECONDARY numbers 3 and 4, or SECONDARY numbers 3 and 4
and 5. Note that Figures 4e, 4f, and 4g would progressively show results in other
examples of the game where the number of participants is significantly increased
from this example of 100,000.
• Figure 4h shows the commencement of this example’s calculation method to identify
the Top 10 tickets, in order. Firstly there is a “Results Overview”. Then, Step 1 lists
in ticket order those 124 participants that in this example correctly chose the
PRIMARY number and the 1st SECONDARY number.
• Figure 4i shows: Step 2 takes those 124 participants and converts their 6 chosen
numbers into ordinal numbers based on the unique rankings determined in Figure 4a
of the 30 numbers. Because those 124 participants have all correctly chosen the
winning PRIMARY number and the 1st SECONDARY number, Step 3 then orders
those 124 participants based on their 2nd SECONDARY number choices by ordering
the now converted ordinal numbers in the “SEC 2” column.
• Figure 4j shows: Step 4 then uses the data from Step 3 and separates the 124
participants into groups, being those who had 3rd placings, then 4th and so on, in
preparation for tie breaks that are required within a group. Step 5 undertakes the tie
breaks by ordering the participants within each group by reference to each of those
participant’s next best choices.
Figure 4k shows the Top Ten Results. Step 6 shows the Top 10 by ordinal ranking.
Step 7 shows the Top 10 by the participant’s chosen numbers.
Figure 5 is a series of computer printouts of a story board relating to a game design of a
regional or worldwide Virtual Horse Race game where players pick six horses from a range
of twenty horses.
• Figure 5a shows the front page of a story board for a Virtual Horse Race.
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• Figure 5b shows the pre race set up.
• Figure 5c shows the starting line with some horses in the starting stalls.
• Figure 5d shows the early stages of the Virtual Horse Race. The draw number and
winning prize is shown in the top right hand corner of the figure. Paid advertising is
also displayed, along with a time line which shows the distance that the race has
progressed towards the finish. At the foot of the page is shown a representation of
possible discussion between the announcers and also the game mechanics.
• Figure 5e shows further discussion by the announcers of the numbers and the game
mechanics as the race continues.
• Figure 5f shows further racing and includes further discussion, including game
explanations.
• Figure 5g shows the horses approaching the finish of the race and shows the leading
horses.
• Figure 5h shows the finish line and the winning horses.
• Figure 5i shows a slow motion replay of the winning horse winning the race, in this
example the winning horse is horse 6.
• Figure 5j shows the five secondary numbers. Relevantly, the placements of the 2 to
6 horses.
• Figure 5k shows the placements of each of the twenty horses in the race.
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• Figure 5l shows the announcement of the winner of the game.
• Figure 5m shows the top ten winning participants in a regional or worldwide game,
their ticket numbers, their country, and their chosen six numbers/horses.
• Figure 5n shows the local country winners of, in this example, the ten member
countries comprising the exampled regional game.
• Figure 5o shows a control panel for participants in the game to seek further
information in relation to the game, and past games.
Figure 6 is a series of computer printouts of a story board relating to a game design of a
regional or worldwide Virtual Space Race game where players pick six space vehicles from a
range of twenty space vehicles.
• Figure 6a shows the front page of a story board for a Virtual Space Race.
• Figure 6b shows the number/space shuttle selection panel, comprising in this
example, twenty selection choices.
• Figure 6c shows the number confirmations of a participant’s six number selections.
• Figure 6d shows the game draw number and the announcer’s introductions. The
draw number and winning prize are also shown.
• Figure 6e shows the space shuttles and the announcer’s profiling of one of the shuttle
drivers.
• Figure 6f shows the starting line of the Virtual Space Race.
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• Figure 6g shows lap 2 of the Virtual Space Race. It also shows a course at the top
right hand corner, which shows the position of the shuttles and the relevant lap.
• Figure 6h shows the inside of a space shuttle cockpit profiled during lap 2 of the
race.
• Figure 6i shows an example of the number/space shuttle eliminations during lap 2 of
the race. Shuttles can be eliminated by events such as that depicted of an impact with
an asteroid.
• Figure 6j shows space shuttle number 6 winning the space race at the conclusion of
lap 3 – number 6 in this example is the least picked number/space shuttle, as least
picked by all the participants in the game.
• Figure 6k shows the placements of each of the twenty space vehicles in the race.
• Figure 6l shows the top ten winning participants in a regional or worldwide game,
their ticket numbers, their country, and their chosen six numbers/shuttles.
• Figure 6m shows the local country winners of, in this example, the ten member
countries comprising the exampled regional game.
• Figure 6n shows a control panel for participants in the game to seek further
information in relation to the game, and past games.
• Figure 6o shows examples of racetrack themes for a Virtual Space Race.
Figure 7 shows the odds of picking ‘r’ numbers from a range of ‘n’ numbers and the
calculations required to determine those odds.
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• Figure 7a is a table showing the odds of picking ‘r’ numbers in order from a number
pool range (from a range of available numbers from one to n).
• Figure 7b shows the calculation used to calculate the odds represented in figure 7a.
• Figure 7c is a table showing the odds of picking ‘r’ numbers in any order from a
number range.
• Figure 7d shows the calculations used to calculate the odds represented in figure 7c.
• Figure 8 shows the ranking of the n numbers, in this example the ranking of 20 n
numbers, being determined using all n number picks of, in this example, 500,000
participants picking 6 numbers from a number range of 1-20. As can be seen from the
“Total Hits” column, the total number of hits (or total number of picks) is a total of
3,000,000 – i.e. 500,000 x 6 = 3,000,000.
• Figure 9 shows, the invention being used in a series of games, where in this example,
the participants pick one n number from a range of 20 n numbers, and participants
make their picks from six rounds of the game. Table A shows a participant selecting
the same n number (number 17) in each of the six rounds of the game. Table B shows
a participant selecting a different n number in each of the six rounds of games
(numbers: 17, 6, 8, 20, 10 and 1).
PREFERRED FORMS OF THE INVENTION
A lottery process is set forth in US Patent Specification 7,100,822, the whole of which is
incorporated into this specification by reference.
In US specification 7,100,822 a computer based gaming system is described which allows
entries to be sold over the telephone, by ATM or POS machines, by email, or via kiosks, in
which participants are invited to choose at least one unique number from a defined range of n
numbers. The participants register their selection with an entry-logging engine (“transaction
engine”) which records the identity or contact details of the participant, the number or
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numbers selected by the participant, the date and time and place of the entry, and the
transaction engine giving the participant a receipt or ticket number.
In this invention, when used in the preferred mode, and at least in one respect, the overall
objective for each participant generally remains the same as contemplated by patent
specification US 7,100,822. That is to pick a number/s that is/are least and preferably not
picked by all other participants in the game or lottery.
However, this invention differs in many ways from US7,100,822.
For example, it also provides a useful method in respect of symbols (including numbers) that
are most picked, although we believe that implementation of the invention will mostly occur
using the least picked approach for reasons that we have set out previously.
This invention also provides a useful method of always getting to a winning result, and doing
so within a set timeframe without otherwise relying on the game to ‘run its course’ as is the
case in respect of games described in US7,100,822 (which can only be overcome in games
using the methods described in US7,100,822 by some form of outside intervention, such as a
random number generator having to be used in the final stages of an incomplete game to
accelerate the elimination of numbers and participants). In this invention, the number of
participants is not required to be reduced to one in order to bring the gaming system to a
finish with a winner and to stop selling tickets. Instead, this gaming system can be conducted
to a set timeframe or set parameters, with ticket sales ceasing once the set timeframe or set
parameters are reached, following which the participants in the relevant games using the
methods described herein will be subject to elimination processes to determine the winner/s.
Further, the invention described herein provides a useful method to determine the placements
of all participants in games using this invention and the methods described herein, which in
turn gives great flexibility for a gaming operator when setting outcomes and prizes for the
successful participants. For example a last place prize can be awarded, or a series of prizes
can be awarded to those participants that are placed on or at certain selected placements, for
th th th th
example prizes could be awarded to those participants that are placed 8 ; 88 ; 888 ; 8,888 ;
th th th
88,888 ; 888,888 ; and 8,888,888 and so on in a game.
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The following description refers in the main to the use of numbers as these are the most
practical symbols to use. However in gaming events particularly where a small number of
selectable options are provided other symbols such as letters, pictures, diagrams, characters
and objects could be used.
It will be appreciated that the invention allows, prior to the launching of the relevant game,
for it to be determined that the gaming system is run utilising the invention so as to enter into
a second phase of eliminations with a selected number of participants.
Preferably, the participant’s objective is to pick a number of number choices from a defined
range of n numbers, with the objective of choosing each number on the basis that each pick
will be a number that is least (or alternatively, most) picked by all the participants in the
lottery.
The elimination system described hereafter also allows for the concurrent running of a
“Super Game” and one that does not have to have participants separately pay to enter.
Further, this invention differs from LOTTO in at least the following material respects:
• the invention can always get to a winning result irrespective of what numbers are
chosen by participants from the available number range of one to n;
• the results of the game are derived by using the participants own choices and from
within the game itself, using the ranking system, and not by external third party
intervention and event processes used by LOTTO, such as the subsequent random
draw of a set of winning numbers following the closure of the LOTTO entries which
the LOTTO customers then have to match to their own numbers; and
• the invention can, if desired rank every participant in the game, even down to last
place irrespective of what numbers are chosen by participants; and
• the invention allows for the involvement of an independent auditing party that can
simultaneously and independently replicate the winning results as determined by any
gaming operator using games the subject of this invention.
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The invention initially comprises a ranking engine utilising a computer program for a
computerised lottery. The ranking engine comprising one or more computers for recording
entries and ranking entries, in which entries comprise at least one symbol selected from a set
containing n symbols which symbols are typically numbers but could be any symbol,
including colours. The computer or computers are capable of:
• recording the symbol or symbols selected in or on each entry and optionally
recording at least the identity or contact details, or place or point of entry, associated
with each entry and;
• recording, the number of times each symbol from the set of n symbols has been
selected;
• ranking each symbol from the set of n symbols from lowest to highest based on the
number of times each symbol has been selected in or on the entries;
• determining the result of the lottery by comparing one or more of the symbols
associated with each entry against the ranking of at least some of the n symbols.
The use of the ranking engine and the resultant ranking list or lists enables a method of
effecting a game such as a computerised lottery to be performed. The ranking of each
symbol is preferred to take place following closure of entries into the game.
The expected number of entries into the lottery are high enough that the probability that each
member of the set of n symbols will be chosen at least once is substantially certain. Also the
lottery has a pre-defined close off time and/or date and the number of entries A is at least 10
times greater than the number of symbols n. Although an upper limit of expected entries to
symbols n is difficult to state with exactitude it is believed that an upper limit of a number of
expected entries that is 500,000 times the number of symbols n will provide a satisfactory
lottery. In the computerised lottery an entry contains r different symbols selected from the
available set of n symbols.
In a practical case when considering a game involving one set of n numbers, r is a number
between 4 and 10 and is preferably 6. In another version of the computerised lottery there are
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two or more sets containing symbols n1, n2…nN and each entry comprises a selection at
least one symbol from each set of symbols.
Preferably each set of symbols comprises a set of symbols from 2 to 100, with each symbol
identified by numerals, or that are numerals.
Preferably each set of symbols comprises a set of symbols from 2 to 40, with each symbol
identified by numerals, or that are numerals.
Preferably there are two sets of symbols, with the first set comprising a set of symbols from
2 to 10 in number, and the second set comprising a set of symbols from 15 to 40 in number,
with each symbol in each set identified by numerals, or that are numerals.
In a practical sense, when considering a game involving two sets of n numbers, one set of n
numbers is usually a small set, such as between 2 to 10 n numbers, and the other set of n
numbers usually comprises a larger set, such as between 15 to 40 n numbers. In this case, r is
usually one number to be picked from the set of small numbers (say 4 n numbers) and r is
usually between four and ten numbers to be picked from the larger set of n numbers (say 20
n numbers).
In the preferred form of the invention of the computerised lottery, the ranking engine
contains additional rules to eliminate ties between symbols as will be described further
herein after.
The computer program for conducting a lottery is adapted to record the entry point to the
lottery through or in which the participant purchased the entry chosen from the group
comprising (a) an identity of a lottery organization, (b) a lottery sub-type, and (c) a country
or area; to enable the program to select a winning entry for each of those entry points to the
lottery. Where the lottery provides a bearer document some or all of such information may
not be required.
In the preferred form of the invention the results of the lottery are displayed/broadcast in the
form of a software or computer driven simulation, the end result of which is based on the
ranking of the n symbols, or where there are two sets of n symbols, the results are preferably
based on the larger set of n symbols. The simulation is preferably a competitive simulation
such as a race.
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Thus the invention enables a method of conducting a lottery by providing a computerised
gaming system, such as a lottery or promotional system, having at least one computer system
for recording entries and determining one or more winners, in which participants are invited
to select at least one symbol from a defined available range of n symbols, and to register
their selection with the computer. The computer is capable of recording at least the symbol
or symbols selected in or on the entry, including how many times each symbol in the
available symbol range was selected in or on each of the entries in the game, and to provide a
ranking list of the number of times each symbol was selected. The ranking of each symbol
in the ranking list is determined by the number of times each symbol is selected in or on an
entry. The identity or contact details of the participant may optionally be recorded. The
gaming system may have at least two phases, the first phase running until a defined time has
expired whereupon at least one of the n symbols is selected. The selection is made by
selecting at least one of the symbols in the ranking list based on selection criteria pre-
determined by reference to the rankings of the symbols in the ranking list, to provide a
number of entries, at least some of whom have selected one of the n symbols selected, and
moving the selected entries to a second phase of the game, which second phase comprises an
elimination process to determine one or more winners from those entries that were selected
to move from the first phase to the second phase, the winner or winners in the second phase
being the final entry or entries at the end of a pre-determined elimination process.
The selected symbol from the ranking list is in the preferred form of the invention the
symbol that is ranked as the least selected or most selected symbol in or on the entries in the
game.
In one form of the invention, the first phase consists of one or more games from which the
number of entries in each first phase game are reduced substantially to a selected number.
The selected number comprises less than 40% of all entries in each first phase game and
preferably comprises no more than 5% of all entries, and from which a winner or winners of
each first phase game is and/or are determined, and in the second phase, the selected number
from the one or more first phase games are entered into a final game from which a winner or
winners are determined. The only way for a participant to obtain an entry into the final game
is by way of a participant entering into a game in the first phase and becoming one of the
selected number from that first phase game.
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In another version of the game, participants are invited to select two or more symbols from a
defined available range of symbols from one to n, and to register their selection with the
computer system. The computer system is capable of recording at least the symbols selected
in or on each entry, including how many times each symbol in the available symbol range
from one to n was selected in or on each of the entries in the game, to provide a ranking list
of the number of times each symbol in the range of one to n was selected, the ranking being
determined either by the number of times each symbol is selected in or on entries, with the
order of ranking of each symbol in the ranking list from first to n being determined by firstly,
that symbol that is least chosen being ranked first, secondly, that symbol that is second least
chosen is ranked second and subsequently continuing the order of ranking in like manner.
Alternatively that symbol that is most chosen is ranked first, that symbol that is second most
chosen is ranked second, and subsequently continuing the order of ranking in like manner.
The game may have a single phase, the single phase running until a defined time has expired
whereupon a winning sole entry or entries is or are selected. The winner or winners of the
game is determined by comparing the symbol or symbols in all or at least some of the entries
of all or at least some of the participants in the game against the ranking of the symbols as
set out in the ranking list to make the desired eliminations, by comparing one or more of the
symbols chosen in or on each entry against the ranking list of the symbols.
The step of comparing one or more of the symbols chosen in or on each entry against the
ranking list of the symbols comprises the step of progressively eliminating those relevant
entries that have a relevant symbol or symbols ranked lower, or alternatively higher, on the
ranking list than the symbol or symbols in or on other entries until a winner or winners is or
are found.
Alternatively the ranking value for each of the symbols in the defined available range of
symbols from one to n can be based on their order of draw from a random draw of some or
all of the symbols in the available range, and also recording a ranking list of the symbols
from first to n with the order of the symbols in the ranking list being determined by reference
to the order in which the symbols become randomly drawn, and using the resulting ranking
list to eliminate entries and determine one or more winners, The comparison between the
entries and the ranking list can then be made.
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The computer system includes one or more transaction engines (i.e. for entry logging and
storage of the raw data during the time the game is open to receiving entries) and a gaming
engine, which receives the raw data from the transaction engine(s) after entry into the game
is closed, and which then processes the raw data using the gaming software and determines
the results of the game, including the winner/s.
The transaction engine(s) includes at least one database with each record having fields
containing (a) customer information, typically a telephone number or credit card number or
email address and/or place of purchase (b) the symbol or symbols chosen by the customer,
(c) a receipt number or PIN disclosed to the customer as proof of that entry.
The gaming engine accesses at least one database.
The gaming engine’s function results in n records with at least two fields per record
comprising:
a first field containing a set of symbols within the available range of n symbols (so that the
records can be sequential through the entire range of n symbols for that competition); and
a second numerical field capable of recording a placement value or ranking value for each n
symbol, for example by recording a placement value for each n symbol if randomly drawn
through the full range of n symbols, or alternatively recording the number of “hits” or
number of times each symbol from the defined range of n symbols has been selected in or on
entries in the game, in order that a selection total can be recorded for each of the n symbols;
and optionally a further two fields comprising:
a third field that records the ranking of each symbol within the defined range of n symbols
calculated by reference to the fore mentioned second numerical field, including as relevant
any symbols within the range of n symbols that are tied with other n symbols; and
a fourth field that can, if necessary, record a unique ranking for each symbol within the
defined range of n symbols, with any ties eliminated or resolved by reference to the ranking
value or the selection total number as recorded in the second numerical field, in order that
each of the symbols in the defined range of n symbols has its own unique ranking within the
range of the n symbols.
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If desired the databases of the transaction engine and gaming engine are combined into a
single database and operated within a single computer.
The transaction engine is separate from the gaming engine and it is desirable that the
transaction engine only passes registered entries to the gaming engine once entry into the
game is closed.
The transaction engine(s) and the gaming engine can be duplicated and the duplication
controlled by an independent party in order for that party to be able to simultaneously or first
receive the raw gaming data into its separate transaction engine(s), to hold that raw data in its
transaction engine(s) until entries into the game are closed, to then pass that raw data from
the independent party’s transaction engine(s) to its gaming engine, to independently process
the raw data using the independent party’s copy of the gaming software stored on its gaming
engine, to independently determine the results of the game, including the winner/s, and to
produce an independent audit report of its results compared with those of the gaming
operator.
Options are made available for the participant to be able to enter their own symbol/s such as
number/s by remote data entry such as by entering it on a telephone key pad, by sending an
SMS message, or email message containing the symbol/s such as number/s they have
chosen. Other methods are available such direct from a website or kiosk, or from a computer
terminal or by mail.
The participant may, of course, be allowed by the system to choose one or more symbols, at
random. Usually entry will be by payment but there are some instances where a free entry
may be provided, for example, in promotional ventures.
Dealing with symbols not chosen can be approached in various ways. For example, symbols
not selected by any participant can be ignored, can belong to the house, can be given a
ranking after the rankings of the symbols which have been selected, or given a ranking of the
most chosen, or alternatively, the least chosen.
In a two phase game, the elimination process operating in the second phase requires entries
to select further symbols from an available range, with participants avoiding elimination by
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selecting a symbol which has been selected the least in or on relevant entries in any
elimination step relevant to the second phase.
The second phase of the elimination process also has secondary procedures usable if a
preceding elimination procedure operating in the second phase of the game fails to select a
single winner.
Part of the prize pool may be set aside for jackpot and/or super draws/games as described
further herein after
Tied symbols are ranked by firstly determining whether or not the selection total number is
an ‘odd number’ or an ‘even number’ and secondly, using that ‘odd’ or ‘even’ determination
to rank any tied symbols by ordering the tied symbols in accordance with whether the
selection total number is ‘odd’ or ‘even’.
For example, a selection total number that is an ‘odd number’ would result in the tied
symbols that are numbers or that can be identified by reference to a number being ordered
with the highest face value number being placed first, and a selection total number that is an
‘even number’ would result in the tied symbols that are numbers or that can be identified by
reference to a number being ordered with the lowest face value number being placed first.
Alternatively a selection total number that is an ‘even number’ would result in the tied
symbols that are numbers or that can be identified by reference to a number being ordered
with the highest face value number being placed first, and a selection total number that is an
‘odd number’ would result in the tied symbols that are numbers or that can be identified by
reference to a number being ordered with the lowest face value number being placed first.
The information collected from the entries in a regional or worldwide game can then be used
at least to rank the performance of all entries, firstly in the regional or worldwide lottery so
that regional or worldwide winners are determined, and separately to determine lottery
organization, country or area winners, and optionally, to determine the last placed entry in
the regional or worldwide lottery and separately to determine the last placed entries from
each participating lottery organization, country or area, the results being achieved using one
set of data derived from the ranking and/or rating and/or placement values attributed to each
symbol that is available to be chosen in the overall regional or worldwide lottery .
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EXAMPLES OF THE GAMING SYSTEM
The examples set out later herein are summarised in the table below:
Example Number Description
EXAMPLE 1
1.0 Two Phase Game (number range 1 to 100,000)
1.1 Assumed Game Profile
1.2 First Phase - The Elimination Processes
1.3 Table 1 - Ranking System for Example 1 – to
determine 9 winners of First Phase
1.4 Table 2 - Ranking System for Example 1 - Ranking
the 14 Participants in order of best
results/performance in the game
1.5 End of Phase One - Announcement of First Phase
Winners
1.6 Second Phase - Determining the “winner/s”
1.7 Prize Winnings
1.8 Second Phase - Winner wins in the first round of
eliminations
1.9 Second Phase - Winner wins in the second round of
eliminations
1.10 Second Phase - Winner wins in the third round of
eliminations
1.11 Second Phase - Winning the Jackpot in week 11
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1.12 TV/ Game Show
1.13 Incorporation of a “Super Game”
EXAMPLE 2
2.0 One Phase Game (number range 1 to 100,000)
2.1 Assumed Game Profile
2.2 The Elimination Processes to determine one winner
in the First (Single) Phase
2.3 Table 3 - Ranking System for Example 2 – to
determine 1 winner
2.4 Table 4 - Ranking System for Example 2 - Ranking
the 14 Participants in order of best
results/performance in the game
EXAMPLE 3
3.0 Two Phase Game (number range 1 to 30)
3.1 Assumed Game Profile
3.2 Table 5 - Ranking System for Example 3 – Results of
500,000 Participant Game and Ranking Placements
of n numbers
3.3 Resolving ties within Ranking System
3.4 The Elimination Processes to determine 9
Participants to proceed to the Second Phase
3.5 Table 6 – Chosen numbers of top 10 Participants
3.6 Table 7 – Determine 9 Participants to proceed to the
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Second Phase
3.7 Use of Eliminations and/or Ranking System
Table 8 – Description of Elimination Steps
3.8 Alteration to Ascribed Ranking Value – Same
Results
3.9 Table 9 – Determine 9 Participants to proceed to the
Second Phase using Alteration to Ascribed Ranking
Value
3.10 End of Phase One - Announcement of First Phase
Winners
3.11 Second Phase - Week Two - Determining the
“winner/s”
3.12 Exampled Prize Winnings
3.13 Table 10 - Two Phase Game – Exampled Prize
Winnings
3.14 TV/ Game Show
3.15 Incorporation of a “Super Game”
3.16 The odds of winning
EXAMPLE 4
4.0 One Phase Game (number range 1 to 30)
4.1 Assumed Game Profile
4.2 Table 11 – Ranking System for Example 4 – Results
of 500,000 Participant Game and Ranking
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Placements of n numbers
4.3 Resolving ties within Ranking System
4.4 The Elimination Processes to determine the winner
4.5 Table 12 – Chosen numbers of top 10 Participants
4.6 Table 13 – Determine the winner/s
4.7 Use of Eliminations and/or the Ranking System
Table 14 – Description of Elimination Steps
4.8 Alteration to Ascribed Ranking Value – Same
Results
4.9 Table 15 – Determine the Winner/s using Alteration
to Ascribed Ranking Value
4.10 Fallback position – Ties involving winning
Participants
4.11 Table 16 - One Phase Game – Exampled Prize
Winnings
4.12 The odds of winning a weekly game
4.13 Incorporation of a Super Game
4.14 Prize Winnings for Super Game
4.15 Table 17 – One Phase Game – Exampled Prize
Winnings for the annual Super Game
4.16 The odds of winning Super Game
4.17 Table 18 - Backroom Calculations - Eliminations
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EXAMPLE 5 – Virtual Racing
.0 Virtual Horse Race (number range 1 to 20)
.1 Assumed Game Profile
.2 Table 19 – Results of Betting on a Virtual Horse
Race by 500,000 Punters
.3 Resolving ties (as between the horse numbers 1 to
) within Ranking System
.4 The Elimination Processes to determine the winning
punter
.5 Table 20 – Top 10 Punters’ chosen Horses
.6 Table 21 – Determine the winning punter
.7 Use of Eliminations and/or the Ranking System
Table 22 – Description of Elimination Steps
.8 Alteration to Ascribed Ranking Value – Same
Results
.9 Table 23 – Determine the Winning Punter using
Alteration to Ascribed Ranking Value
.10 Fallback position – Ties involving winning Punters
.11 Table 24 - Exampled Prize Winnings for weekly
races
.12 The odds of winning a weekly race
.13 Incorporation of a Super Race
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.14 Super Race Prizes
.15 Table 25 – Exampled Prize Winnings for the [semi-
annual] Super Race
.16 The odds of winning Super Race
.17 Table 26 - Backroom Calculations - Eliminations
.18 Other Virtual Racing Applications
EXAMPLE 6
6.0 Application of Gaming System for Regional or
Worldwide Game or Lottery
6.1 Assumed Game or Lottery Profile with a Region
comprising 3 Countries
6.2 Table 27 – Prizes to be paid by Regional Game or
Lottery and Application of a Local Country Prize
6.3 Table 28 - Ranking System for Example 6 – Results
of 500,000 Participant Regional Game or Lottery and
Ranking Placements of n numbers
6.4 The Elimination Processes
6.5 Table 29 – Chosen numbers of top 10 Participants
6.6 Table 30 – determining the Winner/s of the Regional
Game or Lottery
6.7 Local Country Prizes
6.8 Other Applications, including in respect of ‘standard
LOTTO’
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EXAMPLE 7
7.0 Virtual Cricket Game – (number range 1 to 18)
EXAMPLE 8
8.0 Other variations of Example 7
EXAMPLE 9
Gaming System based on picking one n number
(number range 1 to 20) in a multiple series of 6
games
(all of which comprise the one game)
EXAMPLE 1
Example 1.0 – Two Phase Game – (number range 1 to n, where n = 100,000)
This example works on the basis of picking the ‘least picked’ numbers.
A game as described below is sold over a defined period, for example a week, with the
participants purchasing during the week a selected number of numbers. A suitable number
of numbers would be 10 selected numbers, or alternatively 10 randomly generated numbers.
Each of the 10 selected numbers being chosen from a defined number range of 1 to 100,000.
The game has what we could describe as a first phase in which the objective for each
participant in the game that week is to become one of a selected number of last or final
participants remaining. A suitable number of final participants is 9, although it could be
more or less. A participant in the game becomes a final participant by having one or more of
his/her 10 chosen numbers as qualifying as being least picked by all the other participants in
that week’s game, and ultimately being ranked among the 9 participants that have the best
results.
Minor prizes can be awarded for success in the first phase.
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The game then enters a second phase which has the objective for those last 9 participants (or
such fewer participants in the case of a participant having more than one qualifying number
in the last 9), is to become in the following week, the last participant remaining, thereby
winning the major prize.
Major prizes, including first prize, will be awarded for the second phase.
In the first phase, which would normally occur during week one of the game, the number of
participants is reduced to the selected number (e.g. 9).
The participants in the first phase will purchase during the week a minimum of 10 numbers
in the selected range of 1 to 100,000. Each number purchased at a cost of, say, $1 and thus
the minimum amount is $10 for a block of 10 numbers.
Each participant may choose his/her own unique block of 10 numbers, to form one block, or
alternatively, a participant can have his/her 10 numbers randomly picked by a random
number generator.
Participant’s objective
The objective for each participant is to choose one or more numbers that are least picked by
all the other participants in the game, so that the final 9 participants are those who chose
numbers that are the least picked numbers by all participants and who are among the 9
participants with the best results. Those final 9 participants then move to the “second
phase”, and a chance to win the major prize.
The elimination of the participants in the first phase is done in any suitable manner for
example by following the method/s set out in US 7,100,822 B2 and repeated above.
While it will be relatively simple to eliminate most numbers/participants from a game
involving a number range of 1 to 100,000, it will often be difficult to end up with exactly 9
participants from the first phase that are to move on to the second phase. So an elimination
process is provided for some participants, so that exactly the selected number of 9 qualifying
participants can proceed to the second phase and compete for the major prize/s.
Example 1.1 - Assumed Game Profile
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In this Example 1, it is assumed that:
• the game has been played by 500,000 participants;
• each participant purchases the minimum of $10 for one number block of 10 numbers
– so there would be 5,000,000 numbers picked in total, all in the number range of 1 to
100,000, and there would be a pool of $5,000,000 available to cover expenses, costs
and prizes;
• 99,000 numbers of the 100,000 number range have been chosen two or more times;
• 300 numbers have been chosen only once; and
• 700 numbers have not been chosen by anyone.
• Ties between n numbers in the number range 1 to 100,000 are left unresolved.
The numbers that have been chosen in the group of 99,000 numbers chosen two or more
times are, in this example, all eliminated.
The 700 numbers that have not been chosen by anyone are ignored or if desired could be
treated in some other way such as being passed to the “house”.
Example 1.2 – First Phase - The Elimination Processes
Consistent in keeping with the game’s objective in this example for participants to choose
numbers that are least picked by the other participants, and to be rewarded accordingly, the
elimination processes are consistent with this overall objective.
First Elimination Process:
To achieve exactly 9 last qualifying participants (ticket purchasers) from the 300 ‘tied’
participants that have within their block of 10 numbers, a chosen number within the group of
300 n numbers chosen only once by all the participants in the game, each of the 300
participant’s block of 10 numbers are computer analyzed to determine the ranking of each
participant’s 10 chosen numbers, ranked in order of the least chosen down to the most
chosen.
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This is achieved by determining, for each of the 300 participants, how many times each of
their 10 numbers was chosen by all of the participants in the game. This process is
exemplified in the table below which demonstrates the computer ranking system applicable
for this example. Further, the example set out in the table below assumes that the number of
participants being analyzed is a sample total of 14, from which 9 must be determined.
Example 1.3 – Table 1 - Ranking System: To determine exactly 9 winners of the first phase
Nos P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 P.11 P.12 P.13 P.14 To
P.300
Best 1 1 1 1 1 1 1 1 1 1 1 1 1 1 …
2 3 4 2 5 10 1 3 1 2 9 1 1 2 1 …
3 3 9 2 6 11 1 9 2 5 13 2 6 6 12 …
4 7 9 3 7 13 3 20 25 7 13 3 6 15 16 …
21 11 6 7 19 4 30 33 12 21 39 52 24 25 …
6 36 29 13 9 28 7 42 39 15 22 59 66 109 150 …
to 10 … … … … … … … … … … … … … … …
Determining the 9 explained
Using the above example - from a pool of 14 participants – as can be seen from the table
above, while all 14 participants had chosen one number from the number range of 1 to
100,000 that was only picked once by all the participants in the game, there were 8
participants that had their next best number picked only once or twice. Those 8 participants
(being P.3, P.6, P.8, P.9, P.11, P.12, P.13, and P.14) would proceed to the second phase.
To determine the last (i.e. the 9 ) participant to also proceed to the second phase, P.1 and
P.7 each had their second best number chosen in total 3 times by all the participants in the
game. To resolve this tie between participants P.1 & P.7, the next best numbers of P.1 & P.7
are considered. In this example, P.1 would proceed to the second phase as the 9 participant
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based on P.1’s third best number being chosen only 3 times, while P.7’s third best number
had been chosen nine times.
Example 1.4, Table 2 below shows the same data as the table above, but now ranks the 14
participants based on their results/performance in the game. The ranking system ranks the
participants - and the ‘top 9’, in their orders, are readily determined from the table below.
Example 1.4 – Table 2 - Ranking System - Ranking the 14 Participants in order of best
results/performance in the game
nd rd th th th th th th th th th th th
Rankings 1st 2 3 4 5 6 7 8 9 10 11 12 13 14
Participant Nos P.6 P.11 P.8 P.12 P.14 P.3 P.9 P.13 P.1 P.7 P.2 P.4 P.10 P.5
Best 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 1 1 1 1 1 2 2 2 3 3 4 5 9 10
3 1 2 2 6 12 2 5 6 3 9 9 6 13 11
4 3 3 25 6 16 3 7 15 7 20 9 7 13 13
4 39 33 52 25 6 12 24 21 30 11 7 21 19
6 7 59 39 66 150 13 15 109 36 42 29 9 22 28
to 10 … … … … … … … … … … … … … … …
Fallback process:
The above described ranking and elimination processes should ensure that the elimination
process to determine exactly 9 participants that are to proceed to the second phase can be
fully completed and no fallback process should be required.
However, to provide for the very unlikely situation where the above described elimination
process does not achieve the desired elimination results to achieve exactly 9 participants for
the second phase of the game, then if two or more participants remain and can’t be
eliminated/ separated, then in this example, any remaining participants will all move to the
second phase of the game as one group to fill as between them the remaining place/s in the 9
required, and will participate and share in proportion as between them within that group.
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Preferably such a group will be represented in the second phase by an independent party
nominated by the gaming organizer.
In the alternative, eliminations could be effected by chance.
Example 1.5 - End of Phase One - Announcement of First Phase Winners
At the end of week one, the 9 winners eligible for the second phase are published and any
winning numbers associated with any minor prizes won in the first phase are also published
and paid.
The 9 winners eligible for the second phase are published (and announced) at the beginning
of week two by the gaming organizers disclosing the 10 numbers from each winning
participant’s block of numbers. In this example, each of these 9 winners would receive a
guaranteed minimum prize from the second phase.
Also at the beginning of week two, the next game is commenced, so that the next 9
participants can be determined and published (and announced) at the end of week two.
Example 1.6 - Second Phase - Week Two - Determining the “winner/s”
The 9 winners eligible to participate in phase two of the game will then compete at the end of
week two to become the “winner” in order to win the first prize.
Consistent in keeping with the game’s objective, in this example for participants to choose
numbers that are least picked by the 9 participants, and to be rewarded accordingly, the
elimination processes for phase two are based on these objectives.
Eliminations Starting with the 9 Participants
Firstly: Each of the 9 participants will be required to nominate a number from the number
range of, say, 1 to 5. The outcomes will be:
The participant/s that nominate a number that is least picked by the other participants will
avoid elimination. The other participants will be eliminated. Participants eliminated in this
first elimination stage may each receive a prize, say, $20,000. Only the lowest number of
participants go through.
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E.g. If 5 participants nominate the number 1; 2 participants nominate the number 3; and 2
participants nominate the number 5; then the 5 participants that nominated the number 1 are
eliminated and the other 4 participants proceed to the next elimination stage. However, if 4
participants nominate the number 1; 3 participants nominate the number 3; and 2 participants
nominate the number 5; then 7 participants are eliminated and only the 2 participants that
nominated the number 5 proceed to the next elimination stage.
If at this first stage of eliminations involving all 9 participants, one of the participants has a
nominated number that no other participant nominates and there are no other participants in
the same position, then that participant is the winner. A participant winning at this first stage
is eligible to win the Jackpot if provided. Otherwise the Jackpot carries over to the following
week’s game.
If none of the participants nominate a number that is least picked by other participants,
resulting in a tie then the prize is shared equally but the Jackpot, if provided, cannot be won.
Alternatively, the above elimination process could be repeated, with or without the jackpot at
stake.
E.g. 3 participants nominate the number 1; 3 participants nominate the number 3; and the
remaining 3 participants nominate the number 5; then that constitutes a tie.
If there are 4 to 6 Remaining Participants
Secondly: In the event the remaining participants number 4 or more, then each of the
remaining participants that have not been eliminated will be required to nominate a further
number, this time from the number range of 1 to 3. At this stage there will be no more than 6
participants left standing. The outcomes will be:
The participant/s that nominate a number that is least picked by the other participants will
avoid elimination. The other participants will be eliminated. Participants eliminated in this
second elimination stage may each receive a prize, say, $35,000. Only the lowest number of
participants go through.
If at this stage one of the participants has a nominated number that no other participant
nominates and there are no other participants in the same position, then that participant is the
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winner of the prize, but the Jackpot cannot be won, as it can only be won in the first
elimination stage involving all 9 participants.
If none of the remaining participants nominate a number that is least picked by other
participants, resulting in a tie, then the prize is shared equally. Alternatively, the above
elimination process could be repeated.
If there are 3 Remaining Participants
Thirdly: In the event that at any time there becomes three remaining participants, each of the
three remaining participants that have not been eliminated will again be required to nominate
a number from the number range of 1 to 2. The outcomes will be:
The participant that nominates a number that is least picked will again avoid elimination.
That participant is the winner of the prize, but the Jackpot cannot be won, as it can only be
won in the first elimination stage.
The other two participants eliminated in this stage may each receive a prize, say, $50,000.
If none of the three participants nominate a number that is least picked by the other
participants, resulting in a 3-way tie, then the prize is shared equally. Alternatively, the
above elimination process could be repeated again.
If there are 2 Remaining Participants
Fourthly: In the event that at any time there becomes two remaining participants, each of
those two remaining participants will be required to nominate a number from the number
range of 1 to 2. The gaming organizer will at the same time (so no one participant or the
gaming organizer will have any prior knowledge of any chosen number) also nominate a
number preferably by way of a random number generator, in the range of 1 to 2. The
outcomes will be:
If one of the participants nominates a number that is not nominated by the other participant
and not nominated by the gaming organizer, then that participant is the winner, but the
Jackpot cannot be won, as it can only be won in the first elimination stage.
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The other eliminated participant (eliminated by the gaming organizer) may receive a prize,
say, $100,000.
If the two participants nominate a number that is picked by both of them, irrespective of
whether or not the gaming organizer nominates the same number, then this results in a 2-way
tie and the prize is shared equally, but the Jackpot cannot be won, as it can only be won in
the first elimination stage.
As will be appreciated, any of the above outcomes where there is a tie between 2 or more
participants could be resolved by reference back to each of those tied participants original 10
numbers and ranking their performances as described previously, so that one or more
participants could always be eliminated and the elimination process then continues or a sole
winner is determined.
Example 1.7 - Prize Winnings
The earlier the winner is determined, the greater the amount of the winning prize.
Example of the prize pool
Assume that:
There are a series of games, with each having the same participation profile as described in
the above example i.e. each having 500,000 participants, each purchasing the minimum of
$10 for one block of 10 numbers – resulting in a pool of $5,000,000 available to cover
expenses, costs and prizes; and
In this example, say, 60% of the revenue pool is paid out as prizes; so
$3,000,000 is available for prizes in the second phase of eliminations in which the 9
participants compete for.
Each of the 9 participants eliminated in this first round of eliminations receives $20,000
Each of the 9 participants eliminated in any second round of eliminations receives $35,000
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In the stage that requires elimination of participants when there are either two or three
remaining participants in total, then as relevant, either the two participants that are then
eliminated each receive $50,000, or the one eliminated participant receives $100,000.
If the winner wins in the first round of eliminations, net of the payments to be made to the 8
eliminated participants, that winner receives 100% of that relevant week’s prize pool, and
100% of the jackpot pool that has accumulated from previous weeks.
If the winner wins in the second round of eliminations, net of the payments to be made to the
8 eliminated participants, that winner receives 35% of that relevant weeks prize pool (but 0%
of the jackpot pool that has accumulated from previous weeks, as the jackpot can only be
won in the first round of eliminations in the event of a clear winner being achieved).
If the winner wins during the third round of eliminations, net of the payments to be made to
the eliminated participants, that winner receives 25% of the relevant weeks prize pool (but
0% of the jackpot pool that has accumulated from previous weeks).
Example 1.8 - Winner wins in the first round of eliminations and no jackpot exists (as it
is the 1 week).
$ Prize amount $ to Jackpot for
following week
8 Eliminated Participants $160,000
– first round @ $20,000
each
Winner $2,840,000 $0
-100% of the weeks prize
pool from that week’s
game; and
- 100% of jackpot
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Total each week - $3,000,000 $0
$3,000,000
Example 1.9 – Winner wins in the second round of eliminations.
$ Prize amount $ to Jackpot for
following week
3 Eliminated Participants $60,000
– first round @ $20,000
each
Eliminated Participants $175,000
– second round @ $35,000
each
Winner $967,750 $1,797,250
-35% of the weeks prize
pool from that week’s
game; and
- 0% of jackpot
Total each week - $1,202,750 $1,797,250
$3,000,000
Example 1.10 - Winner wins in the third round of eliminations.
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$ Prize amount $ to Jackpot for
following week
3 Eliminated Participants $60,000
– first round @ $20,000
each
4 Eliminated Participants $140,000
– second round @ $35,000
each
1 Eliminated Participant $100,000
– third round
Winner $675,000 $2,025,000
-25% of the weeks prize
pool from that week’s
game; and
- 0% of jackpot
Total each week - $975,000 $2,025,000
$3,000,000
Example 1.11 - Winning the Jackpot in week 11.
In this example, if the game is run on 10 consecutive weeks and assuming that the winner in
each week is always for the 10 preceding weeks determined in the second round of
eliminations, then an amount of $1,797,250 is contributed to the jackpot each week, for ten
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weeks, bringing the jackpot total to $17,972,500 by the time of the game having been run for
the 11 week .
A participant that wins in week 11 in the first round of eliminations becomes eligible to win
the jackpot. That winning participant would, in this example, win prizes of $2,840,000 from
that 11 week’s game prize pool and will also win the jackpot of $17,972,500.
In this example, total winnings in week 11 for that winner would therefore be $20,812,500.
Example 1.12 - TV/ Game Show
It is envisaged that phase two of the lottery will be conducted at the same time as the
announcements of the winners of phase one of the following game are being announced.
Phase two could be conducted through a televised show, most likely of short duration, as
phase two is believed to be suitable for a game or reality show, including being suitable with
potential audience participation.
Each of the 9 winning participants can compete in phase two in person, or a participant can
participate anonymously by telephone, or by other means of instantaneous communication,
or by the gaming organizers appointing a person to participate on the winning participants
behalf (the later occurring automatically if a phase two winning participant fails to identify
him or herself as one of the 9 winners).
The second phase can be made exciting and it relies on each participants own choice.
Example 1.13 - Incorporation of a “Super Game”
Using the base parameters set out in this Example 1, the invention preferably also includes
the incorporation of a “Super Game”, with a set percentage of the weekly game’s prize pool
set aside for the “Super Game”, with a corresponding reduction to the amount available to be
paid out as weekly prizes.
Preferably, this “Super Game” is won at defined periods such as annually, or six monthly, or
in some other set way, such as when a set target amount of prize pool for the Super Game is
reached.
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Preferably the Super Game involves the same identical processes of elimination as applicable
to the weekly draws as described above.
It will be clear that a large number of variations exist and the above descriptions as set out in
this Example 1 are by way of example only.
EXAMPLE 2
Example 2.0: One Phase Game – (number range 1 to n, where n = 100,000)
This example works, as before, on the basis of picking the ‘least picked’ numbers.
Example 2.1 - Assumed Game Profile
In this example of a game only having a first phase to determine the one winner, it is
assumed, like above, that:
• the game has been played by 500,000 participants,
• each participant purchases the minimum of $10 for one number block of 10 numbers
– so there would be 5,000,000 numbers picked in total, all in the number range of 1 to
100,000, and there would be a pool of $5,000,000 available to cover expenses, costs
and prizes;
• 99,000 numbers of the 100,000 number range have been chosen two or more times;
• 300 numbers have been chosen only once; and
• 700 numbers have not been chosen by anyone.
• Ties between n numbers in the number range 1 to 100,000 are left unresolved.
The numbers that have been chosen in the group of 99,000 numbers chosen two or more
times are, in this example, all eliminated.
The 700 numbers that have not been chosen by anyone are ignored or if desired could be
treated in some other way such as being passed to the “house”.
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The methods described in our patent US7,100,822 have been unsuccessful in determining a
sole winner.
Example 2.2 - The Elimination Processes to determine one winner in the First (Single)
Phase
Consistent in keeping with the game’s objective for participants to choose numbers that are
least picked by the other participants, and to be rewarded accordingly, the elimination
process to determine one winner at the First Phase should also be consistent with this overall
objective.
Elimination Processes:
To achieve exactly 1 qualifying sole winner from the 300 ‘tied’ participants that have within
their block of 10 numbers, a chosen number within the group of 300 numbers chosen only
once by all the participants in the game, each of the 300 participant’s block of 10 numbers
are computer analyzed to determine the ranking of each participant’s 10 chosen numbers,
ranked in order of the least chosen down to the most chosen.
This is achieved by determining, for each of the 300 participants, how many times each of
the 10 numbers was chosen by all of the participants in the game. This process is exemplified
in the table below. Further, the example set out below in Example 2.3 – Table 3, assumes
that the number of participants being analyzed is a sample total of 14, from which 1 winner
must be determined. Further the table ranks the 14 participants by their number (for this
purpose assume it is their ticket number) i.e. P.1, P.2, P.3 and so forth. It is not a ranking
based on performance in the game
Example 2.3 – Table 3 - Ranking System: To determine exactly 1 winner from the First
Phase
Nos P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 P.11 P.12 P.13 P.14 To
P.300
Best 1 1 1 1 1 1 1 1 1 1 1 1 1 1 …
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2 3 4 2 5 10 1 3 1 2 9 1 1 2 1 …
3 3 9 2 6 11 1 9 2 5 13 2 6 6 12 …
4 7 9 3 7 13 3 20 25 7 13 3 6 15 16 …
21 11 6 7 19 4 30 33 12 21 39 52 24 25 …
6 36 29 13 9 28 7 42 39 15 22 59 66 109 150 …
to 10 … … … … … … … … … … … … … … …
Determining the 1 winner explained
Using the above example - from a pool of 14 participants – as can be seen from the table
above, while all 14 participants had chosen one number from the number range of 1 to
100,000 that was only picked once by all the participants in the game, there were 5
participants that had their next best number picked only once as well. Those 5 participants
(being P.6, P.8, P.11, P.12, and P.14) would then have their third best number choices
analysed to determine which of them had their third choice numbers least picked by all the
participants in the game.
In the above example, P.6 would be declared as the sole winner.
Example 2.4, Table 4 below shows the same data as the table above, but now ranks the 14
participants based on their results/performance in the game.
Example 2.4 – Table 4 - Ranking System - Ranking the 14 Participants in order of best
results/performance in the game
nd rd th th th th th th th th th th th
Rankings 1st 2 3 4 5 6 7 8 9 10 11 12 13 14
Participant Nos P.6 P.11 P.8 P.12 P.14 P.3 P.9 P.13 P.1 P.7 P.2 P.4 P.10 P.5
Best 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 1 1 1 1 1 2 2 2 3 3 4 5 9 10
3 1 2 2 6 12 2 5 6 3 9 9 6 13 11
4 3 3 25 6 16 3 7 15 7 20 9 7 13 13
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4 39 33 52 25 6 12 24 21 30 11 7 21 19
6 7 59 39 66 150 13 15 109 36 42 29 9 22 28
to 10 … … … … … … … … … … … … … … …
Fallback elimination process:
The first described elimination process as also set out in Tables 3 and 4 above, should ensure
that the elimination process can be fully completed and no second elimination process should
be required, or no fallback position should ever be necessary to determine the sole winner.
However, to provide for the very unlikely situation where, after analysing and ranking all 10
number selections by the participants, the above described elimination process does not
achieve the desired elimination results to achieve exactly 1 winner of the game, then if two
or more participants remain and can’t be eliminated/ separated, then it is proposed that those
remaining participants will share the winner’s prize equally, or a sole winner could be
determined in such a scenario by chance - but such a scenario using this example of 10
number choices by each participant should ensure that this is extremely unlikely to ever
occur.
It will be clear that a large number of variations exist and the above description for this
Example 2 is by way of example only.
EXAMPLE 3
Example 3.0 – Two Phase Game – (number range 1 to n, where n = 30)
This example works on the basis of picking the ‘least picked’ numbers.
The game, as described below, is a two phase game and is sold over a defined period, for
example, weekly.
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The participants each purchase during the week 6 different numbers in the selected range of
1 to 30 - where each number picked is picked to be one of the ‘least picked’ by all the
participants in the game. A number can only be picked once.
Each participant:
• Picks 1 PRIMARY number.
• Picks 5 SECONDARY numbers – which may be used in later elimination stages.
Each participant may choose his/her own unique block of 6 numbers, or alternatively, a
participant can have some or all of his/her 6 numbers randomly picked by a random number
generator.
Player’s Objective
The game has what we could describe as a first phase in which the objective for each
participant in the game that week is to become one of a selected number of last or final
participants remaining. A suitable number of final participants is 9, which is the same
number of final participants as used in Example 1.
The game’s first objective for a participant is to correctly pick the PRIMARY number
(which could be any number from the number range of 1 to 30), which becomes the least
picked number following the analysis of all the participants’ picks of their PRIMARY
numbers.
Minor prizes can be awarded for success in achieving the first objective.
Then, for those participants that have correctly chosen the winning PRIMARY number, the
next objective is to have also correctly picked in order (through their choice of
SECONDARY numbers) the next least picked numbers (based on all the participants choice
of numbers), with the objective of becoming one of 9 participants that survive these further
elimination processes, and who move to the second phase of the game to play for the major
prizes.
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In the game’s second phase, the objective for those last 9 participants (or such fewer
participants in the case of a participant having more than one qualifying ticket in the last 9),
is to become in the following week, the last participant remaining, thereby winning the first
prize.
Major prizes, including a first prize for the winner, can be awarded to the 9 participants in
the second phase.
Example 3.1 - Assumed Game Profile
In this Example 3, it is assumed that:
• The game is commenced each week, with the first phase played in week one and the
second phase is played in week two (concurrent with the running of the following
week’s game);
• The participants in each week’s game will each purchase 6 different numbers in the
selected range of 1-30;
• Each number block of 6 numbers, consists of 1 PRIMARY and 5 SECONDARY
numbers, all of which must be different;
• Each number block is purchased at a total cost of $10;
• the game is played each week by 500,000 participants;
• each participant purchases the minimum of $10 for one number block of 6 different
numbers – so there would be 500,000 PRIMARY numbers picked in total, all in the
number range of 1 - 30;
• The total revenue from each week’s game is $5,000,000;
• The available prize pool is 50% of total revenue;
• Total prizes available are $2,500,000;
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• Any numbers in the range of 1 - 30 that might not be chosen by any participant are
ignored.
• The number 13 is the PRIMARY number chosen the least.
• There are 12,000 participants that have chosen 13 as their PRIMARY number.
• Those 12,000 winners each receive one bonus entry into the following weeks game
i.e. valued at $10 each ($120,000) and one entry into Super Game.
• Example 3.2, Table 5 below sets out an example of the results of this 500,000
participants’ game, and the number of times each PRIMARY number in the 1-30
number range was chosen by all the participants in the game.
• Ties between n numbers in the number range 1 to 30 are ALL resolved – see
Example 3.3 below.
• The 12,000 winners are subjected to further eliminations using the SECONDARY
numbers, which are conducted using the ranking of the n numbers determined from
the one data set from the 500,000 participant’s choices of the PRIMARY number.
Alternatively, the ranking of the n numbers could be determined from the
participants’ choices of all their chosen numbers – an example is set out in Figure 8.
In a further alternative, the further eliminations could be conducted using firstly, the
data set from the 500,000 participant’s choices of their 1 SECONDARY number,
then secondly the data set from the 500,000 participant’s choices of their 2
SECONDARY number, and so on up to the 5 SECONDARY number, but we
believe that this is too cumbersome and not a practical option in any application of
the invention. Further it would increase the number of data sets that need to be
handled and processed by the computer program and by the gaming organisers, from
the preferred one set of data to effect all eliminations (when, in this example, only
using the one data set arising from the PRIMARY number choices) to six different
data sets. Disadvantages when using more than the one data set are increases in the
risk of computer program error and if using multiple data sets, an imperfect or
cumbersome ranking system. A further example of elimination methods using our
invention and using numerous data sets is contained in Figure 9.
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Example 3.2 - Table 5
Results of 500,000 Participant Game – One Data Set from PRIMARY Number Selections
BY RANKINGS BY NUMBERS
RANKINGS NUMBER NUMBERS NUMBERS NUMBER RANKINGS
OF OF
OF LEAST TIMES CHOSEN CHOSEN TIMES OF LEAST
PICKED CHOSEN CHOSEN PICKED
1 12,000 13 1 14,063 8
2 12,002 30 2 19,000 21
3 13,335 21 3 14,400 10
4 13,775 4 4 13,775 4
13,999 27 5 20,789 29
14,005 10 19,441 25
7 14,010 20 7 18,888 20
8 14,063 1 8 17,650 18
9 14,065 11 9 19,442 26
14,400 3 10 14,005 6
11 15,050 25 11 14,065 9
,556 16 16,021 16
12 12
13 15,900 24 13 12,000 1
14 16,005 29 14 20,543 28
16,008 19 19,347 23
15
16 16,021 12 16 15,556 12
17,000 18 21,345 30
17 17
18 17,650 8 18 17,000 17
17,775 26 16,008 15
19 19
18,888 7 20 14,010 7
21 19,000 2 21 13,335 3
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22 19,023 28 22 20,189 27
19,347 15 19,374 24
23 23
24 19,374 23 24 15,900 13
19,441 6 25 15,050 11
26 19,442 9 26 17,775 19
27 20,189 22 27 13,999 5
28 20,543 14 28 19,023 22
29 20,789 5 29 16,005 14
21,345 17 30 12,002 2
500,000 500,000
Example 3.3 - Resolving Ties (as between the numbers 1 to 30) within the Ranking
System
While the above Example 3.2, Table 5 does not have any ties, it will be inevitable that ties
will occur where two or more numbers within the range of numbers from 1 to n (in this
example, 1 to 30) are chosen exactly the same number of times by the participants in the
game. Multiple numbers of ties could also occur. In this Example 3 of the game, it is
preferable that all ties are resolved.
While there will be a number of ways to resolve ties, such as by using a random method, the
preferred way to resolve all ties in this Example 3 of the use of the game is to use the
unpredictability of the results of all the participants’ choices in the game itself, by using the
resulting ‘odds’ and ‘evens’ that arise for each n number - as set out in the column headed
“NUMBER OF TIMES CHOSEN” in Example 3.2 - Table 5 above (the “Selection Total”).
Referring to Example 3.2 - Table 5, it will be apparent that each of the 30 numbers have been
chosen a certain number of times and that this results in either an odd numbered Selection
Total or an even numbered Selection Total, representing the number of times each of the 30
numbers was chosen. Whether a number available to be chosen within the range of numbers
from 1 to n (in this example 1 to 30) is going to end up being chosen a number of times that
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is either an odd or even Selection Total number is entirely unpredictable, and is a chance
result. This chance result creates a unique method to resolve ties.
In this example, to resolves ties, an even number Selection Total will result in the lowest face
value of the tied numbers being ranked ahead of the higher face valued number/s. An odd
number Selection Total will result in the highest face value of the tied numbers being ranked
ahead of the lowest face valued number/s. For example if the following n numbers (2, 13, 20
and 29) were in a four-way tie with the same Selection Total number of, for example,
,189, which is an odd Selection Total number, then the order of the four tied numbers
becomes 29, 20, 13 and 2.
This process is further explained in Figure 3.
Example 3.4 – The Elimination Processes to determine 9 Participants that will proceed
to the Second Phase
In this Example 3, the first phase objective is to determine 9 participants. The process is
overviewed below:
The First Eliminations: The first elimination process involves reducing the participants in
the game from 500,000 to a much lower number. This occurs by eliminating all participants
other than those participants that chose number [13] as their PRIMARY number, which is
the number that was least picked by all the 500,000 participants in the game, as it was
chosen 12,000 times – see Example 3.2, Table 5.
Calculations: With 500,000 participants in the game, divided by the number range of 1 - 30,
this results in an average of 16,666 participants per number. Some numbers will be chosen
more times, other numbers less. In this example, it is assumed that there are 12,000
participants that have chosen [13] as their PRIMARY number and which are not eliminated.
The Second Eliminations: The second elimination process involves reducing the remaining
12,000 participants from 12,000 to a much lower number by eliminating all participants
other than those participants that chose number [30] as their 1 SECONDARY number,
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which is the number that was the second least picked number by all the 500,000 participants
in the game, as it was chosen 12,002 times – see Example 3.2, Table 5.
Calculations: With 12,000 participants remaining in the game, divided by the remaining
number range of 29 (as number 13 has now gone from the number range of 1-30), results in
an average of 414 participants per number. Based on the law of averages, some of the
remaining 29 numbers will be chosen more times, other numbers less. In this example, it is
assumed that there are c. 400 participants that have chosen [30] as their 1 SECONDARY
number and which are not eliminated.
The Third Elimination: The third elimination process involves reducing the remaining c. 400
participants by eliminating all participants other than those that chose [21] as their 2
SECONDARY number, which is the number that was the third least picked by all the
500,000 participants in the game, as it was chosen 13,335 times – see Example 3.2, Table 5.
Calculations: With c. 400 participants remaining in the game, divided by the remaining
number range of 28 (as number 13 and 30 have both now gone from the number range of 1-
), results in an average of c. 14 participants per number. Based on the law of averages,
some of the remaining 28 numbers will be chosen more times, other numbers less. In this
example, it is assumed that there are c. 10 participants that have chosen [21] as their 2
SECONDARY number and which are not eliminated.
Final eliminations – The Ranking System: With c. 10 participants remaining in this example,
those small number of remaining participants can be ranked using their 3 SECONDARY
number, and 4 SECONDARY number if necessary, to determine the 9 participants that are
to proceed to the second phase.
This above described process is exemplified in Example 3.6, Table 7 that follows, which
focuses on the 10 best performing participants in the game. When considering Example 3.6,
Table 7, the 6 number choices of the best 10 performing participants (having the best results
for the ‘least picked’ PRIMARY number and 5 SECONDARY numbers) are set out in
Example 3.5, Table 6 below:
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Example 3.5 - Table 6 – Chosen numbers of the Top 10 Participants
st nd rd th th
Participant Primary 1 SEC 2 SEC 3 SEC 4 SEC 5 SEC
Number
P.1 13 30 21 4 20 2
P.2 13 30 21 4 3 11
13 30 21 27 10 20
P.4 13 30 21 11 18 20
13 30 21 11 8 26
P.6 13 30 21 16 25 20
13 30 21 24 4 10
P.8 13 30 21 29 27 4
P.9 13 30 21 19 26 3
P.10 13 30 21 12 2 1
Example 3.6 - Table 7 - Determine the 9 Participants to proceed to the second phase.
Nos of P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To
Participants 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 P.
From 00 00 00 00 00 00 00 00 00 00 12,00
PRIMARY 0
no. 13
First 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 c. 400
Secondary 02 02 02 02 02 02 02 02 02 02
left
(no of times
chosen by
participants
in game)
2 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 c. 10
Secondary 35 35 35 35 35 35 35 35 35 35 left
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3 16,0
13,7 13,7 13,9 14,0 14,0 15,5 15,9 16,0 16,0
Secondary 75 75 99 65 65 56 00 05 08 21
st nd rd th th th th th th th
(1 ) (2 ) (3 ) (4 ) (5 ) (6 ) (7 ) (8 ) (9 ) (10
4 14,0 14,4 14,0 17,0 17,6 15,0 13,7 13,9 17,7 19,0
Secondary 10 00 05 00 50 50 75 99 75 00
19,0 14,0 14,0 14,0 17,7 14,0 14,0 13,7 14,4 14,0
Secondary 00 65 10 10 75 10 05 75 00 63
Extra Nos … … … … … … … … … …
if needed
As can be seen from Example 3.6, Table 7 above, P.1 to P.9 are the 9 participants that
proceed to the second phase. For clarification, this table ranks P.1 to P.10 in order of
performance in the game.
Example 3.7 – Use of Eliminations and/or the Ranking System
The Ranking System described in this invention, in particular as referred to in Examples 3.2
and 3.3, can be used to rank each participants performance in a game. So in a game played
by 500,000 participants, each participant can be ranked, from 1 place down to last place.
Accordingly, in one aspect of the invention, the winner/s can be determined through this
method. However, we believe it is preferable to have a group of winners (or class of winners)
at various determined steps in the game. Accordingly, we believe it is preferable to also
undertake elimination steps as we have described in Example 3.4 above.
Depending on the number of participants in a game as described in this Example 3, but
assuming a minimum of 500,000 participants, these elimination steps occur, as we have set
st nd
out in Example 3.4 above, using firstly the PRIMARY number, and then the 1 and 2
SECONDARY numbers, and as may be necessary, the 3 SECONDARY number and so
forth, until a ‘sufficiently small’ number of participants remain.
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What constitutes ‘sufficiently small’ may vary for each game profile and will depend on the
number of participants in the game and the number of individual ‘major’ prizes that the
gaming organizers want to award to successful participants.
In this Example 3 of the game which is a game with 500,000 participants, we have continued
the elimination processes up to and including the use of the 2 SECONDARY number, after
which there is about 10 participants remaining. Then the computer software ranks in order
each of those last 10 or so remaining participants, ranking their performance against each
other, with reference to the ranking system as set out in Example 3.2, Table 5. We have used
10 final participants from which we then determine the last 9 as are required for the second
phase of this example of the game.
If however, the use of the 2 SECONDARY number above resulted, for example, in there
being less than 9 participants that had correctly chosen the relevant winning PRIMARY
st nd
number, and then the 1 and 2 SECONDARY numbers, then the following occurs:
• Those participants, if any, all proceed to the second phase; and
• The remaining participants that are required to make up the 9 are determined from the
prior group of participants that had correctly chosen the relevant winning PRIMARY
number, and also the 1 SECONDARY number. The remaining participants are
determined by reference to each of those participants other SECONDARY numbers
which are then ranked by reference to the Ranking System as contained in Example
3.2, Table 5 and the methods described herein.
• Table 8 below overviews this process in respect of determining 9 participants for
most game sizes. The method set out in this Table below should be sufficient for
most game sizes based on the results set out in Example 4.17, Table 18 – “Backroom
Calculations – Eliminations”. It will be appreciated that the process can be expanded
if the number of participants in the games become sufficiently large, or the range of n
numbers available for selection is less than what we have used in the examples set
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out, for instance the process can be expanded by adding more SECONDARY
numbers.
Table 8 – Description of Elimination Steps
Steps Description of Elimination Steps
First PRIMARY Firstly, eliminate all participants other than those that
chose the correct PRIMARY number [13]. (“Primary
Winner Category”)
nd st
2 1 SECONDARY Secondly, eliminate all Primary Winner Category
participants other than those that also correctly chose the
st st
1 Secondary number [30]. (“1 Sec Category”).
If the number of remaining participants is 9 or less, go to
the Final Step. Otherwise proceed below.
rd nd st
3 2 SECONDARY Thirdly, eliminate all 1 Sec Category participants other
than those that also correctly chose the 2 Secondary
number [21]. (“2 Sec Category”).
If the number of remaining participants is 9 or less, go to
the Final Step. Otherwise proceed below.
th rd nd
4 3 SECONDARY Fourthly, eliminate all 2 Sec Category participants
other than those that also correctly chose the 3
Secondary number [4]. (“3 Sec Category”).
If the number of remaining participants is 9 or less, go to
the Final Step. Otherwise proceed below.
th th rd
4 SECONDARY Fifthly, eliminate all 3 Sec Category participants other
than those that also correctly chose the 4 Secondary
number [27]. (“4 Sec Category”).
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If the number of remaining participants is 9 or less, go to
the Final Step. Otherwise proceed below.
th th th
6 5 SECONDARY Sixthly, eliminate all 4 Sec Category participants other
than those that also correctly chose the 5 Secondary
number [10]. (“5 Sec Category”).
If the number of participants is 9 or less, those
Final Step
participants, if any, proceed to the second phase;
and then
If 1 or more participants are still required to make up
the 9 participants required for the second phase, then
using the group of participants from the preceding
stage/s as relevant, rank those participants using their
relevant Secondary number/s in accordance with the
Selection Total/s and Ranking System of the n numbers
to determine those that have the best rankings and who
are also to proceed to the second phase in order to make
up the required 9.
Example 3.8 - Alteration to Ascribed Ranking Value – Same results
Example 3.6, Table 7 above ranks the participants’ 6 number choices from the number range
of 1-30, by reference to the one data set as set out in Example 3.2 Table 5. To illustrate this -
and with reference to Example 3.2, Table 5 which ranks all the n numbers:
number 13 was the least chosen number, so it was placed first with a ranking number or
ranking value of 12,000 (being the number of times that it had been chosen by all the
participants in the game);
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number 30 was the second least chosen number, so it was placed second with a ranking
number or ranking value of 12,002 (being the number of times that it had been chosen by
all the participants in the game); and so on as set out in Example 3.2, Table 5.
Alteration to Ascribed Ranking Value
Instead of using the ascribed ranking value based on the number of times that each of the n
numbers 1-30 had been chosen by all the participants in the game, the ascribed ranking value
can be changed to equal the actual rankings or placement number of the 30 numbers, by
st th
ranking them 1 to 30 . To illustrate this – and again with reference to Example 3.2, Table 5
which ranks all the n numbers, and to Example 3.5, Table 6 which records the 6 chosen
numbers of the top 10 participants:
number 13 was the least chosen number, so it was placed first with a ranking number or
ranking value of 12,000 (being the number of times that it had been chosen by all the
participants in the game). Its ranking value is changed from 12,000 to 1 - i.e. a ranking
value of 1 – thereby being a “Selection Total” of 1;
number 30 was the second least chosen number, so it was placed second with a ranking
number or ranking value of 12,002 (being the number of times that it had been chosen by
all the participants in the game). Its ranking value is changed from 12,002 to 2 - i.e. a
ranking value of 2 - thereby being a “Selection Total” of 2; ... and so on.
Example 3.9, Table 9 below is the same as Example 3.6, Table 7 above, but is now altered to
show the change to using the ascribed ranking value/Selection Total of 1, 2, 3, etc as
described in the paragraph above.
Example 3.9 - Table 9 - Determine the 9 Participants to proceed to the second phase -
Using Alteration to Ascribed Ranking Value
Nos of
P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To
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Participants 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0
From 00 00 00 00 00 00 00 00 00 00 12,00
PRIMARY 1 1 1 1 1 1 1 1 1 1 0
no. 13
First 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 c. 400
Secondary 02 02 02 02 02 02 02 02 02 02 left
(no of times 2 2 2 2 2 2 2 2 2 2
chosen by
participants
in game –
then ranked
st nd rd
1 , 2 , 3 ,
2 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 c. 10
Secondary 35 35 35 35 35 35 35 35 35 35 left
3 3 3 3 3 3 3 3 3 3
3 13,7 13,7 13,9 14,0 14,0 15,5 15,9 16,0 16,0 16,0
Secondary 75 75 99 65 65 56 00 05 08 21
4 4 5 9 9 12 13 14 15 16
st nd rd th th th th th th th
(1 ) (2 ) (3 ) (4 ) (5 ) (6 ) (7 ) (8 ) (9 ) (10
4 14,0 14,4 14,0 17,0 17,6 15,0 13,7 13,9 17,7 19,0
Secondary 10 00 05 00 50 50 75 99 75 00
7 10 6 17 18 11 4 5 19 21
19,0 14,0 14,0 14,0 17,7 14,0 14,0 13,7 14,4 14,0
Secondary 00 65 10 10 75 10 05 75 00 63
21 9 7 7 19 7 6 4 10 8
Extra Nos … … … … … … … … … …
if needed
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Figure 4 shows, by way of an example in a series of computer printouts, a method of
processing by a computer the results for a 100,000 participant game which is relevant to the
example set out in this Examples 3. In particular Figure 4 shows the computer processing
method to determine the top 10 in order, from which the final 9 can be determined. This
example set out in Figure 4 can be easily scalable for any size game.
Example 3.10 - End of Phase One - Announcement of First Phase Winners
At the end of week one, the 9 winners eligible for the second phase are published and any
winning numbers associated with any minor prizes won in the first phase are also published
and paid.
The 9 winners eligible for the second phase are published (and announced) at the beginning
of week two by the gaming organizers disclosing the 6 numbers from each winning
participant’s block of 6 numbers and/or the entry ticket numbers of the 9 winners of the first
phase. In this example, each of these 9 winners would receive a guaranteed minimum prize
from the second phase.
Also at the beginning of week two, the next game is commenced, so that the next 9
participants can be determined and published (and announced) at the end of week two.
Example 3.11 - Second Phase - Week Two - Determining the “winner/s”
As previously set out in Example 1, the 9 winners eligible to participate in phase two of the
game set out in this Example 3 will then compete at the end of week two to become the
“winner” in order to win the first prize.
Consistent in keeping with the game’s objective in this example for participants to choose
numbers that are least picked by the 9 participants, and to be rewarded accordingly, the
elimination processes for phase two are based on these objectives.
Eliminations Starting with the 9 Participants
Firstly: Each of the 9 participants will be required to nominate a number from the number
range of, say, 1 to 5. The outcomes will be:
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The participant/s that nominate a number that is least picked by the other participants will
avoid elimination. The other participants will be eliminated. Participants eliminated in this
first elimination stage may each receive a prize, say, $20,000. Only the lowest number of
participants go through.
E.g. If 5 participants nominate the number 1; 2 participants nominate the number 3; and 2
participants nominate the number 5; then the 5 participants that nominated the number 1 are
eliminated and the other 4 participants proceed to the next elimination stage. However, if 4
participants nominate the number 1; 3 participants nominate the number 3; and 2 participants
nominate the number 5; then 7 participants are eliminated and only the 2 participants that
nominated the number 5 proceed to the next elimination stage.
If at this first stage of eliminations involving all 9 participants, one of the participants has a
nominated number that no other participant nominates and there are no other participants in
the same position, then that participant is the winner. A participant winning at this first stage
is eligible to win the Jackpot if provided. Otherwise the Jackpot carries over to the following
week’s game.
If none of the participants nominate a number that is least picked by other participants,
resulting in a tie then the prize is shared equally but the Jackpot, if provided, cannot be won.
Alternatively, the above elimination process could be repeated, with or without the jackpot at
stake.
E.g. 3 participants nominate the number 1; 3 participants nominate the number 3; and the
remaining 3 participants nominate the number 5; then that constitutes a tie.
If there are 4 to 6 Remaining Participants
Secondly: In the event the remaining participants number 4 or more, then each of the
remaining participants that have not been eliminated will be required to nominate a further
number, this time from the number range of 1 to 3. At this stage there will be no more than 6
participants left standing. The outcomes will be:
The participant/s that nominate a number that is least picked by the other participants will
avoid elimination. The other participants will be eliminated. Participants eliminated in this
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second elimination stage may each receive a prize, say, $35,000. Only the lowest number of
participants go through.
If at this stage one of the participants has a nominated number that no other participant
nominates and there are no other participants in the same position, then that participant is the
winner of the prize, but the Jackpot cannot be won, as it can only be won in the first
elimination stage involving all 9 participants.
If none of the remaining participants nominate a number that is least picked by other
participants, resulting in a tie, then the prize is shared equally. Alternatively, the above
elimination process could be repeated.
If there are 3 Remaining Participants
Thirdly: In the event that at any time there becomes three remaining participants, each of the
three remaining participants that have not been eliminated will again be required to nominate
a number from the number range of 1 to 2. The outcomes will be:
The participant that nominates a number that is least picked will again avoid elimination.
That participant is the winner of the prize, but the Jackpot cannot be won, as it can only be
won in the first elimination stage.
The other two participants eliminated in this stage may each receive a prize, say, $50,000.
If none of the three participants nominate a number that is least picked by the other
participants, resulting in a 3-way tie, then the prize is shared equally. Alternatively, the
above elimination process could be repeated again.
If there are 2 Remaining Participants
Fourthly: In the event that at any time there becomes two remaining participants, each of
those two remaining participants will be required to nominate a number from the number
range of 1 to 2. The gaming organizer will at the same time (so no one participant or the
gaming organizer will have any prior knowledge of any chosen number) also nominate a
number preferably by way of a random number generator, in the range of 1 to 2. The
outcomes will be:
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If one of the participants nominates a number that is not nominated by the other participant
and not nominated by the gaming organizer, then that participant is the winner, but the
Jackpot cannot be won, as it can only be won in the first elimination stage.
The other eliminated participant (eliminated by the gaming organizer) may receive a prize,
say, $100,000.
If the two participants nominate a number that is picked by both of them, irrespective of
whether or not the gaming organizer nominates the same number, then this results in a 2-way
tie and the prize is shared equally, but the Jackpot cannot be won, as it can only be won in
the first elimination stage.
As will be appreciated, any of the above outcomes where there is a tie between 2 or more
participants could be resolved by reference back to each of those tied participants original 10
numbers and ranking their performances as described previously, so that one or more
participants could always be eliminated and the elimination process then continues or a sole
winner is determined.
Example 3.12 – Exampled Prize Winnings
In this Example 3, assume that:
There are 500,000 participants in each game, with each participant purchasing the minimum
of $10 for one block of 6 numbers – resulting in a pool of $5,000,000 available to cover
expenses, costs and prizes; and
50% of the revenue pool is paid out as prizes; so
$2,500,000 is available for prizes in both phases of the game.
In the first phase of the game:
Prizes are awarded to each participant that correctly chooses the winning PRIMARY number
($10 bonus ticket), further prizes are awarded to each participant that also correctly chooses
the 1 Secondary number ($300), and further prizes are awarded to each of those participants
that also correctly chooses the 2 Secondary number ($3,000). (In this Example 3 it is
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assumed that the use of the ranking system to determine the 9 participants to proceed to the
second phase occurs with the remaining participants at the 2 SECONDARY number stage).
In the second phase of the game:
Each of the 9 participants eliminated in this first round of eliminations receives $20,000
Each of the 9 participants eliminated in any second round of eliminations receives $35,000
In the stage that requires elimination of participants when there are either two or three
remaining participants in total, then as relevant, either the two participants that are then
eliminated each receive $50,000, or the one eliminated participant receives $100,000.
If the winner wins in the first round of eliminations that occur in the second phase of the
game, then net of the prize payments to be made to the eliminated participants in the first
phase and the prize payments to the 8 eliminated participants from the second phase, that
winner receives 100% of the balance of that relevant week’s prize pool, and 100% of any
jackpot pool that has accumulated from previous weeks.
If the winner wins in the second round of eliminations, net of the other prize payments, that
winner receives 35% of the balance of that relevant weeks prize pool (but 0% of the jackpot
pool that has accumulated from previous weeks, as the jackpot can only be won in the first
round of eliminations in the event of a clear winner being achieved).
Unpaid prizes jackpot to the following week.
If the winner wins during the third round of eliminations, net of the other prize payments,
that winner receives 25% of the balance of that relevant week’s prize pool (but 0% of the
jackpot pool that has accumulated from previous weeks).
Unpaid prizes jackpot to the following week.
Example 3.13 – Table 10 - Two Phase Game – Exampled Prize Winnings
Elimination Maximum Prizes per Total % of $ 2.5m
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Factors Number of Ticket Maximum Prize Pool
Participants in Amount of
each stage Prizes
n/a n/a n/a
500,000
(÷ 30) 16,667 $10 (bonus $170,000 6.8%
ticket)
PRIMARY
(÷ 29) 575 $300 + above $200,000 8.0%
1 Secondary
(÷ 28) 21 $3,000 + above $75,000 3.0%
2 Secondary
(÷ 27) $2,055,000 82.2%
9 Participants, for
TV Game Show
3 Secondary
(including winner)
(÷ 26)
4 Secondary
(÷ 25)
Secondary
Totals $2,500,000 100%
Example 3.14 - TV/ Game Show
It is envisaged that in this Example 3, phase two of the lottery will be conducted at the same
time as the announcements of the winners of phase one of the following game are being
announced.
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Phase two could be conducted through a televised show, most likely of short duration, as
phase two is believed to be suitable for a game or reality show, including being suitable with
potential audience participation.
Each of the 9 winning participants can compete in phase two in person, or a participant can
participate anonymously by telephone, or by other means of instantaneous communication,
or by the gaming organizers appointing a person to participate on the winning participants
behalf (the later occurring automatically if a phase two winning participant fails to identify
him or herself as one of the 9 winners).
The second phase can be made exciting and it relies on each participants own choice.
Example 3.15 - Incorporation of a “Super Game”
Using the base parameters set out in this Example 3, the invention preferably also includes
the incorporation of a “Super Game”, with a set percentage of the weekly game’s prize pool
set aside for the “Super Game”, with a corresponding reduction to the amount available to be
paid out as weekly prizes.
Preferably, this “Super Game” is won at defined periods such as annually, or six monthly, or
in some other set way, such as when a set target amount of prize pool for the Super Game is
reached.
Preferably the Super Game involves the same identical processes of elimination as applicable
to the weekly draws as described above.
Example 3.16 - The odds of winning
The odds of winning a prize in this Example 3 involving a two phase game – in the first
instance correctly choosing the week’s winning PRIMARY number – is 1 in 30.
The odds of being one of the final 9 to proceed to the second phase and win one of the 9
major prizes – is 1 in 55,555
Then, in this Example 3, the mathematical probability of one of the 9 participants being a
sole winner in the first round of eliminations in the second phase of the game, and thereby
winning Jackpot, is 36%, or c. 1 in 3.
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It will be appreciated that the mathematical probability of one of the 9 participants being a
sole winner in the first round of eliminations will vary if the number of participants is
changed from 9 to a lesser or greater number. The mathematical probability will also change
if the range of numbers to be selected in the first elimination stage of the second phase is
changed, from 1-5 to something else.
As one example, if the number of final participants was changed to 8, and the number range
was changed to 1-7, then the mathematical probability of one of the 8 participants being a
sole winner in the first round of eliminations in the second phase of the game will change to
13.88%, or c. 1 in 7.
It will be clear that a large number of variations exist and the above descriptions as set out in
this Example 3 are by way of example only.
EXAMPLE 4
Example 4.0 – One Phase Game – (number range 1 to n, where n = 30)
This example works, as before, on the basis of picking the ‘least picked’ numbers.
The game, as described below, is a one phase game and is sold over a defined period, for
example, weekly.
The participants each purchase during the week 6 different numbers in the selected range of
1 to 30 - where each number picked is picked to be one of the ‘least picked’ by all the
participants in the game. A number can only be picked once.
Each participant:
• Picks 1 PRIMARY number.
• Picks 5 SECONDARY numbers – which may be used in later elimination stages.
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As also set out previously in Example 3, each participant may choose his/her own unique
block of 6 numbers, or alternatively, a participant can have some or all of his/her 6 numbers
randomly picked by a random number generator.
Player’s Objective
The game has what we could describe as only a first or single phase in which the objective
for each participant in the game that week is to become the sole winner.
The games first objective for a participant is to correctly pick the PRIMARY number (which
could be any number from the number range of 1 to 30), which becomes the least picked
number following the analysis of all the participants’ picks of their PRIMARY numbers.
Minor prizes can be awarded for success in correctly picking the least picked PRIMARY
number.
Then, for those participants that have correctly chosen the winning PRIMARY number, the
next objective is to have also correctly picked in order (through their choice of
SECONDARY numbers) the next least picked numbers (based on all the participants choice
of numbers), with the objective of becoming the sole winner and the winner of the first prize.
Super Game
The game in this Example 4 can have a concurrent running “Super Game” that is played
once every set period e.g. 6 monthly or yearly.
The assumptions below proceed on the basis that a Super Game is incorporated, drawn
yearly, where participants who purchase in the weekly games and who have correctly chosen
the correct PRIMARY number in any weekly game, receive one automatic entry into the
Super Game.
For each week that a participant chooses the correct PRIMARY number, that participant
receives an entry into Super Game - i.e. if a participant correctly chooses the winning
PRIMARY numbers in a total of 20 weekly games during the year, then that participant will
have 20 entries in the Super Game, drawn at the end of the year – at no cost of entry.
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Example 4.1 - Assumed Game Profile
In this example, it is assumed that:
• The game is run weekly;
• The participants in each week’s game will each purchase 6 different numbers in the
selected range of 1-30;
• Each number block of 6 numbers, consists of 1 PRIMARY and 5 SECONDARY
numbers, all of which must be different;
• Each number block is purchased at a total cost of $10;
• the game is played each week by 500,000 participants;
• each participant purchases the minimum of $10 for one number block of 6 different
numbers – so there would be 500,000 PRIMARY numbers picked in total, all in the
number range of 1 - 30;
• The total revenue from each week’s game is $5,000,000;
• The available prize pool is 50% of total revenue;
• Total prizes available are $2,500,000;
• Any numbers in the range of 1 - 30 that might not be chosen by any participant are
ignored.
• The number 13 is the PRIMARY number chosen the least.
• There are 12,000 participants that have chosen 13 as their PRIMARY number.
• Those 12,000 winners each receive one bonus entry into the following weeks game
i.e. valued at $10 each ($120,000) and one entry into Super Game.
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• Example 4.2, Table 11 below sets out an example of the results of this 500,000
participants’ game, and the number of times each PRIMARY number in the 1-30
number range was chosen by all the participants in the game.
• Ties between n numbers in the number range 1 to 30 are ALL resolved – see
Example 4.3 below.
• The 12,000 winners are subjected to further eliminations using the SECONDARY
numbers, which are conducted using the ranking of the n numbers determined from
the one data set from the 500,000 participant’s choices of the PRIMARY number.
Alternatively, the ranking of the n numbers could be determined from the
participants’ choices of all their chosen numbers – an example is set out in Figure 8.
In a further alternative, the further eliminations could be conducted using firstly, the
data set from the 500,000 participant’s choices of their 1 SECONDARY number,
then secondly the data set from the 500,000 participant’s choices of their 2
SECONDARY number, and so on up to the 5 SECONDARY number, but we
believe that this is too cumbersome and not a practical option in any application of
the invention. Further it would increase the number of data sets that need to be
handled and processed by the computer program and by the gaming organisers, from
the preferred one set of data to effect all eliminations (when, in this example, only
using the one data set arising from the PRIMARY number choices) to six different
data sets. Disadvantages when using more than the one data set are increases in the
risk of computer program error and if using multiple data sets, an imperfect or
cumbersome ranking system. A further example of elimination methods using our
invention and using numerous data sets is contained in Figure 9.
Example 4.2 - Table 11
Results of 500,000 Participant Game – One Data Set from the PRIMARY Number Selections
BY RANKINGS BY NUMBERS
RANKINGS NUMBER NUMBERS NUMBERS NUMBER RANKINGS
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OF OF
OF LEAST TIMES CHOSEN CHOSEN TIMES OF LEAST
PICKED CHOSEN CHOSEN PICKED
1 12,000 13 1 14,063 8
2 12,002 30 2 19,000 21
3 13,335 21 3 14,400 10
13,775 4 13,775 4
13,999 27 5 20,789 29
14,005 10 19,441 25
7 14,010 20 7 18,888 20
14,063 1 17,650 18
9 14,065 11 9 19,442 26
14,400 3 10 14,005 6
11 15,050 25 11 14,065 9
12 15,556 16 12 16,021 16
13 15,900 24 13 12,000 1
14 16,005 29 14 20,543 28
16,008 19 19,347 23
15
16 16,021 12 16 15,556 12
17 17,000 18 17 21,345 30
18 17,650 8 18 17,000 17
17,775 26 16,008 15
19 19
18,888 7 20 14,010 7
19,000 2 13,335 3
21 21
22 19,023 28 22 20,189 27
23 19,347 15 23 19,374 24
24 19,374 23 24 15,900 13
19,441 6 15,050 11
25
19,442 9 17,775 19
26 26
27 20,189 22 27 13,999 5
,543 14 19,023 22
28 28
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29 20,789 5 29 16,005 14
21,345 17 12,002 2
30
500,000 500,000
Example 4.3 - Resolving Ties (as between the numbers 1 to 30) within the Ranking
System
While the above Example 4.2, Table 11 does not have any ties, it will be inevitable that ties
will occur where two or more numbers within the range of numbers from 1 to n (in this
example, 1 to 30) are chosen exactly the same number of times by the participants in the
game. Multiple numbers of ties could also occur. In this Example 4 of the game, it is
preferable that all ties are resolved.
While there will be a number of ways to resolve ties, such as by using a random method, the
preferred way to resolve all ties in this Example 4 of the use of the game is to use the
unpredictability of the results of all the participants’ choices in the game itself, by using the
resulting ‘odds’ and ‘evens’ that arise for each n number - as set out in the column headed
“NUMBER OF TIMES CHOSEN” in Example 4.2 - Table 11 above (the “Selection
Total”).
Referring to Example 4.2 - Table 11, it will be apparent that each of the 30 numbers have
been chosen a certain number of times and that this results in either an odd numbered
Selection Total or an even numbered Selection Total, representing the number of times each
of the 30 numbers was chosen. Whether a number available to be chosen within the range of
numbers from 1 to n (in this example 1 to 30) is going to end up being chosen a number of
times that is either an odd or even Selection Total number is entirely unpredictable, and is a
chance result. This chance result creates a unique method to resolve ties.
In this example, to resolves ties, an even number Selection Total will result in the lowest face
value of the tied numbers being ranked ahead of the higher face valued number/s. An odd
number Selection Total will result in the highest face value of the tied n numbers being
ranked ahead of the lowest face valued n number/s. For example if the following n numbers
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(2, 13, 20 and 29) were in a four-way tie with the same Selection Total number of, for
example, 20,189, which is an odd Selection Total number, then the order of the four tied
numbers becomes 29, 20, 13 and 2.
This process is further explained in Figure 3.
Example 4.4 – The Elimination Processes to determine the winner
In this Example 4, the game is a one phase game, so the objective is to determine the number
of participants to whom major prizes are to be awarded. For this example we shall set that at
major prizes. The process is overviewed below:
The First Eliminations: The first elimination process involves reducing the participants in
the game from 500,000 to a much lower number. This occurs by eliminating all participants
other than those participants that chose number [13] as their PRIMARY number, which is
the number that was least picked by all the 500,000 participants in the game, as it was
chosen 12,000 times – see Example 4.2, Table 11.
Calculations: With 500,000 participants in the game, divided by the number range of 1 - 30,
this results in an average of 16,666 participants per number. Some numbers will be chosen
more times, other numbers less. In this example, it is assumed that there are 12,000
participants that have chosen [13] as their PRIMARY number and which are not eliminated.
The Second Eliminations: The second elimination process involves reducing the remaining
12,000 participants from 12,000 to a much lower number by eliminating all participants
other than those participants that chose number [30] as their 1 SECONDARY number,
which is the number that was the second least picked number by all the 500,000 participants
in the game, as it was chosen 12,002 times – see Example 4.2, Table 11.
Calculations: With 12,000 participants remaining in the game, divided by the remaining
number range of 29 (as number 13 has now gone from the number range of 1-30), results in
an average of 414 participants per number. Based on the law of averages, some of the
remaining 29 numbers will be chosen more times, other numbers less. In this example, it is
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assumed that there are c. 400 participants that have chosen [30] as their 1 SECONDARY
number and which are not eliminated.
The Third Eliminations: The third elimination process involves reducing the remaining c.
400 participants by eliminating all participants other than those that chose [21] as their 2
SECONDARY number, which is the number that was the third least picked by all the
500,000 participants in the game, as it was chosen 13,335 times – see Example 4.2, Table 11.
Calculations: With c. 400 participants remaining in the game, divided by the remaining
number range of 28 (as number 13 and 30 have both now gone from the number range of 1-
), results in an average of c. 14 participants per number. Based on the law of averages,
some of the remaining 28 numbers will be chosen more times, other numbers less. In this
example, it is assumed that there are c. 10 participants that have chosen [21] as their 2
SECONDARY number and which are not eliminated.
Final eliminations – The Ranking System: With c. 10 participants remaining in this example,
those small number of remaining participants can be ranked using their 3 SECONDARY
number, and 4 SECONDARY number if necessary, to determine the winner/s.
This above described process is exemplified in Example 4.6, Table 13 that follows, which
focuses on the 10 best performing participants in the game. When considering Example 4.6,
Table 13, the 6 number choices of the best 10 performing participants (having the best
results for the ‘least picked’ PRIMARY number and 5 SECONDARY numbers) are set out
in Example 4.5, Table 12 below:
Example 4.5 - Table 12 – Chosen numbers of the Top 10 Participants
st nd rd th th
Participant Primary 1 SEC 2 SEC 3 SEC 4 SEC 5 SEC
Number
P.1 13 30 21 4 20 2
P.2 13 30 21 4 3 11
P.3 13 30 21 27 10 20
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13 30 21 11 18 20
P.5 13 30 21 11 8 26
P.6 13 30 21 16 25 20
P.7 13 30 21 24 4 10
P.8 13 30 21 29 27 4
P.9 13 30 21 19 26 3
P.10 13 30 21 12 2 1
Example 4.6 - Table 13 - Determine the Winner/s.
Nos of P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To
Participants 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 P.
From 00 00 00 00 00 00 00 00 00 00 12,00
PRIMARY 0
no. 13
First 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 c. 400
Secondary 02 02 02 02 02 02 02 02 02 02
left
(no of times
chosen by
participants
in game)
2 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 c. 10
Secondary 35 35 35 35 35 35 35 35 35 35 left
3 13,7 13,7 13,9 14,0 14,0 15,5 15,9 16,0 16,0 16,0
Secondary 21
75 75 99 65 65 56 00 05 08
nd rd th th th th th
(2 ) (3 ) (6 ) (7 ) (8 ) (9 ) (10
4 14,0 14,4 14,0 17,0 17,6 15,0 13,7 13,9 17,7 19,0
Secondary 10 00 05 00 50 50 75 99 75 00
st th th
(1 ) (4 ) (5 )
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19,0 14,0 14,0 14,0 17,7 14,0 14,0 13,7 14,4 14,0
Secondary 00 65 10 10 75 10 05 75 00 63
Extra Nos … … … … … … … … … …
if needed
As can be seen from Example 4.6, Table 13 above, P.1 is the sole winner.
Example 4.7 – Use of Eliminations and/or the Ranking System
The Ranking System described in this invention, in particular as referred to in Examples 4.2
and 4.3 can be used to rank each participants performance in a game. So in a game played by
500,000 participants, each participant can be ranked, from 1 place down to last place.
Accordingly, in one aspect of the invention, the winner/s can be determined through this
method. However, we believe it is preferable to have a group of winners (or class of winners)
at various determined steps in the game. Accordingly, we believe it is preferable to also
undertake elimination steps as we have described in Example 4.4 above.
Depending on the number of participants in a game as described in this Example 4, but
assuming a minimum of 500,000 participants, these elimination steps occur, as we have set
st nd
out in Example 4.4 above, using firstly the PRIMARY number, and then the 1 and 2
SECONDARY numbers, and as may be necessary, the 3 SECONDARY number and so
forth, until a ‘sufficiently small’ number of participants remain.
What constitutes ‘sufficiently small’ may vary for each game profile and will depend on the
number of participants in the game and the number of individual ‘major’ prizes that the
gaming organizers want to award to successful participants.
In this Example 4 of the game which is a game with 500,000 participants, we have continued
the elimination processes up to and including the use of the 2 SECONDARY number, after
which there is about 10 participants remaining. Then the computer software ranks in order
each of those last 10 or so remaining participants, ranking their performance against each
other, with reference to the ranking system as set out in Example 4.2, Table 11. We have
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used 10 for demonstration purposes, from which we then determine the winner/s of the major
prizes in this example of the game.
If however, the use of the 2 SECONDARY number above resulted, for example, in there
being less than the required number of participants for major prizes, being those participants
st nd
that had correctly chosen the relevant winning PRIMARY number, and then the 1 and 2
SECONDARY numbers, then the following occurs:
• Those participants, if any, that had correctly chosen the relevant winning PRIMARY
st nd st
number, and then the 1 and 2 SECONDARY numbers all get major prizes from 1
down to the relevant placing; and
• The remaining participants that are required for prizes are determined from the prior
group of participants that had correctly chosen the relevant winning PRIMARY
number, and also the 1 SECONDARY number. The remaining participants are
determined by reference to each of those participants other SECONDARY numbers
which are then ranked by reference to the Ranking System as contained in Example
4.2, Table 11 and the methods described herein.
• Table 14 below overviews this process in respect of determining 10 participants in a
one phase game that are to win the major prizes. The method set out in this Table
below should be sufficient for most game sizes based on the results set out in
Example 4.17, Table 18 – “Backroom Calculations – Eliminations”. It will be
appreciated that the process can be expanded as required, for instance by adding more
SECONDARY numbers.
Table 14 – Description of Elimination Steps
Steps Description of Elimination Steps
First PRIMARY Firstly, eliminate all participants other than those that
chose the correct PRIMARY number [13]. (“Primary
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Winner Category”)
nd st
2 1 SECONDARY Secondly, eliminate all Primary Winner Category
participants other than those that also correctly chose the
st st
1 Secondary number [30]. (“1 Sec Category”).
If the number of remaining participants is 10 or less, go
to the Final Step. Otherwise proceed below.
rd nd st
3 2 SECONDARY Thirdly, eliminate all 1 Sec Category participants other
than those that also correctly chose the 2 Secondary
number [21]. (“2 Sec Category”).
If the number of remaining participants is 10 or less, go
to the Final Step. Otherwise proceed below.
th rd nd
4 3 SECONDARY Fourthly, eliminate all 2 Sec Category participants
other than those that also correctly chose the 3
Secondary number [4]. (“3 Sec Category”).
If the number of remaining participants is 10 or less, go
to the Final Step. Otherwise proceed below.
th th rd
4 SECONDARY Fifthly, eliminate all 3 Sec Category participants other
than those that also correctly chose the 4 Secondary
number [27]. (“4 Sec Category”).
If the number of remaining participants is 10 or less, go
to the Final Step. Otherwise proceed below.
th th th
6 5 SECONDARY Sixthly, eliminate all 4 Sec Category participants other
than those that also correctly chose the 5 Secondary
number [10]. (“5 Sec Category”).
Final Step [1] If the number of participants is [10] or less, those
participants, if any, will be winners of the relevant major
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prizes. To determine which participants win which
prizes occurs by ranking those participants using their
relevant Secondary number/s in accordance with the
Selection Total/s and Ranking System of the n numbers
to determine those that have the best rankings;
and then
If 1 or more participants are still required to make up
the [10] participants required for the major prizes, then
using the group of participants from the preceding
stage/s as relevant, rank those participants using their
relevant Secondary number/s in accordance with the
Selection Total/s and Ranking System of the n numbers
to determine those that have the best rankings and who
are also to receive some of the major prizes in order to
make up the required [10] major prize winners.
Example 4.8 - Alteration to Ascribed Ranking Value – Same results
Instead of using the ascribed ranking value based on the number of times that each of the
numbers 1-30 had been chosen by all the participants in the game, the ascribed ranking value
can be changed to equal the actual rankings or placement number of the 30 numbers, by
st th
ranking them 1 to 30 . To illustrate this – and again with reference to Example 4.2, Table
11 which ranks all the numbers, and to Example 4.5, Table 12 which records the 6 chosen
numbers of the top 10 participants:
number 13 was the least chosen n number, so it was placed first with a ranking number or
ranking value of 12,000 (being the number of times that it had been chosen by all the
participants in the game);
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number 30 was the second least chosen n number, so it was placed second with a ranking
number or ranking value of 12,002 (being the number of times that it had been chosen by
all the participants in the game); and so on as set out in Example 4.2, Table 11.
Alteration to Ascribed Ranking Value
Instead of using the ascribed ranking value based on the number of times that each of the
numbers 1-30 had been chosen by all the participants in the game, the ascribed ranking value
can be changed to equal the actual rankings or placement number of the 30 numbers, by
st th
ranking them 1 to 30 . To illustrate this – and again with reference to Example 4.2, Table
11 which ranks all the 30 numbers, and to Example 4.5, Table 12 which records the 6 chosen
numbers of the top 10 participants:
number 13 was the least chosen n number, so it was placed first with a ranking number or
ranking value of 12,000 (being the number of times that it had been chosen by all the
participants in the game). Its ranking value is changed from 12,000 to 1 - i.e. a ranking
value of 1 – thereby being a “Selection Total” of 1;
number 30 was the second least chosen n number, so it was placed second with a ranking
number or ranking value of 12,002 (being the number of times that it had been chosen by
all the participants in the game). Its ranking value is changed from 12,002 to 2 - i.e. a
ranking value of 2 – thereby being a “Selection Total” of 2; ... and so on.
Example 4.9, Table 15 below is the same as Example 4.6, Table 13 above, but is now altered
to show the change to using the ascribed ranking value/Selection Total of 1, 2, 3, etc as
described in the paragraph above.
Example 4.9 - Table 15 - Determine the Winner/s using alteration to ascribed ranking
value
Nos of
P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To
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Participants 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0
From 00 00 00 00 00 00 00 00 00 00 12,00
PRIMARY 1 1 1 1 1 1 1 1 1 1 0
no. 13
First 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 c. 400
Secondary 02 02 02 02 02 02 02 02 02 02 left
(no of times 2 2 2 2 2 2 2 2 2 2
chosen by
participants
in game –
then ranked
st nd rd
1 , 2 , 3 ,
2 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 c. 10
Secondary 35 35 35 35 35 35 35 35 35 35 left
3 3 3 3 3 3 3 3 3 3
3 13,7 13,7 13,9 14,0 14,0 15,5 15,9 16,0 16,0 16,0
Secondary 75 75 99 65 65 56 00 05 08 21
4 4 5 9 9 12 13 14 15 16
nd rd th th th th th
(2 ) (3 ) (6 ) (7 ) (8 ) (9 ) (10
4 14,0 14,4 14,0 17,0 17,6 15,0 13,7 13,9 17,7 19,0
Secondary 10 00 05 00 50 50 75 99 75 00
7 10 6 17 18 11 4 5 19 21
st th th
(1 ) (4 ) (5 )
19,0 14,0 14,0 14,0 17,7 14,0 14,0 13,7 14,4 14,0
Secondary 00 65 10 10 75 10 05 75 00 63
21 9 7 7 19 7 6 4 10 8
Extra Nos … … … … … … … … … …
if needed
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As can be seen from Example 4.9, Table 15 above, the alteration to the ascribed ranking
values to 1, 2, 3, and so forth makes no change. P.1 is the sole winner.
Figure 4 shows, by way of an example in a series of computer printouts, a method of
processing by a computer the results for a 100,000 participant game which is relevant to the
example set out in this Examples 4. In particular Figure 4 shows the computer processing
method to determine the top 10 in order, from which the winner can be determined, together
nd th
with 2 place down to 10 as relevant. This example set out in Figure 4 can be easily
scalable for any size game.
Example 4.10 - Fallback position - Ties involving winning participants
The above illustrated elimination processes using 5 SECONDARY numbers should ensure
that the elimination process to determine one sole winner can be fully completed within
those 5 Secondary numbers and no fallback position should ever be necessary. While this
gaming system guarantees a winner, a joint winner is possible but is very unlikely. Once a
winner is determined (using the full set of 6 numbers if required), the chances of a second
person having chosen the exact same 6 numbers, in the same order, are 1 in 427,518,000 –
see Figure 7a.
However, to provide for the unlikely situation where the above illustrated elimination
processes using firstly the PRIMARY number, and then the 5 SECONDARY numbers does
not achieve one sole winner, then if two or more participants remain and can’t be eliminated
or separated, then those tied participants share in proportion as between them the relevant
prize/s.
Example 4.11 – Table 16 - One Phase Game – Exampled Prize Winnings
Elimination Maximum Prizes per Total % of $
Factors Number of Ticket Maximum 2.5m Prize
Participants in Amount of Pool
each stage Prizes
n/a n/a n/a
500,000
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(÷ 30) 16,667 $10 + Super $170,000 6.8%
Game
PRIMARY
(÷ 29) 575 $300 + above $200,000 8.0%
1 Secondary
(÷ 28) 21 $3,000 + above $75,000 3.0%
2 Secondary
(÷ 27) [9] Major prize $10,000 to $180,000 7.2%
winning $50,000 +
3 Secondary
participants other above
than sole winner
(÷ 26) Winner $1,250,000 $1,250,000 50.0%
4 Secondary
– Sole Survivor
(÷ 25)
Secondary
To Super Game $625,000 25.0%
Totals $2,500,000 100%
Example 4.12 - The odds of winning a weekly game
The odds of winning a prize in the weekly draw – in the first instance correctly choosing the
weeks winning PRIMARY number – is 1 in 30.
The odds of winning first prize in this Example 4 of a one phase game, is equal to the
number of participants in the week’s lottery – in this case, it is 1 in 500,000.
Example 4.13 - Incorporation of a “Super Game”
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As stated above, and as can be seen from Example 4.11, Table 16 above, this example of the
game includes a Super Game that is drawn annually.
The Super Game involves the same identical processes of elimination as applicable to the
weekly games as previously described in this Example 4.
Preferably, the participation in the Super Game is only achieved by:
• Purchasing a ticket in a weekly game; and
• Correctly picking a winning PRIMARY number in a weekly game.
Preferably, the number of tickets/entries a participant can have in Super Game is based on
how many times a participant chooses the winning PRIMARY number in one or more of the
weekly games.
Random Allocation of Super Game Numbers
Preferably, the Super Game numbers are randomly allocated. Those random numbers
comprise, as they do for the weekly games, 1 PRIMARY number and 5 SECONDARY
numbers. This random allocation is to ensure that no participant can stipulate what Super
Game numbers he or she wants and it is to ensure the integrity of the Super Game result.
In this example, the Super Game numbers are only allocated to those ‘weekly’ participants
that correctly pick the winning PRIMARY number for the relevant week’s game.
In addition, to further ensure the integrity of the Super Game result, the Super Game
numbers from each week’s game are not merged by the gaming engine at any time into any
combined set of numbers until after the last weekly game has been closed, prior to the Super
Game. This is to further ensure that no party can identify what numbers, when combined, are
less nominated than other n numbers, so that the Super Game is not subject to interference or
fraud by any party.
Example 4.14 – Prize Winnings for Super Game
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The prizes available for the winner/s of the Super Game will be significantly higher than the
weekly game.
Assume that:
• the Super Game is conducted annually, at the end of a 50 week cycle of weekly
games; and
• there are 50 weeks of games, with each weeks game having the same participation
and winning profile as described previously in Examples 4.1 and 4.11; and
• in each of the 50 weeks, as set out in Example 4.11, $625,000 is set aside from each
weekly game – to accumulate for the Super Game; and
• at the end of 50 weeks, there is $31,250,000 available for Super Game prizes; and
• The process of winning Super Game is the same as for the weekly draws.
Example 4.15 – Table 17 - One Phase Game – Exampled Prize Winnings for annual
Super Game
Elimination Maximum Prizes per Total % of
Factors Number of Ticket Maximum $31.25m
Participants in Amount of Prize Pool
each stage of Prizes
Super Game
16,667 maximum n/a n/a n/a
participants per
week x 50 weeks =
833,350
(÷ 30) 27,778 $100 $2,812,500 9.0%
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PRIMARY
(÷ 29) 957 $1,000 + above $1,093,750 3.5%
1 Secondary
(÷ 28) 34 $10,000 + $500,000 1.6%
above
2 Secondary
(÷ 27) [9] Prize Winning $100,000 to $3,406,250 10.9%
participants other $1,000,000 +
3 Secondary
than sole winner above
(÷ 26) Winner $23,437,500 $23,437,500 75%
4 Secondary
– Sole Survivor
(÷ 25)
Secondary
Totals $31,250,000 100%
Example 4.16 - The Odds of Winning Super Game
The odds of winning a prize in Super Game is dependent on the number of entries a
participant has in Super Game – i.e. the number of times a participant enters weekly games
and correctly chooses the winning PRIMARY number in each weekly game.
In this Example 4, for a participant that has only one entry into Super Game, the odds of
winning the minor prize in Super Game ($100) is 1 in 30.
For a participant with only one entry in Super Game, the odds of winning first prize in Super
Game is no more than 1 in 833,350.
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A participant with 1 entry has odds of at least 1 in 30 of winning any prize. The odds get
shorter for each additional entry into Super Game that a participant has.
A participant with 10 entries comprising 10 different PRIMARY numbers has odds of at
least 1 in 3 of winning any prize in Super Game, and will have odds of less than 1 in 83,335
of winning the first prize in Super Game.
It will be clear that a large number of variations exist and the above descriptions as set out in
this Example 4 are by way of example only.
Example 4.17 – Table 18 - Backroom Calculations - Eliminations
The table below demonstrates that 5 SECONDARY numbers should be sufficient to effect
the necessary eliminations for most game sizes. Additional SECONDARY numbers can be
added if/as necessary.
No. Tickets 500,000 5,000,000 50,000,000 5,000,000,000
(÷ 30) (÷ 30) (÷ 30) (÷ 30)
Number Range
1-30
PRIMARY No. 16,667 166,667 1,666,667 166,666,667
(÷ 30)
1 575 5,747 57,471 5,747,126
SECONDARY
(÷ 29)
2 21 205 2,053 205,255
SECONDARY
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(÷ 28)
3 8 76 7,602
SECONDARY
(÷ 27)
4 Winners Winners 3 292
SECONDARY
(÷ 26)
Winners 12
SECONDARY
(÷ 25)
6 Winners
SECONDARY
(÷ 24)
EXAMPLE 5
Virtual Racing
A further example of the use of the invention is the use of the gaming system in Virtual
Races involving any racing or competition application in which a number of ‘characters’ or
‘things’ can compete. For example, Virtual Racing involving horses, racing cars, racing
yachts, cycling, or even avatar type races or competitions are examples of events or
competitions that are suitable for a virtual racing application using the gaming system
invention that has been described herein.
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Example 5.0 - A Virtual Horse Race (number range 1 to n, where n = 20)
The following describes a virtual horse race. It will be apparent that the horses are symbols
which in fact represent numbers. The techniques here below described with respect to the
horse race could be used to provide a virtual event or could be utilised to provide any other
event where a symbol can be ascribed to a number, including any type of competitive race.
With modest adjustment of the techniques even “knock out” events such as a tennis
tournament could be presented in virtual form where the tie break techniques, such as the
odd/even approach described above could be used if necessary.
Objective: To develop a high class virtual horse race capable of operating with/through
various mediums such as the internet and iPhone, that can be cross sold in different states/
countries and which creates for player buy in, suspense and satisfaction with repeat plays.
Target Operators: The virtual horse race is for a target operator such as the TAB, race
betting agencies, or the horse racing divisions of lottery and gaming operators in the relevant
countries worldwide. The target operators are worldwide and consist largely of government
approved or authorised operators.
Racing to be on different courses: The virtual horse race game is to be raced each week
(possibly more regularly) and is to be preferably set in world recognised venue/s – For
example only:
• Churchill Downs in Louisville, Kentucky which is home of the Kentucky Derby,
• Pimilico Race Course in Baltimore, Maryland which hosts the Preakness Stakes,
• Belmont Park on Long Island which hosts the Belmont Stakes.
• The Royal Ascot in Berkshire, United Kingdom which hosts the Gold Cup.
• The Flemington Racecourse in Melbourne, Australia which hosts the Melbourne Cup.
• Nakayma Racecourse, Japan which runs the Nakayama Grand Jump.
• The Aintree Racecourse, Liverpool, England which hosts the UK’s Grand National.
205336NZC_CS_20141002_PLH
• The Meydan Racecourse in Dubai, United Arab Emirates, which hosts the Dubai
World Cup.
Each horse must have a finishing placement value: Because the gaming system described
herein ranks each horse, each horse must finish the race with its jockey, or alternatively a
horse that goes down or loses its jockey will be deemed to come last. In the event of there
being more than one horse or jockey going down, then the horse and jockey that went the
greatest distance in the race will be placed ahead of the other downed horse/s etc.
In-Game Sponsorship: To create within the virtual race the commercial opportunity to sell
sponsorship and advertorial space e.g. The ‘Citibank’ Stadium, the ‘Budweiser’
Sweepstakes, and the timekeeping opportunity for Omega, TAG Heuer etc.
Number of horses: [20], although the virtual horse race needs to have flexibility to have more
or less horses added or taken away – preferably the maximum number is no more than 30.
The Horses: The [20] horses are to be named and given character, as are the jockeys.
Capacity for different race profiles: If the virtual horse race game is run weekly and the race
has the same racing profile, then it would quickly lose part of its excitement. So the race
profile of the [20] horses (as opposed to the final placements which are determined by the
ranking system) needs to be random and not able to be picked or easily recognised by the
punters during the running of the virtual races.
Punters entry: During the week, punters consider the race course, and the field of [20]
horses. From the field of [20], they must select in the anticipated order of winning, 6 horses.
The selections occur during the week and closes say 1 hour before the running/ broadcasting
of the race. Punters may elect some or all of the 6 horses to be chosen randomly.
Punter’s choice: Each choice by a punter represents 1 unit of weight, which the horse has to
carry around the race track. The horse that is chosen the least therefore has the least weight
to carry and will therefore be the winner and so forth – i.e. the ‘least’ chosen wins, the
205336NZC_CS_20141002_PLH
second least chosen gets second, and so forth with the most chosen getting last. The punters
in effect when making their choices of their 6 horses are trying to outthink the choices of all
the other punters.
Encryption - No knowledge of punters choices: Each entry by each punter must be received
(or stored) in an encrypted or secure way so no person has the ability to determine how many
times the horses have been chosen and therefore how much weight they will each carry. The
encryption is only revealed through the outcome of the running of the race, broadcast ‘live’
on the internet/TV.
Running of the race: The race is to be run/broadcast at a set time each week ‘live’ on the
internet, with the capacity to broadcast it on TV.
Race Duration: Say [2-3] minutes, and preferably with a lead up and post event revealing of
each horse’s weights, prize awards for competitors etc - total all up race matters, say [10-15]
minutes.
Announcement of winning punter’s choices: First [5-10] punters picks announced, and last
place punter also announced.
Example 5.1 – Assumed Game Profile
In this example, to demonstrate how the gaming system can operate in respect of a virtual
horse race involving [20] horses, it is assumed that:
• The game is played weekly, and is played each week by 500,000 punters;
• During the week each punter chooses, in winning order, 6 different horses from a
range of [20] horses and pays a total cost of $10 for his 6 horses;
• The total revenue from each week’s game is $5,000,000;
• The available prize pool is 50% of total revenue;
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• Total prizes available for payment to the eligible punters are $2,500,000 - of which
% ($625,000) is set aside for a SUPER RACE;
• Any horses in the range of [20] horses that might not be chosen by any punter are
ignored;
• Each horse is also given a unique number, being number 1, 2, 3 and so forth, up to
number [20], so that the computer system can recognize each of the 20 horses
competing in the game/race;
• Each choice by a punter of a horse represents 1 unit of weight, which the horse has to
carry around the race track. These units of weight are very small, but heavy, so they
go into a weight saddle (or pack) that does not change in dimension in any way, so
when the virtual race is being broadcast, no punter can tell which horse is carrying
the least or greatest weight.
• The horse that is chosen the least therefore has the least weight to carry and will
therefore become the winner of the race, and so forth – i.e. the ‘least’ chosen horse
wins, the second least chosen horse gets second, and so forth with the most chosen
horse getting last in the race;
• In this example, horse [13] is the horse that is chosen the least by all the 500,000
punters in the game, and therefore carries the least weight and becomes the winner of
the race;
• There are 19,500 punters that have chosen that have chosen horse [13] as the winning
horse;
• Those 19,500 winning punters each receive one bonus entry into the following weeks
race i.e. valued at $10 each ($195,000) and one entry into the SUPER RACE.
• Ties between any of the 20 horses are ALL resolved – see Example 5.3 below.
• The 19,500 winning punters are subject to further eliminations using the results of
those punters other choices of horses, using the one data set from the 500,000 punters
choices of the winning horse.
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Punter’s Objective
Pick 6 different horses from a range of [20] horses that are to compete against each other in a
virtual race.
The objective for a punter is to pick 6 different horses, where each horse picked is picked to be
one of the ‘least picked’ contestants in the race, least picked by all the punters in the game.
The ‘least picked’ horse will carry the least weight in the race and will, when the virtual race is
broadcast, become the winner of the race.
The second least picked horse will carry the second least weight, and will get second in the
race, and so on.
A punter’s objective is to avoid eliminations by correctly picking as his/her first horse choice,
nd rd th
the horse that is to become the winner of the race, and the 2 and 3 and 4 placed horses etc,
and failing by punters to correctly chose a relevant horse placement, then the punter/s with the
next best choice/s ultimately becomes the winner of the game’s major prize.
Example 5.2 – Table 19
Results of Betting on a Virtual Horse Race by 500,000 Punters – One Data Set from the
Winning Horse Selections
BY RANKINGS BY NUMBERS
RANKINGS NUMBER HORSE HORSE NUMBER RANKINGS
OF OF
OF LEAST TIMES CHOSEN CHOSEN TIMES OF LEAST
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PICKED CHOSEN CHOSEN PICKED
st nd
1 19,500 13 1 19,657 2
nd th
19,657 1 27,000 13
2 2
rd th
,560 19 21,974 7
3 3
th th
4 20,988 9 4 25,000 10
th th
21,344 7 5 29,333 19
th th
21,765 14 28,111 16
6 6
th th
7 21,974 3 7 21,344 5
th th
8 22,348 15 8 26,332 11
9 24,864 20 9 20,988 4
th th
,000 4 31,500 20
10
th th
11 26,332 8 11 27,830 14
th th
12 26,791 16 12 28,369 17
13 27,000 2 13 19,500 1st
th th
27,830 11 21,765 6
14 14
th th
27,983 18 15 22,348 8
th th
16 28,111 6 16 26,791 12
28,369 12 28,751 18
17 17
th th
18 28,751 17 18 27,983 15
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th rd
19 29,333 5 19 20,560 3
31,500 10 20 24,864 9
500,000 500,000
Example 5.3 - Resolving Ties (as between the horse numbers 1 to 20) within the
Ranking System
While the above Example 5.2, Table 19 does not have any ties, it will be inevitable that ties
will occur where two or more horses within the 20 horses used in this example are chosen
exactly the same number of times by the punters in the game. Multiple numbers of ties
between horses could also occur. In this Example 5 of the game, it is preferable that all ties
are resolved.
While there will be a number of ways to resolve ties, such as by using a random method, the
preferred way to resolve all ties in this Example 5 of the use of the game in a virtual horse
race is to use the unpredictability of the results of all the punters’ choices in the virtual horse
race game itself, by using the resulting ‘odds’ and ‘evens’ that arise for each of the 20 horses
- as set out in the column headed “NUMBER OF TIMES CHOSEN” in Example 5.2 - Table
19 above (the “Selection Total”).
Referring to Example 5.2 - Table 19, it will be apparent that each of the 20 horses have been
chosen a certain number of times and that this results in either an odd numbered Selection
Total or an even numbered Selection Total, representing the number of times each of the 20
horses was chosen. Whether a horse to be chosen within the range of 20 horses is going to
end up being chosen a number of times that is either an odd or even Selection Total number
is entirely unpredictable, and is a chance result. This chance result creates a unique method
to resolve ties.
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In this example, to resolves ties, an even number Selection Total will result in the lowest face
value relevant to a tied horse being ranked ahead of the higher face valued numbered horse.
An odd number Selection Total will operate in reverse. For example if the following horses
(horses 2, 13, 18 and 20) were in a four-way tie with the same Selection Total number of, for
example, 26,333, which is an odd Selection Total number, then the order of the four tied
numbers becomes 20, 18, 13 and 2.
This process or concept is further explained in Figure 3.
Example 5.4 - The Elimination Processes – to determine the winning punter
The First Elimination: The first elimination process involves reducing the punters in the
game from 500,000 to a much lower number. This occurs by eliminating all punters other
than those punters that chose horse number [13] as their first choice, which is the horse
number that was least picked by all the 500,000 punters in the game, as it was chosen 19,500
times and which won the race – see Example 5.2 - Table 19.
Calculations: With 500,000 punters in the game, divided by the number of horses available
for punters to choose [i.e. 20], results in an average of 25,000 punters per horse. Some of the
[20] horses will be chosen more times, other horses less. In this example, it is assumed that
there are 19,500 punters that have chosen horse [13] as their first horse choice and which are
not eliminated.
The Second Elimination: The second elimination process involves reducing the remaining
19,500 punters from 19,500 to a much lower number. This is done by eliminating from the
remaining 19,500 punters, all punters except those that also chose horse [1] as their 2 horse
choice, which is the horse that was the second least picked horse by all the 500,000 punters
in the game, as it was chosen 19,657 times and got second in the race – see Example 5.2 -
Table 19.
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Calculations: With 19,500 punters remaining in the game, divided by the remaining number
range of 19 (as horse 13 has now gone), results in an average of 1,026 punters per the
remaining 19 horses. Based on the law of averages, some of the remaining 19 horses will be
chosen more times, other horses less. In this example, it is assumed that there are c. 900
punters that have chosen horse [1] as their 2 horse and which are not eliminated.
The Third Elimination: The third elimination process involves reducing the remaining c. 900
punters from c. 900 to a much lower number. This is done by eliminating from the remaining
c. 900 punters, all punters except those that also chose horse [19] as their 3 horse choice,
which is the horse that was the third least picked by all the 500,000 punters in the game, as it
was chosen 20,560 times and got third in the race – see Example 5.2 - Table 19.
Calculations: With c. 900 participants remaining in the game, divided by the remaining
number range of 18 (as horses 13 and 1 have both now gone), results in an average of c. 50
punters per the remaining 18 horses. Based on the law of averages, some of the remaining 18
horses will be chosen more times, other horses less. In this example, it is assumed that there
are c. 40 participants that have chosen horse [19] as their 3 horse and which are not
eliminated.
Further eliminations – The Ranking System: By this time with c. 40 punters remaining,
th th
those small number of remaining punters can be ranked using their 4 chosen horse, and 5
and 6 if necessary, to determine the winner/s.
When considering Example 5.6, Table 21 below, the 6 horse choices of the best 10
performing punters are set out in Example 5.5, Table 20 below:
Example 5.5 - Table 20 – Top 10 Punters’ chosen Horses [by reference to the assigned
horse number]
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st nd rd th th th
1 2 3 4 5 6
Horse Horse Horse Horse Horse Horse
Choice Choice Choice Choice Choice Choice
Punter P.1 13 1 19 14 4 10
13 1 19 14 8 9
Punter P.2
Punter P.3 13 1 19 14 8 7
Punter P.4 13 1 19 15 9 3
Punter P.5 13 1 19 4 2 5
Punter P.6 13 1 19 4 11 9
Punter P.7 13 1 19 4 11 7
Punter P.8 13 1 19 4 10 7
Punter P.9 13 1 19 8 9 10
Punter 13 1 19 8 7 9
P.10
Example 5.6 - Table 21 - Determining the winning punter
No. of P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To P.
Punters
500,00
1 Horse
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:13 19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,5
19,500
00 00 00 00 00 00 00 00 00 00
(no of times
chosen by
all punters
in game)
2 Horse :1 19,6 19,6 19,6 19,6 19,6 19,6 19,6 19,6 19,6 19,6 c. 900
57 57 57 57 57 57 57 57 57 57
left
3 Horse 20,5 20,5 20,5 20,5 20,5 20,5 20,5 20,5 20,5 20,5
c. 40
:19 60 60 60 60 60 60 60 60 60 60
left
4 Horse : 9 21,7 21,7 21,7 22,3 25,0 25,0 25,0 25,0 26,3 26,3 By
65 65 65 48 00 00 00 00 32 32 Rank
(4 )
Horse : 7 25,0 26,3 26,3 20,9 27,0 27,8 27,8 31,5 20,9 21,3
00 32 32 88 00 30 30 00 88 44
st th th th th
(1 ) (5 ) (8 ) (9 ) (10
6 Horse 31,5 20,9 21,3 21,9 29,3 20,9 21,3 21,3 31,5 20,9
:14 00 88 44 74 33 88 44 44 00 88
nd rd th th
(2 ) (3 ) (6 ) (7 )
Extra … … … … … … … … … …
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Horses
if needed
As can be seen from Example 5.6, Table 21 above, Punter P.1 is the sole winner.
Example 5.7 – Use of Eliminations and/or the Ranking System
The Ranking System described in this invention, in particular as referred to in Examples 5.2
and 5.3 can be used to rank each punters performance in a game. So in a virtual horse race
game played by 500,000 punters, each punter can be ranked, from 1 place down to last
place. Accordingly, in one aspect of the invention, the winner/s can be determined through
this method. However, we believe it is preferable to have a group of winners (or class of
winners) at various determined steps in the virtual horse race game. Accordingly, we believe
it is preferable to also undertake elimination steps as we have described in Example 5.4
above.
Depending on the number of punters in a virtual horse race game as described in this
Example 5, but assuming a minimum of 500,000 punters, these elimination steps occur, as
we have set out in Example 5.4 above, using firstly the punters choice of the winning horse,
nd rd
and then as relevant the punters choices of their 2 and 3 places and as may be necessary,
the punters 4 place horse choice and so forth, until a ‘sufficiently small’ number of punters
remain.
What constitutes ‘sufficiently small’ may vary for each virtual horse race game profile and
will depend on the number of punters in the game and the number of individual ‘major’
prizes that the gaming organizers want to award to successful punters.
In this Example 5 of the game which is a game with 500,000 punters, we have continued the
elimination processes up to and including the use of the 3 placed horse, after which there is
about 40 punters remaining. Then the computer software ranks in order each of those last 40
or so remaining punters, ranking their performance against each other, with reference to the
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ranking system as set out in Example 5.2, Table 19. We have used the top 10 punters for
demonstration purposes, from which we then determine the winner/s of the major prizes in
this example of the game.
If however, during the elimination stages, the use of the 3 placed horse above resulted, for
example, in there being less than the required number of participants for major prizes, being
those participants that had correctly chosen the relevant winning horse number, and then the
nd rd
2 and 3 placed horses, then the following occurs:
• Those punters, if any, that had correctly chosen the relevant winning horse number,
nd rd st
and then the 2 and 3 placed horses all get major prizes from 1 down to the
relevant placing; and
• The remaining punters that are required for prizes are determined from the prior
group of participants that had correctly chosen the relevant winning horse, and also
the 2 placed horse. The remaining punters required for prizes are determined by
reference to each of those punters other picks of horse placements (i.e. in order each
rd th th th
of the punters picks for the 3 , and as necessary, the 4 , 5 , and 6 horse placings
which are then ranked by reference to the Ranking System as contained in Example
5.2, Table 19 and the methods described herein.
• Table 22 below overviews this process in respect of determining the top 10 punters
to win the major prizes. The method set out in this table below should be sufficient
for most virtual horse race game sizes based on the results set out in Example 5.17,
Table 26 – “Backroom Calculations – Eliminations”. It will be appreciated that the
process can be expanded as required, for instance by requiring the punters to pick the
placements of 7 horses, instead of the 6 used in this example.
Table 22 - Description of Elimination Steps
Steps Horse Placing Description of Elimination Steps
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First 1 Placed Horse Firstly, eliminate all punters other than those that chose
the correct winning horse [13]. (“1 Category”)
nd nd st
2 2 Placed Horse Secondly, eliminate all 1 Category punters other than
those that also correctly chose the 2 placed horse [1].
(“2 Category”).
If the number of remaining punters is 10 or less, go to
the Final Step. Otherwise proceed below.
rd rd nd
3 3 Placed Horse Thirdly, eliminate all 2 Category punters other than
those that also correctly chose the 3 placed horse [19].
(“3 Category”).
If the number of remaining punters is 10 or less, go to
the Final Step. Otherwise proceed below.
th th rd
4 4 Placed Horse Fourthly, eliminate all 3 Category punters other than
those that also correctly chose the 4 placed horse [9].
(“4 Category”).
If the number of remaining punters is 10 or less, go to
the Final Step. Otherwise proceed below.
th th th
5 Placed Horse Fifthly, eliminate all 4 Category punters other than
those that also correctly chose the 5 placed horse [7].
(“5 Category”).
If the number of remaining punters is 10 or less, go to
the Final Step. Otherwise proceed below.
th th th
6 6 Placed Horse Sixthly, eliminate all 5 Category punters other than
those that also correctly chose the 6 horse placing [14].
(“6 Category”).
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If the number of punters is [10] or less, those
Final Step
punters, if any, will be winners of the relevant major
prizes. To determine which punters win which prizes
occurs by ranking those punters using their relevant
choice of horse placing in accordance with the Selection
Total/s and Ranking System of all the horses in the race
(in this example it is 20 horses) to determine those
punters that have the best results/rankings;
and then
If 1 or more punters are still required to make up the
punters required for the major prizes, then using the
group of punters from the preceding stage/s as relevant,
rank those punters using their relevant choice of horse
placement in accordance with the Selection Total/s and
Ranking System of all the horses in the race (in this
example it is 20 horses) to determine those punters that
have the best results/rankings and who are also to
receive some of the major prizes in order to make up the
required [10] major prize winners.
Example 5.8 - Alteration to ‘Ascribed Ranking Values’ – Same results
Example 5.2, Table 19 above records all the punters’ 6 horse choices from the [20] horses
competing in the race and by doing so is able to ascribe a unique ranking value to each of the
horses. This ascribed ranking value is equal to the number of times that each of the 20
horses had been chosen by all the 500,000 participants in the game. All the [20] horses
available to be chosen in the game are ascribed a unique ranking value. To illustrate this -
and with reference to Example, Table 19 which ranks all the [20] horses:
• Horse 13 was the least chosen horse, so horse 13 had the least weight/Kriptons to
carry around the race course and was therefore placed first, with a ranking number of
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19,500 (being the number of times that horse 13 had been chosen by all the 500,000
punters in the game);
• Horse 1 was the second least chosen horse, so horse 1 had the second least weight to
carry around the race course and was placed second, with a ranking number of 19,657
(being the number of times that horse 1 had been chosen by all the 500,000 punters in
the game); and so on as set out in Example 5.2, Table 19.
Alteration to Ascribed Ranking Value: Instead of using the ascribed ranking value based on
the number of times that each of the [20] horses had been chosen by all the 500,000
participants in the game, the ascribed ranking value can be changed to equal the actual
rankings or placement number of each of the [20] horses that are to compete in the race. To
illustrate this – and again with reference to Example 5.2, Table 19 which ranks all the horses,
and to Example 5.5, Table 20 which records the chosen numbers of the top 10 punters:
• Horse 13 was the least chosen horse, so horse 13 was placed first with a ranking
number of 19,500 (being the number of times that horse 13 had been chosen by all
the 500,000 punters in the game). Its ranking value is changed from 19,500 to 1 i.e.
a ranking value of 1;
• Horse 1 was the second least chosen horse, so horse 1 was placed second with a
ranking number of 19,657 (being the number of times that horse 1 had been chosen
by all the 500,000 punters in the game). Its ranking value is changed from 19,657 to
2 i.e. a ranking value of 2; and so on as also set out/identified in Example 5.2,
Table 19.
Example 5.9, Table 23 below is the same as Example 5.6, Table 21, but now changed to
show the change to using the ascribed ranking value of 1, 2, 3, etc as described above.
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Example 5.9 - Table 23 - Determining the winning punter: Using alteration to ascribed
ranking value
No. of P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To P.
Punters
500,00
1 Horse
19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,5 19,500
(no of times 00 00 00 00 00 00 00 00 00 00
chosen by
1 1 1 1 1 1 1 1 1 1
all punters
in game)
2 Horse :1 19,6 19,6 19,6 19,6 19,6 19,6 19,6 19,6 19,6 19,6 c. 900
57 57 57 57 57 57 57 57 57 57
left
2 2 2 2 2 2 2 2 2 2
3 Horse 20,5 20,5 20,5 20,5 20,5 20,5 20,5 20,5 20,5 20,5 c. 40
:19 60 60 60 60 60 60 60 60 60 60
left
3 3 3 3 3 3 3 3 3 3
4 Horse : 9 21,7 21,7 21,7 22,3 25,0 25,0 25,0 25,0 26,3 26,3 By
65 65 65 48 00 00 00 00 32 32
Rank
6 6 6 8 10 10 10 10 11 11
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(4 )
Horse : 7 25,0 26,3 26,3 20,9 27,0 27,8 27,8 31,5 20,9 21,3
00 32 32 88 00 30 30 00 88 44
11 11 4 13 14 14 20 4 5
st th th th th
(1 ) (5 ) (8 ) (9 ) (10
6 Horse 31,5 20,9 21,3 21,9 29,3 20,9 21,3 21,3 31,5 20,9
:14 00 88 44 74 33 88 44 44 00 88
4 5 7 19 4 5 5 20 4
nd rd th th
(2 ) (3 ) (6 ) (7 )
Extra … … … … … … … … … …
Horses
if needed
As can be seen from Example 5.9, Table 23 above, the alteration to the ascribed ranking
values to 1, 2, 3, and so forth makes no change. The punter P.1 is the sole winner.
Example 5.10 - Fallback position - Ties involving winning punters
The above illustrated elimination processes using the six horse choices of the punters should
ensure that the elimination process to determine one sole winner can be fully completed and
no fallback position should ever be necessary. While this gaming system guarantees a
205336NZC_CS_20141002_PLH
winner, a joint winner is possible but unlikely. Once a winner is determined (using the full
set of 6 horse choices if required), the chances of a second person having chosen the exact
same 6 horses as chosen by the other punter, in this example of the virtual horse race game
are 1 in 27,907,200 – see Figure 7a.
However, to provide for the situation where the above illustrated elimination processes does
not achieve one sole winner, then if two or more punters remain and can’t be eliminated or
separated, then those tied punters share in proportion as between them the relevant prize/s.
Example 5.11 - Table 24 – Exampled Prize Winnings for Weekly Races - Prizes are
50% of the Entry Price
Elimination Maximum Prizes per Total % of $
Factors Number of Ticket Maximum 2.5m
Punters in each Amount of Prize Pool
stage Prizes
500,000 n/a n/a n/a
(÷ 20) 1 Horse 25,000 $10 + Super $250,000 10.0
Draw
(÷ 19) 2 Horse 1,315 $200 + above $265,000 10.6
(÷ 18) 3 Horse 73 $2,000 + above $140,000 5.6%
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(÷ 17) 4 Horse [10] Remaining $20,000 + $200,000 8.0%
participants other above
than sole winner
(÷ 16) 5 Horse $1,000,000 + $1,000,000 40.0%
Winner
above
(÷ 15) 6 Horse
To Last Place $20,000 0.8%
To Super Race $625,000 25.0%
Totals $2,500,000 100%
Example 5.12 - The Odds of Winning in a Weekly Race
In this Example 5, the odds of winning a prize in the weekly virtual horse race – in the first
instance correctly choosing the week’s winning horse – is 1 in 20.
The odds of winning first prize in the weekly race – is equal to the number of punters/tickets
in the week’s race – in this case, it is 1 in 500,000.
Example 5.13 - Incorporation of a “Super Race”
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As can be seen from Example 5.11, Table 24 above (last entry), the game includes a Super
Race, which receives an allocation of 25% of the weekly prize fund for prizes in a latter
Super Race that is to be run six monthly.
The Super Race involves the same identical processes of eliminations and winning as
applicable to the weekly race.
The participation by punters in the Super Race is only achieved by:
• Purchasing a ticket in a weekly race; and
• Correctly picking a winning horse (i.e. the 1 place) in a weekly race.
The number of tickets/entries a punter can have in the Super Race is based on how many
times a punter correctly chooses the winning horse in one or more of the weekly races.
Random Allocation of Super Race Horses
The 6 horses allocated for the Super Race are only allocated to those ‘weekly’ punters that
correctly pick the winning horse (1 place) for the relevant week’s race. This random
allocation is to ensure that no punter can stipulate what horses he or she wants to choose for
the Super Race, thereby ensuring the integrity of the Super Race result.
In addition, to further ensure the integrity of the Super Race result, the 6 Super Race horses
allocated to the relevant punters from each week’s lottery are not merged at any time into
any combined set of data until after the last weekly race has been run, and the data is only
merged for the purpose of ‘broadcasting’ the Super Race.
Example 5.14 - Super Race Prizes
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The prizes available for the winner of the Super Race will be significantly higher than the
weekly race.
Assume that:
• the Super Race is conducted semi-annually, at the end of a 25 week cycle of weekly
races; and
• there are 25 weeks of races, with each week’s race having the same participation and
winning profile as described previously; and
• in each of the 25 weeks, $625,000 is set aside from each weekly race – to accumulate
for the Super Race; and
• at the end of 25 weeks, there is $15,625,000 available for Super Race prizes; and
• the process of winning Super Race is the same as for the weekly draws.
Example 5.15 - Table 25 – Exampled Prize Winnings for [the semi-annual] Super Race
Elimination Maximum Prizes per Total % of
Factors Number of Entry Ticket Maximum
$15.625
Punters in each Amount of
million
stage of Super Prizes
Prize Pool
Race
(at each stage)
,000 maximum n/a n/a n/a
punters per week x
weeks = 625,000
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(÷ 20) 1 Horse $100 $3,125,000 20.00%
31,250
(÷ 19) 2 Horse 1,644 $1,000 + above $1,640,625 10.50%
(÷ 18) 3 Horse $10,000 + $906,,250 5.80%
above
(÷ 17) 4 Horse [4] Remaining $100,000 + $400,000 2.56%
punters other than above
sole winner
(÷ 16) 5 Horse Winner $23,437,500 + $9,375,000 60.00%
above
(÷ 15) 6 Horse
To Last Place $100,000 0.64%
To costs of $78,125 0.50%
running Super
Race Game/ misc
Totals $15,625,,000 100%
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Example 5.16 - The Odds of Winning Super Race
The odds of winning a prize in Super Race is dependent on the number of entries a punter
has in the Super Race – i.e. the number of times a punter enters weekly races and correctly
chooses the winning horse (i.e. 1 place) in each weekly race.
For a punter that has only one entry into Super Race, the odds of winning the minor prize in
Super Race ($100) is 1 in 20.
The odds of winning Super Race – based on the assumptions set out in this Example 5, for
the punter with only one entry in Super Race – the odds of winning must be no more than 1
in 625,000.
A punter with 1 entry in Super Race has odds of at least 1 in 20 of winning any prize. The
odds get shorter for each additional entry into Super Race that a punter has. A punter with 10
entries comprising 10 different winning horse choices has odds of at least 1 in 2 of winning
any prize.
If a punter has 10 entries into Super Race comprising 10 different winning horse choices, the
odds must be no more than 1 in 62,500 of winning the first prize in Super Race.
Example 5.17 – Table 26 - Backroom Calculations - Eliminations
The table below demonstrates that choosing 6 horses should be sufficient to effect the
necessary eliminations for most race sizes, using [20] horses. Additional horses and choices
can be added to the game if/as necessary.
No. Of 500,000 5,000,000 50,000,000 5,000,000,000
Tickets/Punters
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(÷ 20) (÷ 20) (÷ 20) (÷ 20)
Number Range
Of Horses
1-20
1 Horse 25,000 250,000 2,500,000 250,000,000
(÷ 20)
2 Horse 1,315 13,157 131,578 13,157,894
(÷ 19)
3 Horse 73 730 7,309 730,994
(÷ 18)
4 Horse 4 42 429 42,999
(÷ 17)
Horse Winners 26 2,687
(÷ 16)
6 Horse 179
Winners
(÷ 15)
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7 Horse 12
Winners
(÷ 14)
Example 5.18 – Other Virtual Racing Applications
As will be obvious to a person skilled in the art, there will be many applications for the
gaming system described in this invention to be used in a Virtual Race type application, such
as running, cycling, yachting, roller skating, ice skating, jet boating, Formula 1, NASCAR,
spacecraft racing and many others, where participants choose symbols from a symbol or
st nd
number range from 1 to n, and a 1 place or winner is to be determined, together with 2 ,
rd th
3 , 4 places and so on in respect of some race or competitive event using the methods
described earlier.
Other applications for the gaming system include competitive events such as destruction type
games. For example, war games where participants can choose ‘objects’ or ‘characters’ from
a symbol or number range of 1 to n. These objects or characters could be ships, or tanks, or
soldiers, in which the ranking system can be used to determine a placement or finishing place
for each of the 1 to n objects or characters in a competitive gaming event using the systems
described herein.
Another application includes the use of the system in casino type games. For example in a
game designed around cards, where participants are invited to select one or more cards from
a range of n cards, where the winner or winners are determined using the methods and the
ranking system described herein above.
Horse Race Example
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Figure 5 shows in storyboard form a game design of a regional or worldwide Virtual Horse
Race game where players pick 6 horses from a range of 20 horses. The game does not
determine the winner which is in fact determined by the least, or most, picked numbers as
described above. Thus the game is a method of delivering the results and not a selection
method itself.
• Figure 5a shows the front page of a story board for a Virtual Horse Race and may
include items such as the brand name of the lottery, in this case SUPERVIVO.
• Figure 5b shows the pre race set up and refers to results and the draw number. A
background of the race course which will be used to deliver the lottery results is also
given. At the foot of the figure is shown the sound effects and also the
commencement of possible dialogue between the race callers.
• Figure 5c shows the starting line for the race and shows some horses in the starting
stalls. The actual presentation could show the horses being led into the starting stalls
if desired. The dialogue continues.
• Figure 5d shows the early stages of the Virtual Horse Race. Also shown are the
draw number and the first prize total in the top right hand corner of the figure. Paid
advertising can also be seen along with a time or distance line showing the position
of the horses as they progress towards the finish line. Dialogue of the callers
continues to be shown.
• Figure 5e shows further discussion by the callers of the numbers and the game
mechanics.
• Figure 5f shows further racing and includes further discussion including game
explanations.
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• Figure 5g shows the horses approaching the finish of the race and shows the leading
horses in a panel above the horses as well as the horses’ position on the time or
distance line.
• Figure 5h shows the finish line and the winning horses. The winning horses are
shown above the horses as well as on the time or distance line.
• Figure 5i shows a slow motion replay of the winning horse winning the race, in this
example the winning horse is horse 6.
• Figure 5j shows the 5 secondary numbers. In particular, the placements of the 2 to
6 horses.
• Figure 5k shows the placements of each of the 20 horses in the race.
• Figure 5l shows the announcement of the winner of the game.
• Figure 5m shows the top 10 winning participants in a regional or worldwide game,
their ticket numbers, their country, and their chosen 6 numbers/horses.
• Figure 5n shows the local country winners of, in this example, the 10 member
countries comprising the exampled regional game.
• Figure 5o shows a control panel for participants in the game to seek further
information in relation to the game, and past games.
Space Race Example
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Figure 6 is a story board relating to a game design of a regional or worldwide Virtual Space
Race game where players pick 6 space vehicles from a range of 20 space vehicles. Again the
race is a delivery method and does not of itself determine the game’s winner/s.
• Figure 6a shows the front page of a storey board for a Virtual Space Race.
• Figure 6b shows the number/space shuttle selection panel, comprising in this
example, 20 available selection choices.
• Figure 6c shows the number confirmations of a participant’s 6 number selections.
• Figure 6d shows the game draw number and the announcer’s introductions. The
draw number and winning prize value are also shown. The commentary is also
commenced.
• Figure 6e shows the space shuttles and the announcer’s profiling of one of the shuttle
drivers.
• Figure 6f shows the starting line of the Virtual Space Race.
• Figure 6g shows lap 2 of the Virtual Space Race. A course is also shown at the top
right hand corner of the figure along with the shuttle positions around the course.
• Figure 6h shows the inside of a space shuttle cockpit profiled during lap 2 of the
race.
• Figure 6i shows an example of the number/space shuttle eliminations during lap 2 of
the race.
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• Figure 6j shows space shuttle number 6 winning the space race at the conclusion of
lap 3 – number 6 in this example is the least picked number/space shuttle, as least
picked by all the participants in the game.
• Figure 6k shows the placements of each of the 20 space vehicles in the race.
• Figure 6l shows the top 10 winning participants in a regional or worldwide game,
their ticket numbers, their country, and their chosen 6 numbers/shuttles.
• Figure 6m shows the local country winners of, in this example, the 10 member
countries comprising the exampled regional game.
• Figure 6n shows a control panel for participants in the game to seek further
information in relation to the game, and past games.
• Figure 6o shows examples of racetrack themes for a Virtual Space Race.
EXAMPLE 6
Example 6.0 – Application for Regional or Worldwide Game or Lottery
In a further variation of the invention it is possible to provide the system with means to
accommodate differing payout requirements of various countries or regions.
The gaming system’s unique advantages include that each number in the range of numbers
from 1 to n that can be chosen by participants is ascribed a unique and individual ranking
number, or ranking value or placement value.
Consequently, each participant in a game utilizing the gaming system described herein,
including each participant in a regional or worldwide game, can be individually placed in the
game, from first place to last place in respect of the overall game, or in respect of that
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participants performance within a subset of participants, such as the placement from first
place to last place among only the participants who entered the game from Country A, or
alternatively, and separately, the placement from first place to last place among only those
participants that entered from Country B, and so on.
These above described features become evident by reference to Examples 3.2, 3.3 and 3.7.
This capability of the invention enables the regional or worldwide game organizers to
identify, from the one set of gaming data from the regional or worldwide game, not only the
overall winner/s of any regional or worldwide game, but also the local area or local country
winners – to whom a local area or local country prize can be paid.
This provides a means to accommodate differing payout requirements of gaming operators in
various countries or regions (often imposed upon a licensed gaming operator by their
respective government) in a way that is advantageous to the formation and running of a
regional or worldwide game or lottery, as described below.
Example 6.1 - Assumed Game or Lottery Profile with a Region comprising 3 Countries
The assumptions below are provided for illustration purposes and assume that there are
three countries (hereafter referred to as Country A, Country B and Country C) cross selling
a regional game or lottery using the gaming system of the invention.
An example of how Country A, B and C have different requirements relating to the amount
of revenues to be returned to them, and how this difference can be accommodated through
the use of the gaming system described herein and the payment of the local country prize, is
set out in Example 6.2, Table 27 below:
Example 6.2 - Table 27
Allocation to: Country A Country B Country C
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Prizes paid by the 45% 45% 45%
regional or worldwide
game or lottery
The Relevant Local 55% 55% 55%
Country Operator
Additional Local Country 0% 10% 5%
Prize (Country variable)
Decided and paid by
Relevant Local Country
Operator
Net to the Relevant 55% 45% 50%
Local Country Operator
In this Example 6, to demonstrate how the regional game/lottery works utilizing the gaming
system and methods described herein, it is assumed that:
• A regional game or lottery is sold by three countries, relevantly Country A, Country
B and Country C;
• The participants purchasing tickets within each of the three countries will each
purchase 6 different numbers in the selected range of say 1-30;
• Each number block of 6 numbers, consists of 1 PRIMARY and 5 SECONDARY
numbers, each of which must be different;
• Each number block is purchased at a total cost of $10;
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• The regional lottery is played by 500,000 participants, with:
300,000 participants from Country A; (60%)
150,000 participants from Country B; (30%) and
50,000 participants from Country C. (10%)
• Each participant purchasing tickets within each of the three countries purchases the
minimum of $10 for one number block of 6 different numbers – so there would be
500,000 PRIMARY numbers picked in total, all in the number range of 1 - 30;
• Thus the total revenue from the regional game/lottery is $5,000,000;
• The prize pool payable by the regional game/lottery is set at 45% of total revenue,
• Thus, there being prizes of $2,250,000 to be paid by the regional game/lottery
organizers;
• The amount of revenues to be paid to Countries A, B and C is therefore 55% of the
total revenue, which is a combined total of $2,750,000.
• Country A, Country B and Country C each receive 55% of the sales revenues
attributed to their respective sales achieved within their own country. Relevantly, in
this example:
Country A gets $1,650,000 ($2,750,000 x 60%)
Country B gets $825,000 ($2,750,000 x 30%)
Country C gets $275,000 ($2,750,000 x 10%)
• In this example, there are restrictions on who can receive a local country prize. In this
example the restriction is that the local country prize can only be paid by a country to
a country’s citizen, or resident, or to a person that can prove he/she was in the
country at the time of the ticket’s purchase. Other restrictions are possible.
• Any numbers in the range of 1 - 30 not chosen by any participant are ignored.
• The number 13 is the PRIMARY number that is chosen the least by all the 500,000
participants in the regional or worldwide game or lottery.
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• There are 12,000 participants that have chosen 13 as their PRIMARY number.
• Ties between the n numbers in the number range 1 to 30 are ALL resolved using the
methods as earlier set out in Examples 3.3 and 4.3 above.
• Example 6.3, Table 28 below sets out the results of this example regional game or
lottery with 500,000 participants, and shows the number of times each number in the
1-30 number range was chosen by all the participants in the regional game or lottery.
• The 12,000 winners are subjected to further eliminations using the SECONDARY
numbers, which are conducted using the one data set from the 500,000 participant’s
choices of the PRIMARY number.
Example 6.3 - Table 28
Results of 500,000 Participant Regional Game/ Lottery
BY RANKINGS BY NUMBERS
RANKINGS NUMBER NUMBERS NUMBERS NUMBER RANKINGS
OF OF
OF LEAST TIMES CHOSEN CHOSEN TIMES OF LEAST
PICKED CHOSEN CHOSEN PICKED
12,000 13 14,063 8
2 12,002 30 2 19,000 21
13,335 21 14,400 10
4 13,775 4 4 13,775 4
13,999 27 5 20,789 29
6 14,005 10 6 19,441 25
7 14,010 20 7 18,888 20
8 14,063 1 8 17,650 18
9 14,065 11 9 19,442 26
14,400 3 14,005 6
10
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11 15,050 25 11 14,065 9
,556 16 16,021 16
12 12
13 15,900 24 13 12,000 1
14 16,005 29 14 20,543 28
16,008 19 15 19,347 23
16 16,021 12 16 15,556 12
17 17,000 18 17 21,345 30
18 17,650 8 18 17,000 17
19 17,775 26 19 16,008 15
18,888 7 20 14,010 7
19,000 2 13,335 3
21 21
22 19,023 28 22 20,189 27
19,347 15 19,374 24
23 23
24 19,374 23 24 15,900 13
19,441 6 25 15,050 11
26 19,442 9 26 17,775 19
27 20,189 22 27 13,999 5
28 20,543 14 28 19,023 22
29 20,789 5 29 16,005 14
21,345 17 30 12,002 2
500,000 500,000
Example 6.4 - The Elimination Processes
The First Eliminations: The first elimination process involves a computer analysis reducing
the participants in the regional game from 500,000 to a much lower number. This occurs by
eliminating all participants other than those participants that chose number [13] as their
PRIMARY number. The number [13] is the number in this example that was least picked
by all the 500,000 participants in the regional game, as it was chosen 12,000 times – see
Example 6.3, Table 28.
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Calculations: With 500,000 participants in the regional game, divided by the number range
of 1 - 30, this results in an average of 16,666 participants per number. Of course, some
numbers will be chosen more times, other numbers less. In this example, it is assumed that
there are 12,000 participants that have chosen [13] as their PRIMARY number and which,
therefore, are not eliminated.
The Second Eliminations: The second elimination process involves a further computer
analysis which reduces the remaining 12,000 participants from 12,000 to a much lower
number by eliminating all participants other than those participants that chose number [30]
as their 1 SECONDARY number. The number [30] is the number that was the second
least picked number by all the 500,000 participants in the regional game, as it was chosen
12,002 times – see Example 6.3, Table 28.
Calculations: With 12,000 participants remaining in the regional game, divided by the
remaining number range of 29 (as number 13 has now gone from the number range of 1-30),
results in an average of 414 participants per number. Of course, some of the remaining 29
numbers will be chosen more times, other numbers less. In this example, it is assumed that
there are c. 400 participants that have chosen [30] as their 1 SECONDARY number and
which are, therefore, not eliminated.
The Third Eliminations: The third elimination process involves a computer analysis which
reduces the remaining c. 400 participants by eliminating all participants other than those that
chose [21] as their 2 SECONDARY number. The number [21] is the number that was the
third least picked by all the 500,000 participants in the regional game, as it was chosen
13,335 times – see Example 6.3, Table 28.
Calculations: With c. 400 participants remaining in the regional game, divided by the
remaining number range of 28 (as number 13 and 30 have both now gone from the number
range of 1-30), results in an average of c. 14 participants per number. Of course, some of the
remaining 28 numbers will be chosen more times, other numbers less. In this example, it is
assumed that there are c. 10 participants that have chosen [21] as their 2 SECONDARY
number and which are, therefore, not eliminated.
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Final eliminations – The Ranking System: With c. 10 participants remaining in this example,
those small number of remaining participants can be ranked using their 3 SECONDARY
number, and 4 SECONDARY number if necessary, to determine the winner/s.
This above described process is exemplified in Example 6.6, Table 30 that follows, which
focuses on the 10 best performing participants in the regional game/lottery. When
considering Example 6.6, Table 30, the 6 number choices of the best 10 performing
participants (having the best results for the ‘least picked’ PRIMARY number and 5
SECONDARY numbers) are set out in Example 6.5, Table 29 below:
Example 6.5 - Table 29 – Chosen numbers of the Top 10 Participants in Regional
Game/Lottery
st nd rd th th
Participant Primary 1 SEC 2 SEC 3 SEC 4 SEC 5 SEC
Number
P.1 13 30 21 4 20 2
P.2 13 30 21 4 3 11
P.3 13 30 21 27 10 20
P.4 13 30 21 11 18 20
P.5 13 30 21 11 8 26
13 30 21 16 25 20
P.7 13 30 21 24 4 10
P.8 13 30 21 29 27 4
P.9 13 30 21 19 26 3
13 30 21 12 2 1
P.10
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Example 6.6 - Table 30 - Determine the winner of the Regional Game or Lottery (the
winning process is shaded, underlined and bolded):
Nos of P.1 P.2 P.3 P.4 P.5 P.6 P.7 P.8 P.9 P.10 ...To
Participants P.
From 12,00
PRIMARY 0
no. 13
Country or C A A B A A A B A A
Region of
participants
Country or Yes No No Yes No No No Yes No No
Region
electing a
local
country or
region
prize
First 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 12,0 c. 400
Secondary 02 02 02 02 02 02 02 02 02 02
left
(no of times
chosen by
participants
in lottery)
2 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 13,3 c. 10
Secondary 35 35 35 35 35 35 35 35 35 35
left
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3 13,7 13,7 13,9 15,5 15,9 16,0 16,0 16,0
14,0 14,0
Secondary 75 75 99 65 65 56 00 05 08 21
nd rd th th th th th
(2 ) (3 ) (6 ) (7 ) (8 ) (9 ) (10
4 14,4 14,0 17,0 17,6 15,0 13,7 13,9 17,7 19,0
14,0
Secondary 10 00 05 00 50 50 75 99 75 00
st th th
(1 ) (4 ) (5 )
19,0 14,0 14,0 14,0 17,7 14,0 14,0 13,7 14,4 14,0
Secondary 00 65 10 10 75 10 05 75 00 63
Extra Nos … … … … … … … … … …
if needed
Determining the Regional winner/s explained
As can be seen from Example 6.6, Table 30 above, participants P.1 and P.2 have each picked
st nd rd
the same number for the primary number and 1 , 2 and 3 SECONDARY numbers and in
each case this is the number least picked. No other player has matched this. However once
the least picked 4 SECONDARY number is considered, participant P.1 has the least picked
number and becomes the winner of the regional game/lottery. Participant P.2 becomes the
nd th th th
2 placed participant. The 4 , 5 and 6 placed participants, and so on are determined in a
like manner.
P.1 is the sole winner of the regional game/lottery. Further as P.1 is a participant from
Country C which is paying out a local country prize, P.1, in this example, also wins the local
country prize provided P.1 meets the restrictions such as being a citizen or resident of
Country C, or being able to prove that P.1 was in Country C at the time P.1 purchased the
ticket.
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Example 6.7 - Local Country Prizes
The above illustrated example in Example 6.6, Table 30, utilizing the computer division (by
elimination) and ranking system, also shows the country (relevantly Country A or B or C)
from which the lottery winners came from, and it shows the top 10 ranked participants in
order.
In this Example 6, there are only three countries (Country A and Country B and Country C)
participating in the regional game or lottery, and only Country B and C have elected to pay a
local country prize. In this exampled case, that local country prize is:
% to be paid by Country B of the revenues attributed to Country B (which were 30%
of all the sales in the regional lottery – relevantly a local country prize of $150,000)
5% to be paid by Country C of the revenues attributed to Country C (which were 10% of
all the sales in the regional lottery – relevantly a local country prize of $25,000)
If Country B and C both elected the local country prize to be paid only to one ticket holder,
being its ‘local country winner’ - then in the above example, the local country winner for
Country B is participant P.4 who gets paid a local country prize of $150,000, and for
Country C it is participant P.1 who gets paid a local country prize of $25,000.
While Example 6.3, Table 30 sets out only the top ten participants overall from the regional
or worldwide game/lottery, it is recognized that not all local country winners may initially
feature in the final results. Because of the computer ranking system, and the use of the one
data set, the winner of each local country prize can also be determined by the regional
gaming or lottery operator and advised to the relevant parties.
As will be evident from the various examples showing the use of the invention set out herein,
and using the one set of data results determined by the regional or worldwide game (i.e.
relevantly for this Example 6, the one set of data and the ranking system as set out in
Example 6.3, Table 30), the invention using the computer division (by eliminations) and
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ranking systems, can be run in respect of the participants for each country so as to identify
nd rd
local country winners and other rankings such as 2 , 3 , and so forth even down to the last
ranked participant from each country.
Further, the invention allows for the regional game or lottery of the present invention, or the
local country winner aspect of the game, or both, to incorporate a worst result prize e.g. the
participant with the PRIMARY number and one or more of the 5 SECONDARY numbers
that had been picked the most by all the participants in the lottery could be readily identified.
That relevant participant with the worst result could be paid a prize for that worst result.
Figure 4 shows, by way of an example in a series of computer printouts, a method of
processing by a computer the results for a 100,000 participant game which is relevant to the
example set out in this Examples 6. In particular Figure 4 shows a method by which the
computer processing determines the top 10 in order, from which the winner of a regional or
worldwide game can be determined. Figure 4 also records the relevant country. The
operation of a control panel requiring the relevant country to be inserted (although not
shown) identifies the local country winner. This example set out in Figure 4 can be easily
scalable for any size game.
Example 6.8 – Other Applications, including in respect of ‘standard’ LOTTO
As will also be evident to persons skilled in this art, there will be variations on the methods
described above. For example, the use of the invention in respect of ranking and ordering all
the n numbers in the range of numbers from one to n that are available for selection by
participants in a ‘standard’ LOTTO game will also allow for a local country winner/s prize
as exampled in this Example 6, or the identification of the worst result.
A ‘standard’ LOTTO game as referred to in this Example 6 is one where players pick a set of
numbers, say 6 numbers, from a larger range of n numbers, say from 1-49, the object being
for a participant to match the 6 numbers that will later be drawn from the larger range of n
numbers by the lottery operator. Once the lottery operator conducts the ‘standard’ lottery
draw and draws the 6 numbers, the other 43 numbers are of no effect and have no ranking
value.
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If such a ranking or ordering system were to be adopted and applied to all numbers that are
available to be chosen in a ‘standard’ LOTTO type game (in this example, a unique ranking
of all the 49 numbers), then this would enable lottery organizations to utilize the invention
and methods described and exampled herein, including in relation to using a standard
LOTTO game in a regional or worldwide lottery cross sold by two or more lottery operators
in which other winners can also be determined, such as a local country winner/s, or a local
country worst result winner.
EXAMPLE 7
Example 7.0 – Virtual Cricket Gaming Event – (number range 1 to n, where n = 18)
This example works on the basis of picking the ‘least picked’ numbers (balls).
This example uses the methods set out elsewhere herein and is believed to have particular
application in the arena of T20 and one day cricket events.
The virtual cricket gaming event described in this example involves a ‘recognized’ batsman
facing three overs from one or more ‘recognized’ bowlers (relevantly the batsman will face
18 balls), and hitting each of the 18 balls as far as the batsman can, including for six. A
‘virtual eye’ will be incorporated into the game and will provide a measurement of the
distance each ball has been hit, and it could also measure the speed of each ball.
Participant’s Objective
Participants in the game choose 6 balls from the range of 18 balls. The participants chose
their balls in order of which balls they believe are to be hit the greatest distance. For example
a participant might choose, in order, balls 18, 5, 13, 1, 17 and 8.
The objective for a participant is to pick the ‘least picked’ balls to be bowled at the virtual
batsman, ‘least picked’ by all the participants in the game.
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The ‘least picked’ ball will carry the least weight when bowled at the batsman and will,
when the virtual game is broadcast, become the cricket ball that is hit the furthest by the
virtual batsman.
The second ‘least picked’ ball will carry the second least weight, and will become the cricket
ball that is hit the 2 furthest by the virtual batsman, and so on for the other 16 balls.
All 18 balls will be ascribed a unique ranking or placement value based on how many times
each ball was picked by all the participants in the game in the same way as we have
described in other examples referred to herein (e.g. see Example 5.2 Table 19).
A participant’s prime objective is to avoid eliminations by correctly picking as his/her first
cricket ball, the ball that is to become the furthest hit by the virtual batsman, and then
nd rd th
correctly choosing the 2 , 3 and 4 furthest hit balls, or as close as the participant can get
to those results.
There may be no participants that correctly choose in order all six balls most furthest hit. As
set out previously herein the invention provides that the participant with the next ‘best
choice/s’ ultimately becomes the winner of the game’s major prize (e.g. see Example 4.9
participant P.1), The methods described herein insure that a winner can be determined.
Conducting the Game
Tickets in the virtual cricket game are sold over a defined period, usually of short duration,
and are matched to a T20 or one day cricket game. Tickets are sold prior to and during the
relevant cricket game, with ticket sales occurring over the internet, mobile phones or other
forms of mobile/remote entry and with ticket sales being closed at the commencement of half
time of the relevant game.
Ideally the virtual cricket game is then broadcast during the half time break of the relevant
T20 or one day game and prizes are paid to the relevant winners, with one winner receiving
the major prize.
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EXAMPLE 8
Example 8.0 – Other variations of Example 7
It will be appreciated that there are numerous variations that could be made to the gaming
event described in Example 7 above. For example, the methods described in the virtual
cricket gaming event could be adapted for application in virtual games of:
• Baseball (longest hitting/ home runs)
• American Football (yards gained or thrown)
• Golf (longest drives)
• Olympic Sports such as the shot put, discuss or javelin (longest throws)
In summary the invention can be played using a range of 1 to n symbols or numbers from
which each participant makes their one or more symbol or number choices. In Examples 1
and 2, this range of n numbers is 1-100,000, from which participants pick 10 different
numbers. In Examples 3, 4 and 6, this range of n numbers is 1-30, from which participants
pick 6 different numbers. And in Example 5 (the virtual horse race example) the range of n
numbers is 1-20 (being horses numbered 1-20); from which participants pick 6 different
horses by picking their relevant number.
The appropriate range of n symbols or n numbers, and the number of picks that a participant
is required to make has to be determined by the gaming operator to meet the games operating
profile, in particular it must be determined with consideration given to the number of
participants that may enter the game.
As will be apparent to anyone skilled in the art, if a very small number of n symbols or n
numbers was chosen in respect of a game that was to involve a very large number of
participants, then the object of the game would not be achieved in that the small number of n
symbols or n numbers and number of participants would result in a large number of ties and
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a large number of joint winners. It would be extremely unlikely that a single winner would
emerge from such a game.
As set out in Figure 7a, if a game was formulated with the range of n numbers being 1-7,
and the number of picks to be made by each participant from the range of n numbers was 5
picks each (in correct order), then the number of possible number combinations is 2,520.
Then, if the number of participants in the game was 1,000,000, this would result in an
average of approximately 396 participants for each possible number combination. This
makes a game as described above commercially impractical. For ease we have assumed that
a participant = one entry ticket.
If the number of participants in a game is selected to be 1,000,000, then for our invention,
the most practical range of n symbols or n numbers and the number of picks to be made by
each participant, would be a combination that results in a number of possible number
combinations that exceeds the 1,000,000 participants. By having a number of participants
that exceeds 1,000,000 there is a greater chance that a single winner will emerge from the
game (as opposed to 2 or 3 joint winners that would have to share first prize). We believe
that the most practical factor, by which the number of possible number ranges needs to
exceed the number of participants to allow for a single winner and to meet the other
requirements of games using our invention, is by a factor of 5. This means that on average
there will be a single winner for the majority of games (more than about 80%), but that on
average in less than about 20% of games, there will be 2 (or more) joint winners. As will be
appreciated, the chances of having two or more joint winners can be reduced further by
increasing the factor of 5 to a greater number.
Referring to Figure 7a, using 1,000,000 participants as the number that are to enter into each
game and using the factor of 5 as the minimum buffer for a game using our invention, an
example of a suitable minimum range of n symbols or n numbers and the minimum number
of picks to be made by each of the participant would be:
• Number Range Pool (1-24) and 5 numbers to be picked in order – results in
,100,480 possible number combinations.
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• Number Range Pool (1-16) and 6 numbers to be picked in order – results in
,765,760 possible number combinations.
• Number Range Pool (1-13) and 7 numbers to be picked in order – results in
8,648,640 possible number combinations.
To illustrate this, and referring to Example 5 which involves the virtual horse race for 20
horses – being an n number range of 1-20 with participants being required to pick 6 numbers
(horses) in order from that 1-20 number range. The number of possible number combinations
is therefore 27,907,200 – see Figure 7a.
In Example 5 we used a pool of only 500,000 players. We used this because in our example
we were mindful that growth in the game could be accommodated - up to say 5 million
players per game without the need to make any adjustment to the n number range or to the
number of picks to be made from the n number range. Despite only using a pool of 500,000
players, our gaming system always guarantees a winner (or winners) of the first prize.
However, if the number of players increased to say 10,000,000 per game, then we could
make just one change to the parameters of the game currently set out in Example 5. This one
change could be to the number of n numbers. An increase in the n numbers to 1-22 would
result in the number of possible number combinations increasing from 27,907,200 to
53,721,360 – see Figure 7a.
Other than in respect of Examples 1 and 2, a ‘sole’ winner is very likely if the number of
number combinations is at least 5 times the expected number of tickets to be sold. For
practical purposes a maximum of combinations of about 30 times the expected number of
participants could be used. A higher limitation of number combinations to participants, in a
practical sense, reduces the chances of there being two or more joint winners but has no
affect on the games using our invention being able to determine a winner (or winners) of the
first prize from each game.
EXAMPLE 9
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This example expands on the existing ranking process of the above games where the least or
alternatively most picked symbol/s or number/s are determinative of what participant/s win/s
the game.
This Example 9 sets out a further application of the invention that requires this to be done 6
times on a single game sheet.
Each of the 6 ‘rounds’ will run as one of a series of games, which together comprise the
whole game. The winner(s) will be those that picked the least picked, or alternatively, most
picked symbols or numbers in all 6 rounds overall, or in some other variation where the
results can be used to determine one or more winners consistent with the methods described
herein above.
Various prize options could be available for winners of 1 or more rounds, and the overall
winner or winners.
Figure 9 contains an example of two player entry cards, the entry card identified under Table
A is in respect of a participant that has selected number 17 in each of the six rounds of
games. Table B is in respect of a participant that has selected different numbers in each of
the six rounds of games.
VARIATIONS
The examples show a single transaction engine and a single gaming or lottery engine.
Although it is possible to combine both processes in a single computer we prefer not to do
this as it might compromise security. However, it is possible to have a number of separate
transaction engines feeding data to a common gaming or lottery engine. For example a
single high value game may be run with contestants able to enter by a variety of routes at the
same time.
Further, the transaction engine and the gaming engine described above can be duplicated and
held and controlled by an independent party in order for that party to be able to
simultaneously receive gaming data, to independently determine for itself the gaming results,
and then to check the gaming results of the gaming operator against its own determinations,
and to produce an independent audit report of this. The game may be run in combination
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with other promotions, and may include spot prizes. For example spot prizes could be
awarded to each ten-thousandth entrant, or for the participant’s place in the queue. As an
example, a spot prize might be awarded for the participant number 9999, or participant
88,888 (to reflect the Chinese preference for the lucky number 8) or some other group of
numbers, reflecting the ethnic mix of the participants, or the promoters desire to encourage
rapid participation in the game – in which case an entry by email would be time stamped, as
would an entry by telephone or ATM, each time stamped entry would be forwarded to the
gaming or lottery engine and processed in turn based on each entry’s time stamp. Each time
stamp should also show the identity of the originating transaction engine so that when a
winning entry (and any other runner up entries) is/are determined at the close of the game,
the gaming or lottery engine can communicate with the relevant transaction engine to
identify the winner(s).
In the claims we refer to “the participants are invited to select at least one number” but the
participant need not enter the number themselves, as one option is for the participant to allow
the system to use a random number generator to select the number/s from a defined range of
n numbers, for that participant.
It will be appreciated that the parameters of the game can be varied in many different ways,
for example the potential pool of numbers 1 to n may be varied depending on the potential
population having access to the game. Numbers to be selected by participants could be in the
form of number equivalents such as represented by a ‘character’ or thing, with the computer
program recognising the relevant selected ‘character’ and treating it in the same ways as set
out in the examples. An example is the use of the gaming system in virtual racing, such as
horse racing where the selections could be made on a horse’s name, as opposed to a number.
Furthermore, it will be clear that there are many variations to the above alternatives,
including: changes could be made to the game as set out in Examples 3, 4 and 6 which have
participants selecting 1 PRIMARY number and 5 SECONDARY numbers. For example:
• the game could be altered so that there could be two or more PRIMARY numbers to
be selected in order to increase the chances of a participant having a winning
selection;
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• changes could be made to the above exampled block of numbers comprising six
numbers, to comprise a greater or lesser amount of numbers;
• changes could be made to whether or not the order in which participants choose their
numbers was or was not important;
• changes could be made to allow for different ticket pricings. Examples 3, 4 and 6
assume a ticket price of $10 for each pick of 1 PRIMARY number and 5
SECONDARY numbers. In order to allow for ticket prices of say $2, a change could
be made to Examples 3, 4 and 6 whereby for those participants who want to play but
only want to spend $2, then those participants have to pick one additional number
from a separate qualifying number range of 1-5. These $2 entry participants purchase
1 PRIMARY number and 5 SECONDARY numbers for the cost of $2 but their
entries only then qualify for prizes in the main game provided that they first correctly
pick the winning number in that additional qualifying number range of 1-5.
Consistent with the methods set out herein, the winning number in that additional
qualifying number range of 1-5 will be the number that is least picked by those $2
entry participants.
• Changes could be made to the Super Game examples set out in Examples 3, 4 and 6
and the Super Race example set out in Example 5. A change could be made so that
each week all the funds accumulated in the Super Game or Super Race account were
able to be won in a weekly game or race. These funds would only be able to be won
in the event that a participant or punter in a weekly game had correctly chosen, in
order, all 6 numbers (or in the case of Example 5, correctly chosen in order all 6
horses).
• The game need not have a monetary prize but could be used as a promotional tool to
choose the winner or winners of a prize such as a car, stereo, or other item.
Alternatively, the gaming system and methods set out or referred to herein could be
used in games that have no entry fee and no monetary prizes (or money equivalent)
such as the successful game known as ‘Farmville’ that is played by participants on
Facebook.
Optional preliminary eliminations:
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Referring to Example 5, to accommodate those participants that may have difficulty in
paying the entry fee of, say $10, an entry could be purchased for, say, $3. This cheaper entry
could be subject to a preliminary elimination round. This could be achieved by requiring the
purchaser of the cheaper $3 entry to pick a further symbol, such as to pick a number from 1
to 4, or a colour, or other symbol from a set of 4 colours or symbols. Entries which select
the preliminary number or symbol least selected from the range of 4 choices would progress
to the main part of the game where their chosen six horses would take a full part in the
remainder of the virtual horse race game as above described in Example 5. So a $3 entry
could participate as a full $10 entry provided that it survived the preliminary elimination
round.
A game using this preliminary elimination can be described as a game involving the
participants picking from two sets of symbols, one or more symbols from each set.
An example of such a game involving the participants picking from two sets of symbols is
one where participants are required to pick one ‘r’ number from a set of 4 numbers in the
range of 1-4, and to separately pick six ‘r’ numbers from a set of 20 numbers in the range of
1-20. This example is relevant to the $3 entry and the preliminary eliminations described
above.
Finally various other alterations or modifications may be made to the foregoing without
departing from the scope of this invention.
ADVANTAGES
Numerous Entry Methods, including by Remote Entry: One of the advantages of this gaming
system is that it can be operated through numerous entry methods. For example, via a
message sent in many ways, including by mail, by fax, by email, by SMS or WAP, or by
logging into a server on the internet, or by entry through a machine such as a gaming
machine, kiosk, lottery terminal, ATM or POS machine, or through a registration process, or
via telephone. In either of these cases the participants may have purchased a number of
potential entries in advance, or pre-registered and established a credit balance with the
operator, or may wish to pay by credit card, or some other rapid payment system.
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Low Cost and Convenience: The preferred embodiments of this invention making use of
remote entry such as by telephone or email or SMS, enable a gaming or lottery system to be
run at low cost, as it does not need to have established a wide network of resellers with
physical premises such as convenience stores, or to issue pre-printed tickets or receipts
(although simple printed receipts are possible as in the ATM or POS examples), as the entry
and the billing process can be handled for example through participant’s telephone accounts
or the participant’s accounts with the gaming operator. The cost of entry can be debited to a
participant’s telephone account, or the cost can be debited to a participant’s gaming account
in circumstances where participant’s have pre-registered and/or have built up a credit with
the gaming operator. This reduces the barrier to entry to a gaming event, particularly where
the event may be televised, as participants may respond directly to a television
advertisement, by entering the competition using their home telephone, mobile phone or
email. In some cases users may have, for convenience, chosen a particular set of numbers
which they have stored on their mobile phone or computer, and which they use each time
they enter a new game which further favours remote entry.
Easy to Notify Winners: By using the caller’s telephone number, credit card, email address,
mobile phone number etc., (from the mode of entry) as the participant’s identification, the
incidence of unclaimed prizes should be reduced. Further, it is also possible for the organiser
or promoter of the gaming event to quickly contact the winner once a winning number has
been revealed by the lottery engine.
Integrity of the Winning Result: It is also an advantage of the preferred embodiments of this
invention that the final winning numbers of the gaming event/s, in fact all placements in the
gaming event from first to last, arise from the interaction of the participants themselves and
are a consequence of the participants’ own choices of the numbers selected by them when
entering the event. Of course a large number of participants will for convenience reasons
elect to have their numbers randomly generated, but this is the choice given to a participant
and is a process that can be of the highest integrity with the random number generator
subject to checking by the licensing bodies. This is an advantage because the final winning
numbers, and, in fact all placements, are not externally arrived at by a selection process that
could be the subject of fraud or interference or built in bias – e.g. the subsequent selection of
numbered balls in LOTTO “after the ticket sales have closed”, which decide the winner,
BUT where one or more balls, or any other subsequent selection process, may be tampered
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with. The integrity of the winning results of this invention can be seen by reference to the
processes set out in Figures 1 and 4. These processes provide that the ticket entries, the
chosen numbers relevant to those entries, and the resulting computer storing and subsequent
processing of them after closure of entries into the game can be established to enable an audit
trail of the highest standards of all entries, all chosen numbers and the subsequent processing
of all results. This independent audit process can be done immediately after each game or
even years later. We believe this will significantly reduce, if not eliminate entirely, the
chance of fraud affecting the winning result.
Advantages of the Transaction Engine: The transaction engine operates as a data storage
device of the relevant game’s raw data only, and has locking features where the participants’
number choices cannot be accessed. During the time period when entries are being accepted
into the game, the transaction engine only allows the gaming operator to know limited
information such as how many entries have been made, the entry fees paid, and where those
entries are from. This feature is an advantage as it further enhances the integrity of the game
and the winning results.
Advantages of Gaming Engine: In addition the gaming engine itself can be rendered
substantially tamperproof, as participants will not be able to gain direct access to the gaming
engine, as their entries will be received by an interface device (i.e. the transaction engine)
which once having accepted the entry will then terminate the call (or contact) with the
participant, and only AFTER the entries into the game have closed, then does the interface
device (or transaction engine) forward the participant’s entry, ID and other data to the
gaming engine for processing. By this means the outcome of the game will be truly operator
independent and thus risk of interference, or bias on the part of the operator can be
minimised if not completely removed, making the gaming engine free of bias or distortion
that might otherwise be introduced by one or more of the operators of the system.
Advantages of involvement of Independent Auditing Party: Further, as set out in Figure 2,
the preferred embodiments of this invention involve the use of an independent party that can
simultaneously and independently receive raw gaming data and, following the closure of the
relevant game, check and verify the integrity of the winning results as determined by the
gaming operator using duplicate gaming software. This involvement of an independent party
is only able to be implemented as a consequence of the elimination and ranking system as set
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out herein and as exampled in Figure 4 (a-k). We believe this process involving an
independent party independently being able to run its own processes and duplicating the
game results outside of the activities or influence of the gaming operator by the methods
described, is unique to this invention. For comparison, and using a LOTTO draw as an
example, an independent party could not set up a duplicate LOTTO ball jumbler in its
premises and conduct a simultaneous draw that results in the same winning numbers being
drawn in order as that of the LOTTO operator when conducting its draw. This ability to
involve an independent auditing party in the manner described is of significant advantage
and it enhances the integrity of the results of games using our invention. On the basis that the
independent party itself operates at all times as independent, then we believe the involvement
of an independent party as we have described will further reduce the risk of fraud affecting
the winning result to a negligible level, if not eliminate the risk of fraud entirely.
All Selected Numbers of Participant’s can be Ranked: An advantage of the invention, as can
be seen from all the examples above, is that each number picked by each participant (in this
case each of the 10 numbers when considering Examples 1 and 2, and each of the 6 numbers
when considering Examples 3 to 7) are ascribed a ranking value, which is then used in
determining the performance of each participant against all the participants in the gaming
event. Participants are able to see and review the results of their own choices, against the
choices of all others.
All n numbers can be ranked: An advantage of the invention, as can be seen from all the
examples above, is that each number in the selected number range, from one to n, ends up
with a placement or ranking value e.g. as can be seen in Example 1 at 1.3 and 1.4; Example 2
at 2.3 and 2.4; Example 3 at 3.2; and Example 4 at 4.2. Of particular advantage when used in
gaming events similar to those as set out in Examples 3 to 7, where participants select one or
more numbers from a defined range of numbers, for example between one and n, where n =
, or where n is another ‘smallish’ number such as between 10 to 100, is that each n number
in the defined number range can end up with a unique placement or ranking value, as set out
in Examples 3.3 and 4.3, and Figures 3 and 8, and as also set out and its use demonstrated in
Figure 4.
Gaming System Guarantees a Winner: A further advantage of the invention, when the
gaming system is used as set out in all the examples, is that the gaming system can undertake
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eliminations and at relevant stages, separate participants that are tied. It does this by utilising
one or more of the symbols or numbers chosen by the participants, which are ranked in
accordance with the ranking system of the n symbols or n numbers. Further, each of the
participant’s performances can be ranked against each other, resulting in the invention being
able to always determine a winner of the first prize, or winners that share first prize, for each
gaming event using the system. LOTTO can’t guarantee a first division winner, whether that
be a single first division winner or two or more winners that share the first prize. Our gaming
system can, and it can do so irrespective of the number choices made by the participants in
the gaming event. The only circumstances where the gaming system of this invention cannot
determine a single winner of the first prize is where the winning chosen ‘r’ numbers (as
defined in Figure 7) have been identically chosen by two or more participants, who then
share the first prize, although they could be separated by other means such as time of entry.
Gaming System Identifies All Places in a Gaming Event: A further advantage of the
invention is that the gaming system can be used in determining the performance of each
participant in the gaming event, from 1 place down to last place, which gives great
flexibility to gaming operators as described in the examples above. The only circumstances
where the gaming system of this invention cannot separate the performance or placements of
all the participants is where there are situations where there are two or more participants that
have identically chosen their ‘r’ numbers (as defined in Figure 7) who then share the
relevant placement, for example there could be two participants tied on 99 place, although
they could be separated by other means such as the time of entry.
Gaming System can be structured to be significantly certain that a single winner will always
occur: In contrast to LOTTO type games, games using this invention guarantee a winner and
the greater the odds against winning, then the greater the odds of there being just a single
winner. This is the opposite to a game like LOTTO. Figure 7a and Figure 7c sets out the
odds of picking ‘r’ numbers in order (Figure 7a) or in any order (Figure 7b). Referring to
Figure 7a: The odds of correctly picking in order six ‘r’ numbers from a range of 1-20 n
st th
numbers that become ranked 1 to 6 in the ranking list of the n numbers as we have
described herein - are odds of 1 in 27,907,200. But despite these odds, the gaming system of
this invention always guarantees a winner or winners. The chances against there being two or
more winners that correctly pick the first six ranked n numbers in any game using our
invention can be further extended so that it becomes significantly certain that there will
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always be only a single winner of the first prize. For example, the odds can be extended by
increasing the number of ‘r’ numbers that are required to be picked. For example if the ‘r’
numbers were changed from picking 6 r numbers to now picking 7 r numbers and the range
of n numbers from which to pick remained constant at 20, then the odds would increase from
1 in 27,900,200 to 1 in 390,700,800 - but this would have no effect on the ability of games
using our invention to select a winner. In summary, increasing the odds as we have described
makes it significantly certain that there is always only a single winner. This is another
commercial advantage of our invention.
Gaming System can Accelerate Outcome: An advantage of the invention when used as set
out in Examples 1 and 2, where participants select one or more numbers from a defined
range of numbers, for example between one and n, where n = 100,000, or where n is another
large number such as 1,000,000, is that the gaming system allows for the acceleration, by
one or more steps, of the game down to a winner. This allows a gaming event that uses a
large n number to be run on a regular basis, to set times. This advantage also applies to
Examples 3 to 6.
Gaming System can be used in a Two Phase Game – TV Show: A further advantage is that
the gaming system can be used in a two phase game as described in Examples 1 and 3.
Further, the gaming system used in a two phase game also allows in the second phase for the
creation of a TV Game Show around a predetermined number of remaining participants,
which can allow the gaming event to create a second phase TV Game Show with excitement
and suspense, during which the final winner is then determined.
Gaming System can be used in a series of phase one games leading to a Super Draw game in
phase two: A further advantage is that the gaming system can be used in a game comprising
at least two phases as described in Examples 4 and 5 - involving a Super Draw. The first
phase can involve one or more games from which selected entries obtain entry into the
second phase of the game, which can be described as a Super Draw. The preferred method is
that the only way an entry can be obtained into the Super Draw is by successfully becoming
one of the selected entries from a phase one game. Preferably the selected entries comprise a
small number of entries from the first phase such as 5% of the entries in each phase one
game. The advantages for participants’ in a game involving this method of use of the
invention is that those participants that obtain entry into the Super Draw have great odds of
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winning substantial prizes. This is because there would be only a small number of all
participants playing in Super Draw for the ‘Super Draw Prizes’. Also the gaming system
described herein can guarantee for those small number of participants, a winner or winners
of the Super Draw prizes.
Gaming System can be used in a series of phase one games leading to a Super Draw game in
phase two allowing for the offer of a ‘substantial additional prize’: A further advantage of
the invention is that the invention includes the ability for the gaming operator to offer, at a
relatively affordable cost to the participants and to the gaming operator, a ‘substantial
additional prize’ in Super Draw that ‘may’ be won, in addition to the prizes on offer in Super
Draw that the gaming system guarantees ‘will’ be won. For example, using the example set
out in Example 5 – the Virtual Horse Race involving a participant selecting in order 6 horses
from a field of 20 horses. This ‘substantial additional prize’ can be set in reference to the
winner of Super Draw correctly choosing in order the 6 winning symbols (horses) in the
Super Draw/Race, in which case the ‘substantial additional prize’ will then become payable.
The odds against a participant correctly choosing in order the 6 winning horses are 1 in
27,907,200 – see Figure 7a. To illustrate this advantage, the cost to insure a ‘substantial
additional prize’ of, say $50 million - calculated on a per entry into Super Draw basis (with
the original entry costing a participant $10) is an insurance premium of c. 2x the risk. A
premium of 2x the risk means that the insurer wants to receive $100 million in premiums
from the sale of 27,907,200 entries (paid as entries are sold) in exchange for insuring the
event for $50 million. In other words the insurer charging a premium of 2x the risk expects
that on average the insured amount of $50 million would go off once every 27,907,200
entries. The insurance premium cost for the gaming operator would therefore be
approximately $3.58 per entry, or 35.8% of an original $10 entry fee. At $3.58 per entry x
27,907,200 entries = $100 million (rounded). This insurance is expensive and would in most
cases be cost prohibitive. However, an advantage for the gaming operator and the
participants when using this method of this invention as above described and offering such a
‘substantial additional prize’ of $50 million to be paid as an additional prize if an entry
correctly chose in order the 6 winning horses, is that the $3.58 insurance cost applicable to
each entry that makes the Super Draw, can be ‘spread’ against all the entries in all the first
phase games, as each of those entries would have been made on the basis of attempting to
gain entry into Super Draw and thereby to gain access to the ‘substantial additional prize’ of
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$50 million. The cost of providing this ‘substantial additional prize’ would then be no more
than $0.1792 per entry, an amount easily absorbed within the costs of the overall game. So
while the cost to cover any ‘substantial additional prize’ of $50 million on a per entry in
Super Draw basis would be of itself high ($3.58, or 35.8% of the relevant entry fee), when
spread over all the participants in the first phase games, that cost becomes low ($0.18, or
1.8% spread over each entry fee), which is calculated on the basis that a maximum of 5% of
all entries can become eligible for Super Draw).
Gaming System can be used in Virtual Racing Games: A further advantage of the invention,
which arises from each of the n numbers being ascribed a unique ranking value or placement,
is that the gaming system can be used in virtual racing games – an example of which is the
Virtual Horse Race involving 20 horses as set out in Example 5.
Gaming System can be used in Virtual Sporting or Competition Events: A further advantage
of the invention, which also arises from each of the n numbers being ascribed a unique
ranking value or placement, is that the gaming system can be used in virtual sporting or
competition events – an example of which is the Virtual Cricket Game as set out in Example
7, or the applications of the gaming system in respect of Baseball, American Football, Golf,
race events and others as identified in Example 8.
Advantages for use in a Regional or Worldwide Lottery over LOTTO: The lottery system of
this invention has an advantage when used for example in a regional or worldwide lottery
compared with the standard ‘LOTTO’ type lotteries. This advantage is that each of the
numbers in a selected range of numbers, from one to n, which are available to be chosen by
participants in a regional or worldwide lottery, according to this lottery system, will have a
unique ranking or a unique placement value which can be used to rank the performance of all
participants in the regional or worldwide lottery, or which can be used to rank the
performance of only those participants from a certain class, such as a Country, or even to
rank the worst performance/s, including last place. A further advantage of the invention
when used in a regional or worldwide lottery is the ability to use an independent party to
independently and simultaneously receive a copy of the raw data and, following the closure
of entries, to then independently verify the winning results as determined by the gaming
operator of games using this invention.
205336NZC_CS_20141002_PLH
Great Flexibility: This advantage of the lottery system of this invention is of use because it
allows the regional or worldwide lottery to identify regional winners or country winners or
class winners as well as the overall winners of the regional or worldwide lottery. This
provides great flexibility to lottery operators. Once each n number in the standard ‘LOTTO’
type lottery has obtained a ranking or a placement value, then similar methods as described
above could be adopted to rank the performance of all participants in such a lottery, thereby,
like the invention using a lottery system herein described, a local country winner determined
from within the results of the regional or worldwide lottery can be determined, or even the
worst result can be identified. This enables each lottery operator participating in a regional or
worldwide lottery to make individual decisions on the level of prize payouts to their players
by allowing for a local country prize for their citizens, as described earlier in Example 6
above.
Adaption for standard LOTTO: Furthermore, this invention can be adapted for a standard
‘LOTTO’ type lottery that may be sold by a lottery operator, or that may be cross sold as a
regional or worldwide lottery so that each of the numbers from the range of selected
numbers, from one to n, that are available for choosing by participants, can obtain a unique
ranking or placement value which could be used to rank the performance of all participants
in such a lottery. For example, this could be done by drawing all the n numbers that were
available to be chosen and ascribing them an order of draw number, or alternatively
computer recording the number of times each number was chosen by all the participants in
the lottery, and using the resulting data to rank each number as previously described in
Example 6.8.
Advantages in Presenting Results: Furthermore the use of ranking or placement values of the
n numbers in determining the winner can simplify the presentation of results to participants,
including in any regional or worldwide lottery. For example, the data in Example 3.2, Table
, could be made available for participants’ review, or adapted as may be necessary for
publication. Further, it can enhance the participants’ views on the integrity of the result, as
the results are a consequence of the interaction of the participants’ own choices and are a
computer derived and analyzed result which by its very nature will (or can) be subject to
audit and checking, which reduces the chance for fraud.
205336NZC_CS_20141002_PLH
Claims (31)
1. A computer usable medium having a computer readable program code embodied therein, said computer readable program code being adapted to implement a computerised game where participants are invited to select at least one of a range of 5 symbols, the result of the game being determined by the number of times participants select each symbol, wherein the computer program code is adapted to rank the number of times each symbol is selected by participants, the ranking being determined by the number of times participants select each symbol, and to compare the entries of all or at least some of the participants in the game against the ranking 10 of the symbols to determine the results of the game.
2. A computerised gaming system comprising: a display means to display a range of symbols to participants that are invited to play the game provided by the gaming system, 15 a selection means to enable participants to select one or more of the range of symbols, and a computer when programmed to rank the number of times each symbol is selected by participants, the ranking being determined by the number of times participants select each symbol, and determine the result of the game being by comparing the 20 entries of all or at least some of the participants in the game against the ranking of the symbols.
3. A computerised gaming system, comprising at least one computer system for recording entries and determining one or more winners of a game in which 25 participants are invited to select at least one symbol from a defined available range of n symbols, and to register their selection with a computer, the computer being capable of recording at least the symbol or symbols selected in or on the entry, including how many times each symbol in the available symbol range was selected in or on each of the entries in the game, and to provide a ranking list of the number 30 of times each symbol was selected, the ranking of each symbol in the ranking list being determined by the number of times each symbol is selected in or on an entry, and optionally recording the identity or contact details of the participant, and 205336NZC_CS_20141002_PLH wherein the game has at least two phases, the first phase running until a defined time has expired whereupon at least one of the n symbols is selected, the selection being made by selecting at least one of the symbols in the ranking list based on selection criteria pre-determined by reference to the rankings of the symbols in the 5 ranking list, to provide a number of entries, at least some of whom have selected one of the n symbols selected, and moving the selected entries to a second phase of the game, which second phase comprises an elimination process to determine one or more winners from those entries that were selected to move from the first phase to the second phase, the winner or winners in the second phase being the final entry 10 or entries at the end of a pre-determined elimination process.
4. A computerised gaming system as claimed in claim 3 wherein the selected symbol from the ranking list is the symbol that is ranked as the least selected or most selected symbol in or on the entries in the game.
5. A computerised gaming system, comprising at least one computer system for 15 recording entries and determining one or more winners of a game in which participants are invited to select two or more symbols from a defined available range of symbols from one to n, and to register their selection with a computer system, the computer system being capable of recording at least the symbols selected in or on each entry, including how many times each symbol in the 20 available symbol range from one to n was selected in or on each of the entries in the game, to provide a ranking list of the number of times each symbol in the range of one to n was selected, the ranking being determined either by the number of times each symbol is selected in or on entries, with the order of ranking of each symbol in the ranking list from first to n being determined by firstly, that symbol that is least 25 chosen being ranked first, secondly, that symbol that is second least chosen is ranked second and subsequently continuing the order of ranking in like manner, or alternatively that symbol that is most chosen is ranked first, that symbol that is second most chosen is ranked second and subsequently continuing the order of ranking in like manner, and optionally the computer system being capable of 30 recording the identity or contact details of the participant and the date and time and place of the entry, and wherein the game has a single phase, the single phase running until a defined time has expired whereupon a winning sole entry or entries 205336NZC_CS_20141002_PLH is or are selected, the winner or winners of the game being determined by comparing the symbol or symbols in all or at least some of the entries of all or at least some of the participants in the game against the ranking of the symbols as set out in the ranking list to make the desired eliminations, by comparing one or more 5 of the symbols chosen in or on each entry against the ranking list of the symbols.
6. A computerised gaming system as claimed in claim 5 wherein the step of comparing one or more of the symbols chosen in or on each entry against the ranking list of the symbols comprises the step of progressively eliminating those relevant entries that have a relevant symbol or symbols ranked lower, or 10 alternatively higher, on the ranking list than the symbol or symbols in or on other entries until a winner or winners is or are found.
7. A computerised gaming system, comprising at least one computer system for recording entries and determining one or more winners of a game in which participants are invited to select one or more symbols from a defined available 15 range of symbols between one and n, having at least one computer system for recording the symbol selections made on or in each of the entries, and recording a ranking value for each of the symbols in the defined available range of symbols from one to n based on their order of draw from a random draw of some or all of the symbols in the available range, and also recording a ranking list of the symbols 20 from first to n with the order of the symbols in the ranking list being determined by reference to the order in which the symbols become randomly drawn, and using the resulting ranking list to eliminate entries and determine one or more winners.
8. A computerised gaming system as claimed in claim 7 wherein the winner or winners of the game are determined by comparing the entries of all or at least some 25 of the participants in the game against the ranking of the symbols as set out in the ranking list to achieve the desired eliminations, in particular, by comparing one or more of the symbols chosen in or on each entry made by each of the participants against the ranking list of the symbols.
9. A computerised gaming system as claimed in claim 8 wherein the step of 30 comparing one or more of the symbols chosen in or on each entry against the 205336NZC_CS_20141002_PLH ranking list of the symbols comprises the step of progressively eliminating those relevant entries that have a relevant symbol or symbols ranked lower, or alternatively higher, on the ranking list than the symbol or symbols in or on other entries until a winner or winners is or are found. 5 10. A computerised gaming system as claimed in any one of claims 3 to 9 wherein the computer system includes one or more transaction engines able to log the entry and store the raw data during the time the game is open to receiving entries, and a gaming engine, which receives the raw data from the transaction engine(s) after entry into the game is closed, and which then processes the raw data using the
10 gaming software and determines the results of the game, including the winner(s).
11. A computerised gaming system as claimed in claim 10 wherein the transaction engine(s) includes at least one database with each record having fields containing (a) customer information, typically a telephone number or credit card number or email address and/or place of purchase (b) the number or numbers chosen by the 15 customer, (c) a receipt number or PIN disclosed to the customer as proof of that entry.
12. A computerised gaming system as claimed in claim 11 wherein the gaming engine accesses at least one database.
13. A computerised gaming system as claimed in claim 12 wherein the gaming 20 engine’s function results in n records with at least two fields per record comprising: a first field containing a set of symbols within the available range of n symbols, so that the records can be sequential through the entire range of n symbols for that competition; and a second numerical field capable of recording a placement value or ranking value 25 for each n symbol; and optionally a further two fields comprising: a third field that records the ranking of each symbol within the defined range of n symbols calculated by reference to the fore mentioned second numerical field, 205336NZC_CS_20141002_PLH including as relevant any symbols within the range of n symbols that are tied with other n symbols; and a fourth field that can, if necessary, record a unique ranking for each symbol within the defined range of n symbols, with any ties eliminated or resolved by 5 reference to the ranking value or the selection total number as recorded in the second numerical field, in order that each of the symbols in the defined range of n symbols has its own unique ranking within the range of the n symbols.
14. A computerised gaming system as claimed in claim 13, wherein the second numerical field is capable of recording the placement value or ranking value for 10 each n symbol by recording a placement value for each n symbol if randomly drawn through the full range of n symbols.
15. A computerised gaming system as claimed in claim 13, wherein the second numerical field is capable of recording the placement value or ranking value for each n symbol by recording the number of “hits” or number of times each symbol 15 from the defined range of n symbols has been selected in or on entries in the game, in order that a selection total can be recorded for each of the n symbols
16. A computerised gaming system as claimed in any one of claims 10 to 15 wherein the databases of the transaction engine and gaming engine are combined into a single database and operated within a single computer. 20
17. A computerised gaming system as claimed in any one of claims 10 to 15 wherein the transaction engine is separate from the gaming engine and only passes registered entries to the gaming engine once entry into the game is closed.
18. A computerised gaming system as claimed in any one of claims 10 to 15 where the transaction engine(s) and the gaming engine are duplicated and the duplication 25 controlled by an independent party in order for that party to be able to simultaneously or first receive the raw gaming data into its separate transaction engine(s), to hold that raw data in its transaction engine(s) until entries into the game are closed, to then pass that raw data from the independent party’s transaction engine(s) to its gaming engine, to independently process the raw data using the 205336NZC_CS_20141002_PLH independent party’s copy of the gaming software stored on its gaming engine, to independently determine the results of the game, including the winner/s, and to produce an independent audit report of its results compared with those of the gaming operator. 5
19. A computerised gaming system as claimed in any one of claims 7 to 18 wherein the participant is able to enter their own number/s by remote data entry such as by entering it on a telephone key pad, by sending an SMS message, or email message containing the number/s they have chosen.
20. A computerised gaming system as claimed in any one of claims 7 to 19 wherein the 10 participant is allowed by the system to choose one or more symbols, at random.
21. A computerised gaming system as claimed in any one of claims 7 to 20 wherein the registration process involves the participant paying for their entry.
22. A computerised gaming system as claimed in any one of claims 7 to 21 wherein when recording a ranking value for each n symbol, the recording is by way of 15 recording the number of “hits” or number of times each symbol from the available range of n symbols has been selected by participants in the game, in order that a selection total can be recorded for each of the n symbols.
23. A computerised gaming system as claimed in any one of claims 5 to 22 wherein when ranking each n symbol, the ranking is first by way of the n symbol that is 20 chosen the least, then the n symbol that is chosen the second least, and so on to the last ranked n symbol.
24. A computerised gaming system as claimed in any one of claims 5 to 23 wherein the symbols not selected by any participant are ignored.
25. A computerised gaming system as claimed in any one of claims 5 to 23 wherein the 25 symbols not selected by any participant can belong to a house.
26. A computerised gaming system as claimed in any one of claims 5 to 23 wherein the symbols not selected by any participant are given a ranking after symbols which have been selected. 205336NZC_CS_20141002_PLH
27. A computerised gaming system as claimed in claim 26 wherein the symbols not selected by any participant are given a ranking of the most chosen.
28. A computerised gaming system as claimed in any one of claims 3 to 4 wherein when the gaming system is used in a two phase game, the elimination process 5 operating in the second phase requires entries to select further symbols from an available range, with participants avoiding elimination by selecting a symbol which has been selected the least in or on relevant entries in any elimination step relevant to the second phase.
29. A computerised gaming system as claimed in claim 28 wherein at least any second 10 phase of the elimination process has secondary procedures usable if a preceding elimination procedure operating in the second phase of the game fails to select a single winner.
30. A computerised gaming system as claimed in either one of claims 28 and 29 wherein part of the prize pool is set aside for jackpot and/or super draws/games. 15
31. A computerised gaming system as claimed in any one of claims 3 to 30 wherein the symbols are numbers. 205336NZC_CS_20141002_PLH
Priority Applications (18)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/IB2013/056508 WO2014027285A1 (en) | 2012-08-15 | 2013-08-09 | Global lottery |
CA2880787A CA2880787A1 (en) | 2012-08-15 | 2013-08-09 | Gaming system |
AU2013303808A AU2013303808A1 (en) | 2012-08-15 | 2013-08-09 | System for operating a lottery |
AU2013303809A AU2013303809A1 (en) | 2012-08-15 | 2013-08-09 | Global lottery |
EP13792070.8A EP2885771A1 (en) | 2012-08-15 | 2013-08-09 | Lottery |
EP13792439.5A EP2885773A1 (en) | 2012-08-15 | 2013-08-09 | Global lottery |
CN201380053929.4A CN104981853A (en) | 2012-08-15 | 2013-08-09 | System for operating a lottery |
PCT/IB2013/056506 WO2014027284A1 (en) | 2012-08-15 | 2013-08-09 | System for operating a lottery |
US14/421,250 US20150206377A1 (en) | 2012-08-15 | 2013-08-09 | Lottery |
US14/421,444 US20150221161A1 (en) | 2012-08-15 | 2013-08-09 | System for operating a lottery |
US14/421,157 US20150206376A1 (en) | 2012-08-15 | 2013-08-09 | Global lottery |
PCT/IB2013/056505 WO2014027283A1 (en) | 2012-08-15 | 2013-08-09 | A lottery |
SG11201500819RA SG11201500819RA (en) | 2012-08-15 | 2013-08-09 | System for operating a lottery |
EP13792071.6A EP2885772A1 (en) | 2012-08-15 | 2013-08-09 | System for operating a lottery |
ZA2015/00941A ZA201500941B (en) | 2012-08-15 | 2015-02-10 | System for operating a lottery |
PH12015500312A PH12015500312A1 (en) | 2012-08-15 | 2015-02-12 | System for operating a lottery |
IL237200A IL237200A0 (en) | 2012-08-15 | 2015-02-12 | System for operating a lottery |
PH12015500311A PH12015500311A1 (en) | 2012-08-15 | 2015-02-12 | Global lottery |
Publications (1)
Publication Number | Publication Date |
---|---|
NZ609252B2 true NZ609252B2 (en) | 2015-02-03 |
Family
ID=
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