US20080054560A1 - Game of chance - Google Patents

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US20080054560A1
US20080054560A1 US11516849 US51684906A US2008054560A1 US 20080054560 A1 US20080054560 A1 US 20080054560A1 US 11516849 US11516849 US 11516849 US 51684906 A US51684906 A US 51684906A US 2008054560 A1 US2008054560 A1 US 2008054560A1
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wager
game
number
roll
numbers
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Joseph R. Presley
Michael W. Faircloth
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Presley Joseph R
Faircloth Michael W
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00157Casino or betting games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • G07F17/3286Type of games
    • G07F17/3297Fairground games, e.g. Tivoli, coin pusher machines, cranes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices

Abstract

A game of chance involves use of a pair of dice or other randomizing device to obtain a first number set, wherein a first wager immediately wins when the first number set from the dice/device adds up to one of the numbers in a selected Numbers Group or Wagering Zone. A winning wager, or portion of the winning wager, may be parlayed to a second tier wager to determine whether the next roll of the dice/device will produce a second number set that is the same as the first number set. The Wagering Zones may be incorporated/combined with traditional casino game layouts, for example, Craps, slot-machine, Blackjack, or Roulette types of layout. In many board or table embodiments, wagers, based on speculation of what will be the first number set and subsequent number sets, are placed directly on the playing surface, with second tier wagering zones provided to prevent confusion with others' “fresh” wagers on the subsequent rolls. In computer or electronic slot-machine embodiments, the programming/memory may serve to differentiate, monitor, and display first vs. second tier wagers. The ability to bet on both grouped numbers (in a first tier wager), and on individual numbers in a Target Set, in any gaming layout or platform, will increase player enthusiasm and observer excitement. The knowledge that a player may be paid for successfully wagering on a winning Numbers Group after only one roll of the dice, helps move the game along and also adds to the excitement of the game.

Description

    BACKGROUND OF INVENTION
  • 1. Field of the Invention
  • The present invention relates generally to the field of gaming, and more specifically to the field of games of chance using dice or other means for wagering on randomly-generated number events.
  • Games of chance, and particularly betting games, should have certain attributes to make them attractive to players. Ideally, such games should have reasonable odds only slightly in favor of the house or bank. Furthermore, such games should be easy to learn, understand, and play. The games should also be exciting for all of those playing, and ideally pit each player against the house as opposed to against each other. Games with a large potential jackpot or top payout are often more exciting than those with a relatively small maximum payout.
  • Games of chance must also have certain attributes to make them attractive to the house. The games must have a suitable house advantage, and preferably a relatively small cycle time between rounds of betting so that more rounds of the game can be played in any given period of time. Games should be easy to administrate. Games should attract a large number of players per table, and allow for excitement to build as a player does better over the course of his/her turn. The equipment for such games should be inexpensive to manufacture and easy to maintain.
  • 2. Description of the Related Art
  • Wagering games that use various devices for generating a random event have been known for centuries. One of the most common of these devices is the conventional cubical die, employing six faces and having a series of six different numbers marked thereon. These dice have sequential numbers from one to six inclusive. They are used in a variety of methods to randomly generate a series of numbers ranging from two to twelve in any of thirty-six possible combinations. Alternative dice, for example, those with 4, 8, 10, 12, or 20 sides, are also available commercially, as they are popular for role-playing and other games. Thus, dice are currently used in a wide variety of wagering and non-wagering games and form the starting point for the preferred embodiments of the present game of chance invention. Current technology also makes it possible to generate these numbers by other means, such as computer-generated numbers displayed in a graphic format.
  • The best known of the wagering games employing dice is the game known as “craps” or “casino bank craps”. “Craps” or “bank craps” can generate an incredible amount of excitement among the players and nearby observers. Such excitement is due, in part, to the fact that players are betting on the chance outcome of a pair of dice thrown by themselves or another of the players. As such, there tends to be a higher degree of supportive vocalization from the players not throwing the dice. Sometimes the loud excitement generated by the players and observers results in the craps tables being jammed to capacity. Further, the rules in craps allow for the excitement to build as the player continues to roll the dice. On the downside, craps is a somewhat difficult game to learn, understand and play, and many players become frustrated with the time it often takes to resolve a bet, as further discussed below. Therefore, many gamblers do not appreciate the game. Further, the maximum payouts for craps are not nearly as high as, for example, roulette.
  • In the current version of the craps game, players place wagers on individually-anticipated numerical outcomes expected from the toss of a pair of dice. This game is appealing to players because of its simplicity in obtaining a random number using two cubical dice. The basic wager in “craps” requires multiple (at least two and frequently many) tosses of the dice pair to reach the final consequence of the wager, which results in either a win or a loss. In some instances, a winner can be declared on the first roll, for example, if the first number rolled is seven or eleven. In some instances, a loser is declared on the first roll, for example, if the first number rolled is “craps” (2, 3, or 12). However, in many instances, a winner is declared only after a “point” is established (when 4, 5, 6, 8, 9, or 10 is rolled) and then that same number is rolled again, even after-several rolls but before a 7 is rolled. Thus, in most instances, a winning outcome depends upon an initial “point” number being produced by the first roll of the dice and the success in repeating the same number, but not necessarily on the very next roll. Normally, therefore, it will require several tosses of the dice to resolve the outcome of a wager.
  • In a normal craps wagering cycle, therefore, a bet is deemed lost if a seven is rolled after a “point” (4, 5, 6, 8, 9, or 10) was established but before that same “point” is rolled a second time As a result, this system sometimes requires several tosses of the dice to be made with no resolution of a wager. In fact, it is possible that on a single wager a player may throw the dice an indefinite number of times and not resolve the bet.
  • In order to overcome this feature of craps, which the inventors consider a defect, a wide variety of wagering propositions have been developed to make the game more exciting. Currently, a large number of possible “side” bets or “hop” bets (some of which can be decided on a single roll of the dice) are used in the game of “craps” to cover up this defect. These complex “side” and “hop” bets, in some circumstances, allow players to receive higher odds and resolve a wager more quickly. Unfortunately, these bets require extensive knowledge of the game and the laws of probability. As a result of attempts to correct such defects, the game of “craps” has evolved into a complex wagering system that only the experienced player can fully understand and utilize. Even with these changes, there are delays in resolving many wagers, which results in the disenchantment of many players. Even as craps is currently played, many players have found that the craps dice game is quite limited in several respects. For example, the current “craps” dice game does not offer the typical player a wide variety of wagering opportunities, as players are usually limited to betting on the “come” or “pass” line attempting to roll a specific “point” unless they have received extensive training. Also, as previously noted, the current dice game does not provide the player sufficient assurance that one or even two rolls of the dice can determine the outcome of a majority of bets and/or any subsequent parlay wagers. Furthermore, many players would like to place wagers with a higher potential for reward even when the possibility of successfully obtaining the reward remains low. As a result, the inventors believe that the industry needs a more user-friendly game that will allow players to quickly resolve wagers, while requiring minimal training to obtain the ability to successfully place meaningful wagers.
  • A discussion of other games of which the inventors are aware is provided below.
  • U.S. Pat. No. 5,924,926 was issued on Jul. 20, 1999 to J. Breck Brown. Entitled “Game Wager Control System,” the patent describes an electronic wagering table and scoring system for a game combining aspects of blackjack and craps. The dice (craps) portion of the game uses only the conventional playing and wagering rules associated with the known and accepted casino game of craps.
  • U.S. Pat. No. 6,257,579 was issued on Jul. 10, 2001 to Michael J. Horan. Entitled “Dice Game Having Dead-Even Odds,” the Horan patent describes a game in which two players play against each other, or perhaps a single player plays against a casino dealer. The possible outcomes of dice pair tosses are divided into two groups, with all of the tosses of the first group having the same probability of occurring as all of the tosses of the second group. A player tosses the dice, and wins if the toss is the same as one of the possibilities in the first group. If the possibility is one of those in the second group, the player loses. Unlike embodiments of the present invention, Horan, as indicated by the title of his patent, does not provide any payouts according to the odds of making a specific dice combination. His game deals more with matching the throw of one's opponent. Moreover, Horan does not provide payouts for consecutive rolls of the dice, nor are his payouts based on the commonly accepted probabilities normally used in most games of chance.
  • U.S. Pat. No. 6,464,225 was issued on Oct. 15, 2002 to Derek J. Webb. Entitled “Method And Apparatus For Playing A Dice Game,” his patent describes a game using three dice, in which all players can wager upon various outcomes of a single dice toss by one of the players. Webb provides for wagers focusing on the majority of the three dice coming up with either even or odd numbers. He further promotes secondary or side bets, with one player continuing to toss the dice so long as that player continues to win an even or odd side bet placed with each toss. Unlike embodiments of the present invention, the Webb game requires three dice, does not provide any payout bonuses for the repeated number totals, and does not include the use of number sets as the mechanism to resolve wagers.
  • U.S. patent application No. 20,050,140,089 as applied for by Vincenzo Auricchio is entitled, “Simplified Single Throw Craps Game.” In his patent application, Auricchio offers a simplified version of the traditional casino craps games by providing a means for novice players to bet on a single roll of the dice. In his claim the applicant develops several wagering areas to simplify the process for the novice player by mixing the concept of roulette with a dice game. His groups are simplified (for example as an under and over seven wager) and do not use combinations of numbers to resolve wagers. Unlike embodiments of the present invention, the Auricchio game does not provide a multi-tiered bonus level for players with an increased payoff percentage. The Auricchio game relies on the generalized simplicity of odd versus even or black versus red while relying on the number seven to terminate play on a bet.
  • U.S. patent application No. 20,050,001,379 filed on behalf of the Naif Moore offers a “Peat and Repeat” and “No Hardway” in his “Four the Money” gaming device. His game calls for bets being made as a part of the Dice Based Turnover Game employing a machine device in playing the game. The Peat and Repeat bet deals with the rolling of a “selected” number twice before a seven is rolled. In the Moore game, the player is limited to one selected number, rather than betting on a group of numbers as in embodiments of the present invention. In Moore's Peat and Repeat system, the player is not able to resolve the wager immediately and he must rely on the randomness of the number generator to determine when the bet is won or lost. Moore's “No Hardway” bet is a side wager that involves a single roll of the dice, wherein no target number is selected and the player is not allowed the opportunity to select a target number grouping. Moore's single roll wager also fails to offer the higher payouts offered in embodiments of the present invention. Moore's “Four the Money” bet deals with picking a point or “Target” and then avoiding the Target Number on subsequent rolls of four generated pairs of numbers.
  • Finally, British Patent Publication No. 2,066,086 published on Jul. 8, 1981 to William C. W. Gordon, entitled “Dice Game,” describes a game and table layout having features and aspects of roulette, but using only dice as the random number generating means. Accordingly, Gordon provides for wagers on even or odd numbers, as in roulette, and also provides a series of specific numbers which are colored red or black on his table layout, enabling a bettor to place a wager upon the likelihood of a dice toss resulting in any of the numbers of the red positions or of the black positions. Gordon also provides different payout odds, depending upon the probability of any given number occurring. However, Gordon extremely limits the wagers permitted by his players. He does not make any provision for players to place wagers upon even number groups or odd number groups or other number combinations. Unlike embodiments of the present invention, Gordon does not permit parlaying of wagers to offer players higher odds.
  • The inventors believe that there is still a need for an improved game of chance, which is easy to learn and play, that quickly resolves bets, and that may provide players with the excitement of high odds. Features of the preferred embodiments of the invention may be incorporated into a variety of games, either as a stand-alone game or in combination with, or as a modification to, already-established casino-based games.
  • SUMMARY OF INVENTION
  • The present invention is a game of chance that involves correctly selecting a specific event from a group of potential numerical outcomes, wherein said outcomes relate to the sum of the numbers in a randomly-generated set of numbers, and/or relate to the specific numbers in said set. Each set of numbers may result from use of multiple dice, a computer, or other means of number generation. The preferred embodiments use two six-sided dice or other means of generating similar number sets, that is, number sets each having two numbers and said two numbers independently being selected from the numbers 1-6. Alternatively, other embodiments may use dice with fewer or more than 6 numbers each, more than two dice, and/or other means of generating number sets of 2 or more numbers.
  • In the preferred embodiments of the invention, wagering is allowed on at least two types of outcomes, specifically: 1) wagering that a first randomly-generated number set will add up to a sum that equals a number in the Number Group upon which the player has bet, and 2) wagering that a second number set, generated at a time later than the first number set, will be the same set of numbers as said first set. Thus, one step in the invented method comprises wagering on a sum of multiple numbers (also called herein the “total” or the “combined number”) and another step comprises wagering on the particular numbers in the set without adding them together (also called herein the “individual numbers” or the “uncombined numbers”). In embodiments using two, six-sided dice, or generation means that result in similar number sets, sets of two numbers (with each of the two numbers being 1, 2, 3, 4, 5, or 6) are created with every roll of the dice or other generation step, and, in part of the game, the sum of the two numbers determines which wagers win, and in another part of the game, the individual two numbers determines which wagers win. Preferably, during the step wherein the individual two numbers determine which wagers win, a “win” means that the two rolled/generated numbers match an earlier-rolled/generated set of two numbers. The odds of rolling/generating the various sets of numbers with a pair of conventional six-sided dice or other number randomizer means, and therefore the odds of rolling/generating the combined (summed) or uncombined (not summed) numbers may be calculated and used to determine the payoffs for each of the wagering opportunities.
  • Said Number Groups comprise multiple numbers that are predetermined by the casino owner/manager, by the manufacturer of the gaming table, board, computer game or other gaming platform, or, in some embodiments by the player in advance of playing the game. Typically, the numbers will be grouped according to some traditional groupings, such as “pairs,” “big easy,” and “little easy.” Others may be selected because the casino (“the House”) management prefers the odds resulting there-from, or because of personal preference. The inventors prefer a minimum of four Number Groups that provide wagering opportunities on each of the 36 combinations from two six-sided dice, for example, Soft 4-5-6 , Soft 8-9-10, Any Natural (3-7-11), or Any Pair. The Number Groups may be provided in the form of Wagering Zones, which take various forms depending upon the gaming platform: physical regions on a game table or a board game, buttons on a slot-machine, or icons or other interactive buttons on a computer-generated screen. Optimally, the preferred Wagering Zones are provided along with other, even conventional, wagering zones, for example, with those found in conventional craps or roulette games, to increase enjoyment of the game.
  • In the preferred embodiments, wagering on Number Groups is considered a “first tier” wager, which is typically an initial wager that does not depend upon any previous outcome. After the first tier wager on the Number Groups is resolved by rolling the dice or otherwise generating a first number set, then the “second tier” wager may be placed by those who won the first tier wager. This second tier wager is preferably a wager that the next number set will be the same set of numbers as said first set. Preferably, the players parlay some or all of their winnings from the first tier wager on the second tier wager. Thus, once a player has won on the Number Group wager (betting on the combined/added number from the dice roll), he/she may bet that the uncombined/individual numbers from the next roll/generation will match the numbers from the immediately-previous roll/generation. Thus, the individual numbers that are summed to determine the outcome of a first tier wager become the Target Set for the second tier wager, wherein rolling/generating that same Target Set (those same two numbers, in the case of conventional dice) is the sole objective for the successful second tier wager. In both circumstances, that is, whether the sum of the two numbers or the un-summed numbers is/are used, a determinative outcome occurs with each number randomizing event. Thus, rather than a winning or losing outcome being postponed until several or many rolls of the dice, as in craps, a winning outcome may be determined after each roll of the dice.
  • The preferred steps of the invented game comprise the player placing a wager on any of several offered Wagering Zones (each containing a Number Group) before the dice are tossed. The player who wins on the first outcome may elect to conclude the wager at that point (in effect, after a single toss of the dice) and collect their winnings or parlay the wager on the expectation that the same outcome will occur on a second or consecutive occasion. Or, the player may elect to split the payoff by collecting the winnings on a portion of the wager and then parlay the remaining portion to include betting on a second or further occurrence of the same numbers from the two dice. Thus, a player may wager on the likelihood of the same set of numbers appearing twice in a row, or even three times in a row (though the odds of such event are extremely rare). Preferred embodiments of the invention are based on the premise that all bets are resolved in the short term without employing the number seven (7) or the number eleven (11) as a terminating event (as is done in the game of craps). Thus, in especially-preferred embodiments wherein one player tosses the dice and the majority of other players wager on the outcome of that player's pass line wager, many quick-outcome wagers may be made by every player without regard to the other players' activities. For example, wagers may be won or lost on every roll of a player's turn. First tier wagers won on a given roll may be parlayed into second tier wagers on the next roll (the second successive roll), and new (or “fresh”) first tier wagers not part of the parlayed wager also may be placed on the outcome of said second successive roll. This process may be again repeated on yet another successive roll (the third successive roll), as the wagers placed on said second successive roll are resolved and the first tier wagers (that won on said second successive roll) may become second tier events by being parlayed wholly or in part into second tier wagers on said third successive roll. The terms “a given roll” “second successive roll,” and “third successive roll” are not necessarily the first, second, and third rolls of the game, but may be successive rolls at any point within the game. Thus, in each of these wager circumstances, no player is required to be a bystander or witness to the game's “action,” and all players may benefit from the outcome of their bets after each roll of the dice.
  • The preferred game rules increase the likelihood that, compared to craps for example, most wagers can be decided on a single toss of the dice, and this increase in “action” also enhances the probability of increased earnings. The preferred embodiments, due to the use of specific Numbers Groups, may offer higher odds than in conventional craps and roulette games, and may create more excitement and more rewarding opportunities for the player because of the grouping of numbers. Further, the preferred game rules afford the player the opportunity to parlay a winning wager for increased monetary gain, for example, by multiple-tiers of wagering and winnings wherein the player may place a single wager on the probability of the same two numbers occurring on consecutive rolls. This wager, based on the prospect of the second or even a third exact event occurring, provides the player the opportunity to earn a higher return for their wager than is currently offered in casino games.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The drawings show several, but not all, of the embodiments and layouts of the invented games, which are currently associated with the trademark “Progress™” or derivatives thereof. They serve to illustrate usage of the gaming theory and are not all-inclusive, as the application of the presented gaming theory lends itself to a wide variety of applications.
  • FIGS. 1A and 1B illustrate only a portion of the various Number Groups that may be used in the invented wagering system. FIG. 1A illustrates the preferred eight Number Groups, and FIG. 1B shows two others of the many that may be added or substituted for any of the eight in FIG. 1A. Any or all of these Numbers Groups, or others not shown, may be selected for placement as “Wagering Zones” on a table or game board, or as buttons or icons, or in other forms for various embodiments of the invention.
  • FIG. 2A illustrates one of many possible craps-style tables utilizing one embodiment of the invention, wherein Wagering Zones and second tier Wagering Zones according to embodiments of the invention are provided, in combination with traditional Craps wagering zones. This embodiment, currently referred to by the inventors as “Progress™ Come Again Craps™, incorporates several Number Groups that provide a wide variety of wagering choices, and leaves room for additional Number Groups as desired by the designer or casino.
  • FIGS. 2B and 2C illustrate the table layout and Wagering Zones of the embodiment of FIGS. 2A to best advantage. FIG. 2B illustrates the enlarged left section of the layout in FIG. 2A, and FIG. 2C illustrates the enlarged right section of the layout in FIG. 2A and appears as a mirror image of FIG. 2B. These layouts, or others according to various embodiments of the invention, may be applied to felt, cloth, board, or other materials to serve as the top layer on a gaming table, for example.
  • FIG. 3A illustrates one embodiment of a slot machine layout according to the invention and referred to by the inventors as Reel Progress™. By incorporating an embodiment of the invention into a commonly utilized gaming device, that is, a slot machine, and listing the payout odds and rules of play on or near the slot machine, the inventors hope to create an exciting variation on what some consider a tired old gambling tool.
  • FIG. 3B is a view of the layout on the slot machine of FIG. 3A applied to a computer screen display, in yet another embodiment of the invention. Furthermore, this style of play board/display may be used in many interactive applications. It is envisioned that some embodiments of the invention will include allowing the player to create their personalized wagering zones, for example, by computer screen, mouse, keyboard, or button means, wherein the system will establish odds based on their individual selections that may also increase the excitement available in this new style of wagering.
  • FIG. 4 illustrates another embodiment of a table layout game, referred to as Progress™-Ion by the inventors. This game merges many of the features of dominos, craps, roulette and the inventors' preferred embodiments into a single, stand-alone game offering players yet another easy-to-grasp gaming alternative. This particular embodiment provides the ability to wager on specific die number sets, which appear as domino tiles absent the blanks, as well as to wager on Number Groups according to embodiments of the invention.
  • FIG. 5 is a schematic layout for alternative embodiments of the invention, referred to by the inventors as “Progress™ The Game,“that may be stand-alone games with little or no influence of already-existing casino games. This schematic layout illustrates that a great variety of stand-alone games may be developed using the theories and methods developed by the inventors. This figure also illustrates that the layout may be applied to a board or other preferably two-dimensional construction. This Figure uses blank circles in rectangular spaces as regions into which the manufacturer or casino operator may insert various Number Groups according to embodiments of the invention. In this layout, seven triangular gaming stations allow up to seven people to play. Oval shapes are provided nearer the dealer's station to serve as second tier wager zones. The circle near the “tip” of each station is used to display the Target Set that the player will need to win the bet on the next consecutive roll; displaying the Target Set directly above the player that is parlaying to a second tier wager, rather than in a central location, may tend to enhance the excitement of the game.
  • FIG. 6 is an alternative layout for an embodiment of a stand-alone game similar to the schematic version shown in FIG. 5. In this variation, the rectangular boxes not defined in FIG. 5 show several of the many possible Wagering Zones that can be incorporated into the stand-alone version of the game. In this Figure, the dotted lines only serve to separate the rows of Wagering Zones, wherein the solid lines separate the three repeated wagering positions on which wagers may be placed. Up to six players could play at this layout, with two sharing each of the three repeated wagering positions. The circles at the top of the triangular sections are reserved as second tier wager zones and the oval at the top of the triangular areas serves as a central area for display for the given Target Set required to win the second tier wager.
  • DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
  • Referring to the Figures, there are shown several, but not the only, embodiments of the invented game of chance. While several examples of the invented game are given and described in terms of a dice game and in terms of particular number sets that may be provided by tossing two six-sided dice, the invention is not limited to dice games only, and, in a broad sense, is not limited to random generation of two numbers selected from the numbers 1-6, as discussed previously in this disclosure. In many embodiments, however, the number sets afforded by two six-sided dice are used, but these numbers sets may be generated by dice, in slot machines, computer and other interactive programming, or other gaming platforms. Thus, while “dice,” “rolling,” “tossing” and “roll” are used for convenience and clarity; these terms are not intended to necessarily limit the invention to being only a dice game.
  • The concepts of the invented game of chance may be applied, for example, to many different table and board layouts, slot machine layouts, and computer/programmed gaming options with screen-display. Embodiments may be placed in casinos or other businesses and/or in home games, including those already existing and those of the future. Some embodiments may be placed in the context of “craps” or “casino bank craps” (See FIGS. 2A-C, for example), enabling players to wager on a variety of new and exciting propositions while utilizing some or all of the same Wager Zones, the style of play, and the more basic procedures that players are accustomed to in “craps.” Unlike “craps,” the preferred embodiments increase the variety of wagers made available to players. Other embodiments may be placed within a mechanical or electronic context, such as a slot machine, computer game, or other gaming platform, as shown in FIGS. 3A-B, for example. Other embodiments may be placed within a “craps plus roulette” casino-style game and gaming layout (See FIG. 4, for example). Other Embodiments may be stand-alone layouts, without any, or at least without substantial, influence or contribution from prior, existing games (See FIGS. 5 and 6, for example).
  • The preferred embodiments are based on the number sets available from randomly selecting one of six numbers from each of two objects such as dice. For example, with each roll of a conventional pair of dice, two numbers (one for each die face) are revealed on the top of the cube to become the “rolled number set,” and these two numbers may be added (combined) to create a sum, or may not be added (uncombined), depending upon which step of the preferred game is being performed. The possible “ways” resulting from rolling two six-sided dice are shown in Table 1 below, wherein the “ways” include what may be called the “order” of the rolled dice. For example, if one imagines that there is a Dice A and a Dice B, there are two ways that the two dice may show the numbers 2 and 3: Dice A revealing the number 2 and Dice B revealing the number 3, or Dice A revealing the number 3 and Dice B revealing the number 2. One will note that, for pairs, only one “way” or “combination” is shown for each pair (see, for example, 6+6, or. 4+4). Thus, one may see that there are 36 possible “ways” or “combinations” of two numbers on the top of the dice being rolled at any given time, thus, a probability of 1/36 of a combination occurring, or 35/1 odds against the combination occurring. Odds of 35/1, against any one of the combinations appearing, are used for the purpose of determining payouts on wagers.
  • TABLE 1
    “The Number”
    (Traditional Total number of Total number of
    Name Combinations/ “Number Sets”
    for the Sum Combinations/ Ways (shown by
    of the Number Ways To available brackets in
    Set rolled Make to make column 2)
    by two, “The Number” of “The Number” available to make
    six-sided dice) Column 1 of Column 1 “The Number”
    2 {1 + 1} (a pair) 1 1
    3 {2 + 1, 1 + 2} 2 1
    4 {3 + 1, 1 + 3} & 3 2
    {2 + 2} (a pair)
    5 {4 + 1, 1 + 4} 4 2
    {3 + 2, 2 + 3}
    6 {5 + 1, 1 + 5} 5 3
    {4 + 2, 2 + 4} &
    {3 + 3} (a pair)
    7 {6 + 1, 1 + 6} 6 3
    {5 + 2, 2 + 5} &
    {4 + 3, 3 + 4}
    8 {6 + 2, 2 + 6} 5 3
    {3 + 5, 5 + 3} &
    {4 + 4} (a pair)
    9 {6 + 3, 3 + 6} 4 2
    {5 + 4, 4 + 5}
    10 {6 + 4, 4 + 6} & 3 2
    {5 + 5} (a pair)
    11 {6 + 5, 5 + 6} 2 1
    12 {6 + 6} (a pair) 1 1
    Total = 36 Total = 21
  • Note in Table 1 that there are 36 combinations or “ways” resulting from the roll of two, six-sided dice (see total of third column), because this terminology counts the two orders of the numbers (Dice A/Dice B as 4/2 or as 2/4, for example) as two combinations. Note also that there are only 21, 2-member number sets, wherein “number set” in this description and this context counts the two orders of the numbers as only one number set (4/2 and 2/4 are counted as one number set). Note that the first column represents the sum of the two numbers rolled with the two dice, that is, the sum of the number set.
  • The preferred method of playing the game begins with placing bets in Wagering Zones before the dice are rolled. Once betting is completed, “Roll #1” occurs with the tossing of both die together or by using some other sort of numerical randomizer, for example, within the context of a computerized gaming version. When the dice stop moving, the two numbers (one on each separate die) showing on the top face of the dice are totaled (added together, “combined”) and the sum is used to determine the betting outcome, that is, wagers that were placed on a Wagering Zone that includes that sum are winning wagers. A winning player or players is/are then entitled to collect a predetermined amount based on the outcome's probability. For example, if Roll #1 reveals a “4” and a “2” (no matter which of these is revealed by Dice A and no matter which of these is revealed by Dice B, that is, whether the roll results in 4/2 or 2/4, which is called herein “no matter what the dice order”), then the sum is “soft 6” and the winning wagers are those that were placed on the “Any Soft 4-5-6” Wagering Zone, the “Any 6 or 8” Wagering Zone, the “Any Soft 6 or 8” Wagering Zone, or the “Any Soft-Even 4-6-8-10” Wagering Zone. If Roll #1 reveals, instead, a “3” and a “2” (no matter what the dice order, that is, either a 3/2 or a 2/3), then the sum is “5” and the winning wagers will be those that were placed on the “Any Soft 4-5-6” Wagering Zone, or the “Any 5 or 9” Wagering Zone.
  • The player may choose to collect all of his/her winnings after winning the first roll. Alternatively, the winning player may split his original wager to collect winnings on only a portion of the initial wager, and parlay the balance in a “Split-Pay-Parlay™” through the next roll of the dice. Or, the entire original bet may be used to parlay the wager through the next roll of the dice. In the case of parlay, the number set from the first roll of the dice (that is, the two uncombined numbers in either order) becomes the “Target Set” for the subsequent parlay bet. The very next roll of the dice (second consecutive roll) is called “Roll,#2”, and to win the parlayed wager in Roll #2, the same number set, that is, the Target Set, must appear, no matter what the dice order. For example, when Roll #1 resulted in 4/2, a parlayed wager on Roll #2 is won when Roll #2 results in either 4/2 or 2/4. The odds of a second consecutive roll of the same number set occurring (that is, of the second roll revealing the Target Set) enable the player to receive a higher payout.
  • When a player selects the parlay option, the bet is identified as a “second tier wager” and the wager may be moved to a specified “holding area” or second tier zone. Alternatively, a marker may be used to identify the wager as moving to the second tier, thus, preventing confusion of the parlayed wager with new first tier or “fresh” wagers. This dual wagering system of first tier and second tier wagers permits other players or new players to make fresh wagers on the next outcome (but only as a first tier wager that the number set from the next roll will add up to a number in the Number Group upon which the first tier wager was placed) while offering the player who won Roll #1 the ability to enter the second tier to parlay the wager to increased winnings.
  • In some embodiments, the player who won the first roll may also place fresh wagers (first tier wagers on the next roll adding up to a number in a Number Group) in addition to parlaying part or all of his first wager in a second tier wager. Thus, a winner on Roll #1 may place two types of bets (a Numbers Group, first tier wager and a parlayed Target Set, second-tier wager) for the next successive roll, which second successive roll is called Roll #2 because said winner of Roll #1 is parlaying some or all of his winnings in a second tier wager. A loser on Roll #1 may place only one type of bet on said second successive roll (a Numbers Group, first tier wager, which we also call a “fresh” bet). After the parlay and/or fresh bets are placed, said second successive roll occurs and payouts are made to winning players according to the probabilities of the various wagers, that is, typically a lower payout for the first tier wagers and a higher payout for the second tier wagers. Then, the winners of a first tier wager on said second successive roll may parlay to a second tier wager on yet another successive roll (the third successive roll), and fresh wagers (by winners and/or losers of the second successive roll) may be placed on Number Groups as first tier wagers also on said third successive roll, and so on.
  • It is possible, though not probably, due to the high odds involved that some players may want to attempt a second consecutive parlay of the same Target Set, that is, a winner of a first tier wager on Roll #1 who also wins on a parlayed wager on Roll #2 may parlay some or all of his/her winnings with yet another bet on the same Target Set, that is, another parlayed wager on the third successive roll. Winning on this twice-parlayed wager (on the third successive roll) would mean that the same Target Set would have appeared three times/rolls in succession. While possible in some embodiments of the invented game, the low probability of being successful in this venture leads the inventors to believe another means of rewarding a player for a third occurrence should be considered.
  • Terminology
  • Terms already utilized within the gaming industry such as “House,” “Table,” “Action,” “Soft,” “Hard,” “Easy”, “H”, “Lo”, “Odd”, “Even” and “Layout” are used herein with their commonly-understood meanings. Other terms are described below as a convenience for the reader.
  • TO: The term is commonly used in the gaming industry for the purpose of designating odds. The odds against any given combination (wherein dice order does matter) appearing on the pair of dice is 35 TO 1. The odds against any given number set (irrespective of the order of the dice) will appear on the pair of dice is considered to be a probability of 1 in 36. The bets are commonly listed as 35/1. When reporting odds, the backstroke character (/) is often utilized instead of the term TO.
  • FOR: This term is commonly used in the gaming industry to reference the total amount to be paid to the winner. For example, a wager paying the amount of 13 FOR 5 means that “for” a $5 bet, the player will receive a $13 payout if he wins.
  • NUMBER SETS: A number set in this description is a set of possible numbers resulting from the randomizing method. In embodiments using two dice, the number set is the two numbers (represented by numerals or spots or other markings) that appear on the top face of the dice cubes after both dice are rolled. For example, the number set 1 and 4 may appear as two possible combinations of numbers (4/1, 1/4) and the number set 2 and 3 may appear as two possible combinations of numbers (3/2, 2/4). So, in this example the combinations 4/1 and 1/4 are viewed as a rearrangement of the same two elements, that is, the two combinations are derived from a single, two-member number set. Another example, is the number set 2 and 3, wherein two combinations 3/2 and 2/3 represent rearrangement of the same two elements, that is, the two combinations are derived from a single, two-member number set.
  • COMBINATIONS: The term within the context of the invented game refers to any of the different combinations or “ways” resulting from the random-number generation, wherein order does matter. For example, in the case of two, six-sided dice, 36 combinations are possible when the two dice are tossed together. In the preferred embodiments, the different possible “orders” of the numbers are counted as different combinations, for example, in the case of two dice, 2/1 and 1/2 are counted as two combinations, 3/1 and 1/3 are counted as two combinations, 4/1 and 1/4 are counted as two combinations, and so forth, while pair are each counted as one combination (as the order of the dice is indistinguishable).
  • ANY: This term is used herein when referencing the specific Number Groups upon which wagers are sought in ROLL #1. For example, a wager in the Wagering Zone designated the “ANY SOFT 6/8” Numbers Group would mean a wager was placed on ANY of the eight combinations ({4/2, 2/4}, {5/1, 1/5}, {5/3, 3/5}, {6/2 or 2/6}) that form a non-pairs (“soft”) six (6) or eight (8). Note that, in a “soft” Numbers Group such as this, a roll of a “hard” 6 (six) or “hard” 8 (eight) (3/3 or 4/4) would be considered a losing bet.
  • ONCE: This term refers to the decision regarding whether a winner of Roll #1 will collect his winnings and not proceed to parlay (therefore, wagering “Once,” only a first tier wager) or whether he will parlay through Roll #2 (therefore, wagering “Twice,” a first tier wager followed by a second tier wager). After Roll #1, if the successful player makes a decision to be paid based upon this predetermined payoff amount, and not proceed, he has won a wager based on a Number Group only (the sum of the two dice) and has wagered “Once.”
  • TWICE: This term represents the second consecutive roll of the dice in the context of second tier wagering. After Roll #1, if the successful player makes a decision to parlay his predetermined payoff amount to proceed to the second tier wager (Roll #2), he will have won a wager based on a Number Group only (the sum of the two dice) in the first bet and then wagered on the Target Set in the second bet, so he has wagered “Twice”. Depending on the preference of the casino or manufacturer, the Wagering Zones optionally may be labeled with the term “Twice” to emphasize or remind the players of the parlay step, for example, as shown in FIGS. 3A and 3B. For example, Wagering Zones may be labeled as “Any Pair Twice” or “Any Soft 4-5-6 Twice” or “Any Natural Twice” as a reference to the multi-tier system described above.
  • TARGET SET: A target set in this description is the number set, resulting from the roll of the dice or other randomizing method, that is subsequently used to determine a second, parlay wager. In embodiments using two dice, the target set is the number set from Roll #1 that becomes the winning event for a parlay wager if Roll #2 produces that same Target Set. Methods of displaying the Target Set may vary. For example, an electronic or mechanical display may be placed on or in a portion of the game table, board, or screen, or objects such as a differently-colored or larger set of dice may display the Target Set.
  • NUMBER GROUPS: Numbers are grouped together in multiple Wagering Zones to create wagering opportunities one or more than one number at a time. The selection of which numbers are placed in each Number Group is typically done in a way that provides attractive odds for the players and reasonable payouts for the House. Several Number Groups that may be used in Wagering Zones of embodiments of the invention are listed later in this Description, for example, “Any Pair,” Any 6-8,” or “Any Natural-3-7-11.” Thus, to win on a wager on any of the Number Groups, the dice or other generation method need only result in a number set that adds up to (sum of the number set) any one of the numbers in the Number Group. For example, if a wager is placed on “Any Natural-3-7-11” one may win if the dice/generation results in a number set that adds up to either 3, or 7, or 11.
  • WAGERING ZONES: Number groups, or single numbers, are arranged in regions of the gaming layouts or computer screens in a variety of ways to make wagering easy for the players. These regions are called “Wagering Zones,” and it is these Wagering Zones on which players place their wagers, or, for slot-machine or computer-based layouts, it is these Wagering Zones that are pressed (buttons, or touch-screen) or point-and-clicked (mouse or touch-pad), for example, to place their wagers. Players select when, where, and how much to bet on the Wagering Zones, and, in effect, they are betting on the Number Groups (or the single numbers, in some instances) in those Wagering Zones. The bets on these Wagering Zones/Number Groups are first tier wagers, that is initial wagers for Roll #1 of the game or “fresh wagers” as described above for subsequent rolls of the dice, as opposed to parlayed wagers. The Wagering Zones according to embodiments of this invention may be placed on any area of a gaming layout, by being added to conventional game layouts (such as the casino “craps” layout in FIGS. 2A-2C), or by being arranged in a “stand-alone” layout with few or no wagering zones from other games (FIGS. 5 and 6, for example). The Wagering Zones preferably include fairly large, easy-to-read indicia that make it easy for players to select the Number Group they prefer to wager on and provide them with a sure means of verifying the scope of their wager.
  • SECOND TIER ZONE: The second tier zone (or Progress™ Zone or Progress™ Zone #2 as the inventors' prefer to call it) may be used on casino layouts as an area to place bets that have been parlayed for a second roll. Winning wagers are removed from the Wagering Zone after Roll #1 and held in the second tier zone until Roll #2 is completed. The second tier zone may be utilized so that the house can assure that the owner of the wager is located without confusion. The ability to access this second tier zone is usually restricted to gaming personnel. In some applications, the second tier zone is not needed if a marker or some other means of separating the second tier wager from first tier wagers is made possible.
  • ROLL #1: This term refers to a first toss of the dice anytime after new or “fresh” wagers are placed on Wagering Zones in embodiments of the invented game, that is, a toss of the dice that resolves a first tier wager on Numbers Groups/Wagering Zones. Roll #1 begins when new/fresh bets are placed and concludes after the dice have been tossed and new/fresh wagers collected, paid or acknowledged as parlay wagers. Roll #1 is used to obtain the number set that is summed and compared to the numbers in the Wagering Zones to determined winning wagers. The number set from Roll #1 then becomes the Target Set for the second tier wager, which is typically called Roll #2, as described in the next paragraph.
  • ROLL #2: This term refers to the advancement of a winning Roll #1 bet to a second consecutive (“second successive”) roll in embodiments of the invented game. The term Roll #2 references only the fact that the next consecutive roll of the dice is used to determine the outcome of the second tier wager. Only when the number set resulting from Roll #2 (in any dice order) is identical to the Target Set, established in Roll #1, is a second tier wager considered successful. If the number set rolled on the second successive roll does not match the Target Set, the second tier wager is lost. It should be noted that each wager is resolved on the next immediate toss of the dice regardless of the number of times the dice are tossed prior to a wager being placed. The terms “Roll #1” and “Roll #2 refer only to the status of the wager, that is, whether the wager of a given player is a first tier wager or a second tier wager. Therefore, players may have a Roll #1 and/or a Roll #2 bet resolved on the same toss of the dice and that resolution is determined only with respect to when each wager is placed on the game.
  • SPLIT-PAY-PARLAY™: This is the term used to explain an option available to a player who wins Roll #1 wagers. In most instances, the player may elect to be paid and collect all the money due after the first roll. Or, the player may decide to parlay his/her winnings in their entirety to Roll #2. However, because of the extreme odds offered for successfully completing the second half of the “Twice” wager, a parlay of the entire amount of the original wager is not always possible. In most casinos, the “House” has a maximum amount they will pay for any single wager. That amount may be as low as $5,000 or has high as $1,000,000 for a single bet, with most falling somewhere in between. In the case of a second tier wager that pays 200 to 1 (as with “Any Pairs,” sometimes also called “Any Pairs Twice”) and a House that has a $5,000 maximum, a single parlay wager of only $25 on the “Any Pairs” would place the wager at the House limit. In those cases, the “SPLIT-PAY-PARLAY™” procedure is required to protect both the House and the player. The player may select the SPLIT-PAY-PARLAY™ option after Roll #1 at anytime while playing the game however, there is usually no option except SPLIT-PAY-PARLAY™, when the Roll #2 payoff exceeds the House maximum. In those cases the original wager is “split” into two separate wagers. The first part of the wager is an amount up to the maximum bet permitted to reach the House maximum payout. The player may choose to parlay up to that amount on the Roll #2 wager. The balance of the original wager is then paid to the player at the first tier payout scheduled amount. It is anticipated that most casinos will set a predetermined limit on Roll #2 wagers at a percentage of the original wager (i.e. 20%) so that players will know their SPLIT-PAY-PARLAY option before the conclusion of Roll #1.
  • PAIRS NUMBER GROUPS: A pairs Number Group consists of only the six combinations (1/1, 2/2, 3/3, 4/4, 5/5, 6/6) out of the 36 possible combinations that exist on the two dice cubes. These are the only number sets in this wagering group, and the pairs add to result in 2-4-6-8-10 and 12. These six numbers are the only numbers that constitute 35/1 odds probability. All other combinations occur as 2 chances in 36 and are listed as 17/1 odds. Alternatively, only selected of the pairs may be placed in a Number Group, for example, the hard 6 (six) 3/3 or hard 8 (eight) 4/4 may be a pairs numbers group defined by those particular numbers and may be called the “Hard 6/8” Numbers Group, for example.
  • NON-PAIR NUMBERS GROUPS: The non-pair Numbers Groups include any number sets that do not incorporate the “hard way” or pairs groups. There are 30 such combinations on the dice, which do not constitute a pair. One example is the Soft 6/8 Numbers Group. This group consists of four (4) non-pair dice number sets (4 and 2, 5 and 1, 5 and 3, and 6 and 2) that can be displayed as the combinations 4/2, 2/4, 5/1, 1/5, 5/3, 3/5, 6/2, and 2/6.
  • MIXED NUMBERS GROUPS: The mixed numbers groups consist of a mixture of any of the possible 36 combinations on the dice and may incorporate number sets from both the pairs groups and non-pairs groups. One example might be the “Any 6 (six)” Numbers Group. By definition, this mixed combination group consists of 4 (four) non-pair numbers group's dice combinations (4/2, 2/4, 5/1, 1/5)_and the pairs number set 3/3. The assembling of the pair and non-pair numbers sets together is what constitutes a mixed numbers group.
  • ANY PAIRS: Any Pairs is the name of the Wagering Zone that contains all the members of the pairs Number Group, that is, 2 (from 1/1), 4 (from 2/2), 6 (from 3/3), 8 (from 4/4), 10 (5/5), and 12 (from 6/6). As explained previously, any of these pairs must occur on Roll #1 in order for the wager to advance to Roll #2, and, if not, the Any Pairs wager will result is a loss of the player's money. If the sum of the Roll #1 number set is included in the Any Pairs Twice Wagering zone and the Wagering Zone contains the player's wager, the wager may be paid, split or proceed to the next tier where, if successful, a higher payout is made.
  • To illustrate the potential payouts of the Any Pairs Wagering Zone, the odds for placing a bet on the Any Pairs Group and winning the Roll #1 may be paid at 9 to 2. However, successfully repeating the same pair on the next consecutive roll would pay true odds of 216 TO 1. After deducting the nominal percentage for the House, the successful player could receive a payoff of 200 FOR 1. The potential to make $1,000 for a $5 bet clearly illustrates the excitement that can be created by playing the various embodiments of the invented game. Examples of the higher-than-normal payoffs, for example from 50 to 1 up to about 200 to 1, may be offered in various embodiments of this game, as will be illustrated in the discussion of the following listed numbers groups.
  • ANY NATURAL: This is name given the Wagering Zone for this non-pairs Numbers Group containing those numbers that are typically considered naturals on the dice, that is, 3, 7, and 11. These numbers may be made by rolling any of five number sets (1 and 2, 1 and 6, and 2 and 5, 3 and 4, and 5 and 6) in ten combinations or “ways”: {2/1, 1/2}, {6/1, 1/6}, {5/2, 2/5}, {4/3, 3/4}, {6/5, and 5/6}, wherein the brackets group the combinations of a given number set. A possible pay out for being successful at Roll #1 may be 5 to 2, and the odds for the Any Natural parlayed/second-tier wager is 64 TO 1. After deducting the nominal percentage for the house, the successful player could receive a payoff of 60 FOR 1.
  • ANY LITTLE EASY: “Easy” and “Soft” are terms used in the gaming industry that mean to omit the “Hard” ways, that is, to omit the ways involving pairs/doubles. This Wagering Zone consists of the numbers easy 4, any 5, and easy 6, which may be achieved by rolling any of the five number sets in ten combinations for these numbers: {3/1, 1/3}, {3/2, 2/3}, {4/1, 1/4} {4/2, 2/4} and {5/1, 1/5}. The possible pay out for the members from this Group may be 5 to 2 in a first tier wager (“once”), and 64 TO 1 for successfully repeating the Target Set in the second tier wager (“twice”). After deducting the nominal percentage for the house, the successful player could receive a payoff of 60 FOR 1 for “twice.”
  • ANY BIG EASY: This wagering zone consists of the five number sets for the easy 8, any 9, and easy 10, as shown in the ten combinations: {2/6}, {5/3, 3/5,}, {6/3, 3/6}, {5/4, 4/5}, and {6/4, 4/6}. The possible pay out relating to the members of this Group may be 5 to 2 in a first tier wager (“once“) and 64 TO 1 for successfully repeating the Target Set in a second tier wager (“twice”). After deducting the nominal percentage for the house, the successful player could receive a payoff of 60 FOR 1 for “twice.”
  • ANY FIVE/NINE: This wagering zone consists of the four number sets in eight combinations for the non-pair numbers group 5 and 9: {4/1, 1/4}, {3/2, 2/3}, {6/3, 3/6} and {5/4, and 4/5}. This Numbers Group carries a possible pay out of 3 to 1 in the first tier winner (“once”) and 81 TO 1 in the second tier winner (“twice”). Minus the nominal house percentage, the successful player could be paid 75 FOR 1 for “twice.”
  • ANY SOFT SIX/EIGHT: This Wagering Zone consists of the non-pairs (soft) 6 and 8, which may be achieved by the four number sets in eight combinations: {5/1, 1/5}, {4/2, 2/4}, {5/3, 3/5} and {6/2, 2/6} excluding the two pairs “hard way” 6 and 8 (3/3 and 4/4) combinations. The possible pay out for this Numbers Group is the same as the Any Five/Nine Group, 3 to 1 in the first tier (“once”) and 81 TO 1 in a second tier wager (“twice”). Minus the nominal house percentage the successful player could be paid 75 FOR 1 for “twice.”
  • ANY SIX/EIGHT: This Wagering Zone consists of a mixed numbers group and contains all six number sets in ten combinations of 6 and 8, which may be achieved by including the “hard way” pairs, as follows: {5/1, 1/5}, {4/2, 2/4}, {5/3, 3/5}, {6/2, 2/6}, {3/3} and {4/4}). The possible pay out for the members of this Group are 3 to 2 for all first tier combinations, and 216 for a second tier pair or 54 TO 1 for the other combinations in the second tier. After deducting the nominal percentage for the house, the successful player could receive a payoff of 200 for 1 when a pair is in play or 50 FOR 1 for the other combinations, for “twice.”
  • ANY SOFT EVEN: This Wagering Zone consists of the non-pairs Numbers Group of even numbers 4, 6, 8, and 10 which may be achieved rolling any of the six number sets (excluding the “hard way” pairs) in twelve combination, as follows: {3/1, 1/3}, {4/2,2/4}, {5/1, 1/5}, {5/3, 3/5}, {6/2, 2/6} and {6/4,4/6}. The term “soft” is used to advise that the hard ways (pairs) are excluded from the Numbers Group. The possible pay out for successfully completing in a first tier wager pays 3 to 2 and in a second tier wager from this non-pairs numbers group the odds would be 54 TO 1. After deducting the nominal house percentage, the player could receive 50 FOR 1 for “twice.”
  • ANY LOW ODD: This Wagering Zone consists of the odd numbers 3, 5, and 7. This Numbers Groups consists of six number sets in twelve combinations: {2/1, 1/2}, {4/1, 1/4}, {3/2, 2/3}, {6/1, 1/6}, {5/2, 2/5} and {4/3, 3/4}. The possible pay out for successfully completing one roll in this group is 3 to 2 and for two consecutive rolls from this non-pairs numbers group the odds would be 54 TO 1. After deducting the nominal house percentage, the player could receive 50 FOR 1 to “twice.”
  • ANY HIGH ODD: This Wagering Zone consists of the odd numbers 7, 9 and 11. This Numbers Groups consists of six number sets in twelve combinations: {6/1, 1/6}, {5/2, 2/5}, {4/3, 3/4}, {6/3, 3/6}, {5/4, 4/5} and {6/5, 5/6}. The possible pay out for successfully completing a first roll (first tier) in this group is 3 to 2 and for two consecutive rolls from this non-pairs numbers group (second tier) the odds would be 54 TO 1. After deducting the nominal house percentage, the player could receive 50 FOR 1 for “twice.”
  • Playing the Game and the Theory Behind the Grouping of the Numbers
  • The payoff odds within the gaming theory of the preferred embodiments are substantially larger than those currently offered in any casino game. This increase in odds offers the player an exciting alternative to the minimal payouts offered in currently-available casino games. In order to provide an innovative, yet simplified, method of gaming for players, the invented gaming concept offers a variety of new and exciting wagers. The invented games' wagers are based upon the innovative assemblage of numbers in Number Groups. In the case of dice-based gaming, rolling/tossing two dice reveals two individual digits showing on the face of each die, and these two digits, and the sum of the two digits, are the number set and the sum number, respectively, that are the focus of wagering. The formation of specific and unique Numbers Groups from those numbers/number sets further develops this novel concept and provides the players of any derivative game using this concept with an exclusive wagering opportunity not currently employed in casino based gaming.
  • Wagering on the various Numbers Groups as described above in the Terminology section, or as otherwise formulated, establishes the foundation upon which the various embodiments of the invented game are developed. The Number Groups listed in this Description are not all-inclusive, as any single number or grouping of numbers may be utilized in order to increase player participation. The Numbers Groups may be placed on a gaming layout or computer screen in areas known as Wagering Zones. The Numbers Groups offer differing payouts based on the numbers contained in the Group and the how many combinations of the digits from a dice roll or other generation method may achieve the numbers in the Group. Additionally, the invented games add an exciting twist by offering high payouts to players who choose to wager on the possibility that a given number set, called the Target Set, will occur on consecutive plays or rolls of the dice. The payouts as suggested herein are offered to the successful player based on the commonly accepted method for determining odds. The generally accepted use of the established odds forms the basis for the use of the term “true odds” throughout this description.
  • The strategy of assembling numbers into Number Groups is appealing to the player as Number Groups offer an increased probability for the player to be successfully remunerated for selecting the correct Wagering Zone. As shown above, the Numbers Groups are formed/determined by grouping various numbers into appealing collections, for example. For example, some of the suggested Numbers Groups are currently utilized in casino gaming, such as “Pairs,” “Little Easy,” “Big Easy,” and “Naturals” in order to help make players comfortable.
  • The numbers groups are also based on the relationship of those grouped numbers to each other and to the potential payout. For example, included in FIGS. 2A-C, the commonly accepted “craps” layout format, are several of the available Wagering Zones that could be chosen by the gaming establishment. By placing the four Numbers Group of “ANY PAIRS”, “ANY SOFT 4-5-6”, “ANY SOFT 8-9-10” and “ANY 3-7-11” (AKA “ANY NATURAL”) on a standard “craps” layout, all 36 possible dice combinations are available for players to play on any roll of the dice within the context of this game embodiment. So, for a minimal expenditure the player can cover all potential numbers and feel their risk is minimal. This strategy alone can increase their enjoyment of the gaming process. Further, the ability to employ the Wagering Zone concept within the context of any gaming situation allows the player to develop a game strategy that can both enhance and enrich his potential satisfaction in playing the game. Additionally, grouping the numbers into Numbers Groups such as “ANY PAIRS” or “ANY NATURAL” allows the player to cover a variety of wagering situations that can protect all standard wagers and wagering systems with a minimal expenditure of capital. The use of Numbers Groups also allows the player to select a wager consistent with a level of risk that allows them to enjoy the game. Use of odd numbers or even numbers groupings are also easy-to-grasp concepts familiar to gambling. So, employing the limitless potential of Numbers Groups in creating Wagering Zones based on the relationships of the numbers is both rewarding and comforting to the majority of players.
  • Playing the game begins as with any table game with the player selecting what they believe will be the outcome of the next play or roll of the dice by utilizing the different areas made available on the game's surface on which they wish to place wagers. Players place the amount of their wager within the Wagering Zones prior to the first roll of the dice. If the number set from the first roll of the dice adds up to a sum that appears in the Wagering Zone where the player placed their wager, they win the wager. If the sum of the first roll number set is not in the player's selected wagering zone, the bet is considered lost. In the preferred embodiments of the game, wagers paid after Roll #1 are based on the true odds for the specific numbers group, minus a percentage for the house.
  • Players successful in Roll #1 need not collect their wager, but, instead, may pursue higher odds at Roll #2. All the player must do is advise the “House” that they wish to continue “action” on their wager by announcing their decision to either split, pay, or parlay (SPLIT-PAY-PARLAY™) their bet. The possibility of the higher payout from a repeat of the exact number set previously rolled in Roll #1 (which is called the “Target Set” as it is the target for Roll #2) creates an exciting possibility for the player. For example, if the Target Set after Roll #1 was 4/6, then the next consecutive roll (Roll #2) of the dice must also result in a 4 and a 6 being rolled (on either of the dice, that is, 4/6 or 6/4). If any other number set or combination is rolled, the bet is considered lost.
  • The bet is then considered concluded after Roll #2 unless the gaming establishment offers a premium for a third consecutive bet. The payoff for being successful on Roll #1 is based on the number of dice combinations possible in the selected Numbers Group containing the Target Set, and the payoff for being successful on Roll #2 is based on true odds of rolling the same number set on two consecutive rolls of the dice minus a house percentage.
  • In order to stimulate interest in a second tier wager and create excitement during the game for both players and observers, the pay out for winning at Roll #2 may be listed within each Wagering Zone. Alternatively, the pay out for winning at Roll #1 may be listed, or the pay out for both Roll #1 and Roll #2, or none at all. The pay out for wagers parlayed beyond Roll #2 are possible but typically are not listed. The same procedures as explained above for Roll #2 would be applied to any further parlay, that is, to a second parlay wager that the Target Set would appear yet a third time.
  • After Roll #1 and through the conclusion of the parlay wager on the Target Set provided by Roll #1, the numerals of the Target Set from Roll #1 may be displayed by the “House” to assist in verification of Roll #2 winning bets. The means of display, typically near the dealer, “reminds” the players and the House of what two numerals constitute the Target Set. This means of display may be physical objects with numerals or dots, electronic display, or other indicia or indicators.
  • Wagers continuing to the second tier (Roll #2) may be marked or moved to confirm and remind the House and the players of their status as second tier wagers. For example, the second tier wagers may be segregated from the Wagering Zones by being placed in the second tier zone until the conclusion of Roll #2. Or, the second tier wagers may remain in the Wagering Zone, but some form of call, marker or display may be used to segregate/mark the continuing wagers while permitting new first tier (“fresh”) wagers to be placed in the Wagering Zones, wherein the fresh wagers will again be betting on the Number Groups rather than the Target Set. The result is that while some players are waiting for the results of Roll #2, other players are beginning, in effect, a new, first tier wagering sequence. In other words, any given roll (after the opening roll) may involve a second tier wager/roll for winners of the immediately-previous roll, and also a first tier wager/roll for any player who lost on the previous roll or elected not to wager on the previous roll. Therefore, the same general procedures as explained above for the steps in Roll #1 and Roll #2 would be applied to subsequent wager and roll sequences. The game continues with some players parlaying a wager after winning on the immediately-previous roll, and some starting with fresh wagers in the hope of winning on their Number Group bet and then being able to parlay to yet the next roll. In this manner, play continues until no other wagers are placed for “Action.”
  • In FIGS. 1A and 1B, one may see schematics of the preferred 8 Numbers Groups 10, and two optional Numbers Groups 11, respectively. From these Numbers Groups 10, 11 (or from others not shown) are selected one or more Groups for inclusion on a gaming board/table, slot machine or electronic screen, etc. Preferably, at least two of the eight preferred Numbers Groups 10 will be included in the various game applications. The Numbers Groups in FIGS. 1A and 1B, or others that may be formulated, may have the word “twice” added to their names, for example, “Any Pair” may be named “Any Pair Twice.” This label modification would serve only as an indication that the major goal of the preferred game is to obtain (in a first roll) a number set that adds up to a number in a particular Numbers Group and then to obtain (in a second roll) that same number set (which is therefore called the “Target Set” as described above.) Therefore, the word “twice” may be added for emphasis of this objective and to add excitement. As previously explained, rolling the same number “TWICE” is not necessarily required, and the game may continue without parlaying of wagers, if the player so wishes.
  • FIGS. 2A represents one of several suggested modifications for using the game within a “craps” configuration 50. FIGS. 2B and 2C illustrate the left 50′ and right 50″ portions, respectively, of the modified craps table configuration 50. One will note that this craps-based embodiment includes four Wagering Zones according to embodiments the invention, with two Wagering Zones 51, 52 being located at the ends of the “Field. These Wagering Zones 51, 52 are “Little Easy” (Any Soft 4, 5, 6), wherein the first roll pays 5 to 2 and the second roll of the same number pays 60 for 1, and “Big Easy”
  • (Any Soft 8, 9, 10) wherein the first roll pays 5 to 2 and the second roll of the same number pays 60 for 1. The “Any Natural” Wagering Zone 53 is shown as circles with an “N” contained therein near the “Craps and Eleven” circles (C in circle and E in circle). The first roll for the Any Natural wager pays 5 to 2 and the second roll of the same number pays 60 for 1. Immediately below the Hard Way/Horn area is the “Any Pair” Wagering Zone 54 wherein the first roll pays 9 to 2 and the second roll resulting in the same pair twice pays 200 for 1. Further, another Wagering Zone 55 is left blank to indicate that any or various Number Groups may be printed there, for example, Any Soft Even may be printed there, along with the numbers that comprise the wager. Also, one may see in FIGS. 2A-2C, the second tier wagering zones 60, which are noted as “CaC” (standing for the preferred Come Again Craps™ name), which are the second tier Wagering Zones for up to seven players. These CaC circles are positioned near the dealer and in a “corner-shaped” arrangement that reminds the dealer of which circle corresponds to which player. A Target Set display 62 is located near the dealer. Thus, the layout shown in FIGS. 2A-2C includes traditional craps zones and also several of the invented Wagering Zones, as a way to add excitement to the game without detracting from the objectives of a conventional “Craps” game.
  • FIGS. 3A and 3B illustrate a slot 66 and/or computer-based machine or screen 68 comprising several of the preferred Number Groups 10. In FIG. 3A, the game begins by pressing one of the Wagering Zone buttons 72, and the Units button 73 to place a wager on a particular Number Group and indicate the amount of the wager. The player may continue to press Wagering Zone buttons 72 and enter the amount of their wager until they are ready to play. Action begins when the player presses the play button 74. If the player wins when the reels 75 come to rest on one of the wagered number sets that adds up to a number in a Wagering Zone that the player wagered upon, the player then has the opportunity to “Split-Pay-Parlay™” his wager. The player may collect his winnings by pressing the “Pay” button 76. The player may also elect to take a portion of his winnings and parlay a portion of the winnings by pressing the “Split” button 78, or parlay the entire winnings by pressing the “Parlay” button 80 to move the wager to the second tier. The Player may then make first tier wagers by holding the button 72 for the selected Wagering Zone while depositing their chosen wager. The player then begins “action” again by pressing the play button 74. On wagers where the player elected to play or parlay, the Target Set will be displayed at the top of the machine 84. If the player elected to collect his entire winnings after the previous roll, only the two reels 75 will spin to create a new number set for a first tier wager. If, however, the previous bet was split or parlayed, the second set of reels 85 will spin and the result will be displayed. By displaying the Target Set at the top of the machine, the player can quickly determine whether the second spin successfully matched the Target Set.
  • The methods and buttons discussed above for the slot machine embodiment, may be applied to a computer game, wherein the buttons are replaced with icons and/or touch-screen switches. As one may see from the similarity of FIG. 3A and 3B, the methods are quite similar and may be accomplished by various mechanical or electronic means.
  • FIG. 4 shows a potential embodiment of the game 90 utilizing a combination of wagers that might be considered to contain elements of both a “craps” and a “roulette” style of game. In FIG. 4, all the possible die number sets possible to obtain from rolling two dice are shown, looking like the tiles 91 used in dominos absent the blanks. As in a roulette game, players may wager on each individual die face combination and receive “true odds” minus a house percentage for their wager. Above the displayed joined die faces are rectangles 92 containing numbers 4,5,6,7,8,9,10 to allow the player to wager on the row of dice number sets appearing vertically below the individual numbers. So, for example, the possibilities for making the number five appear below that digit (except that there are not separate illustrations for the two ways of making each set of numbers, for example, 2/3 is shown and also represents 3/2, but 3/2 is not shown). Players placing wagers on these numerals may wager that the outcome of the next roll could be any combination of the die faces located immediately below the specified numeral with odds appropriate to the potential combinations. To the left and right of these vertical rows are the “Odd/Even” 93 and “Hi/Lo” wager zones 94 found in many gaming applications. Across the bottom of the drawing are placed several of the Wagering Zones 95 according to embodiments of the invention. Wagers placed on these Wagering Zones 95 are similar to those explained above for the embodiments of FIGS. 2A-C, 3A and 3B. In this manifestation of a game, the Target Set may be displayed electronically or by some other agreeable method (not shown in FIG. 4) so that the casino staff and the players splitting or parlaying their bets may quickly determine if they have won their second tier bet. The rules for play follow the same rules stated in the aforementioned embodiments.
  • FIG. 5 shows a schematic embodiment of the game I 00 in one of its possible evolutions as a stand-alone game. In this embodiment 1 00, players stand at one of the seven player stations 102 defined by the diagonal lines in the Figure. Within each player's station 102 are located two rectangular areas 104, 106 containing Wagering Zones (not defined in this schematic figure) selected for play. After players place their wagers, Roll #1 occurs, first tier winners are determined, and the Target Set is displayed. The winning players may then use the “Split-Pay-Parlay™” procedure and chose to Split, Pay or Parlay their wager. For players that split or parlay their first tier wager, the wagers are placed in the oval area 110 before Roll #2 occurs. Play then continues after the next sequence of wagers are placed. In this embodiment of the game, the dealer will use the circle 112 at the top of the player's station to house the numerals that form the Target Set necessary to win the Roll #2 wager.
  • FIG. 6 shows another stand-alone embodiment 120 of the offered game. In this embodiment 120, the solid diagonal lines form the boundary of each player's station 122. The dotted line is only used in this drawing to define the rows of Wagering Zones. Unlike FIG. 4, FIG. 5 does define a variety of possible Wagering Zones 125 that may be included in the stand-alone version of the game. Players place their wagers in the Wagering Zones 125 and the dealer using a pre-determined method establishes the number set that completes the Roll #1 sequence and defines the Target Set for the next roll. Players may then use the “Split-Pay-Parlay™” procedure to Split, Pay or Parlay their successful wagers. In this particular embodiment, the circles 130 in the area defined in the semi-circle as “Roll Twice” are the second tier wagering zones. It is believed that the dealer will take the split or parlayed wagers and place them in this area in an arrangement allowing him to quickly determine which players made a particular wager. The oval at the top in this illustration displays the Target Set needed for the player to be successful in their Roll #2 wager. After the dealer has moved wagers into the Roll#2 area, players may again place their first tier bets in the Wagering Zones 125 before Roll #2 occurs.
  • TABLE 2
    Example of One Embodiment of One Game
    Toss
    of
    Dice Player A Player B Player C
    1 Roll #1 Roll #1 Roll #1
    (refers to a 1st Loses Wins &
    tier wagering parlays
    opportunity)
    Loses
    2 Roll #1 Roll #1 Roll #2
    Loses Wins & (refers to a
    parlays 2nd tier
    wagering
    opportunity)
    Wins &
    chooses be
    paid.
    3 Chooses not Roll #2 Roll #1
    to wager Loses Loses
    4 Roll #1 Roll #1 Roll #1
    Wins & splits Wins & Loses
    (parlays a parlays
    portion of
    winnings)
    5 Roll #2 Roll #2 Roll #1 Also
    Wins & splits Loses Wins & places
    parlays a 1st
    tier
    wager
    6 Roll #3 Chooses Roll #2 Roll #1 Also
    Loses not to Wins & splits Wins & places a
    wager parlays 1st tier
    wager
    7 Roll #1 Also Roll #1 Roll #3 Roll #2 Roll #1
    Wins & places a Wins & Loses Wins & Wins &
    splits 1st tier parlays splits parlays
    wager
    8 Roll #2 Roll #1 Roll #2 Roll #3 Roll #2
    Loses Wins & Wins & Loses Loses
    parlays splits
    9 Roll #2 Roll #3 Roll #1
    Loses Wins & is Loses
    paid
    10 Roll #1 Roll #1 Also Roll #1 Also And
    Wins & Wins & places a Wins & places a another
    parlays parlays 1st tier parlays 1st tier 1st tier
    wager wager wager
    11 Roll #2 Roll #2 Roll #1 Roll #2 Roll#1 Roll #1
    Wins, Wins, Wins & Wins, chooses Loses Wins &
    chooses to chooses to parlays be paid. parlays
    be paid be paid
    12 Leaves Roll #2 Roll #1 Roll #2
    Table Wins & Wins & Wins,
    splits parlays chooses
    to be
    paid
    13 Roll #3 Roll #2 Wins,
    Loses chooses to be
    paid.
  • As one may see from the game in Table 2, a given roll/toss of the dice may simultaneously represent Roll #1 to one or more players, Roll #2 to one or more players, and even Roll #3 to one or more players, as each player may be in different phases of his one or more wagering sequences. (Note that the wagering sequences are read in the above table from top to bottom of each vertical column, so that the Roll #2 resulting from a winning wager in Roll #1 is shown directly below that winning Roll #1). Also, one or more players may, upon winning in Roll #1, parlay or split to advance to Roll #2 but also may place one or more first tier wagers, so that the next roll actually represents both Roll #2 and Roll #1 for each of those players at the same time (see, for example, Player A in the 7th and 8th successive rolls, above). One or more players may, upon winning Roll #1, parlay or split to advance to Roll #2, also place one or more first tier wagers, and, then, upon winning both a second tier wager and one or more of the first tier wagers, may advance to Roll #3 and Roll #2, respectively. Note that, in the above game, the House allows a second parlay wager only in the form of a “split” so that only a portion of the Roll #2 winnings may be wagered on Roll #3. In many embodiments and in many Houses, due to the high odds involved in Roll #3, Roll #3 will not be allowed, or some other way of rewarding Roll #3 winners may be provided. Therefore, many embodiments will only consist of multiple Rolls #1 and Rolls #2, but no Roll #3. One may see from Table 2, that the wagering sequences above could proceed with the winning second tier wagers (Roll #2) being paid, and no subsequent Roll #3. An example of one of many such embodiments is shown below in Table 3.
  • TABLE 3
    Example of Another Embodiment of One Game
    Toss
    of
    Dice Player A Player B Player C
    1 Roll #1 Roll #1 Roll #1
    Loses Loses Wins &
    parlays
    2 Roll #1 Roll #1 Roll #2
    Loses Wins & Wins & is
    parlays paid.
    3 Chooses Roll #2 Roll #1
    not to Loses Loses
    wager
    4 Roll #1 Roll #1 Roll #1
    Wins & Wins & Loses
    splits parlays
    5 Roll #2 Places a Roll #2 Roll #1 Also
    Wins & is total of Loses Wins & places a
    paid two first parlays first tier
    tier bets wager
    6 Roll #1 Roll #1 Chooses not Roll #2 Roll #1 Also
    Wins Loses to wager Wins & is Wins & places
    paid parlays a first
    tier
    wager
    7 Roll #2 Places a Roll #1 And Roll #2 Roll
    Wins & is first tier Wins & places a Wins & is #1
    paid wager parlays first tier paid Loses
    wager
    8 Roll #1 Roll #2 Roll #1 Roll #1
    Wins & Wins & is Wins & Wins &
    parlays paid splits parlays
    9 Roll #2 Roll #1 Roll #2 Roll #2
    Loses, Wins & Loses Wins & is
    & leaves parlays, paid, &
    the advancing to continues
    Table Roll #2 in with a first
    next toss of tier wager.
    the dice
  • In Table 3, one may see the first nine rolls/tosses of the dice of a game, wherein no Roll #3 is allowed, so that the options after a winning Roll #2 are to collect the winnings and, if the player wishes, to place “fresh” first tier wager(s). Players may leave and join during the game according to House rules.
  • Examples of Probabilities in the Game
  • The formulae for probability in preferred embodiments of the game are calculated through the completion of Roll #2. Odds are figured Loss over Win (Loss to Win, or Loss/Win). True Odds are calculated first. After Roll #2, a house percentage of approximately 0.074% is subtracted. Odds are figured for Roll #1, Pay and Split wagers (collected at the end of the first roll) at a more traditional scale to reflect the higher house percentage that is normally paid out on single roll wager. Regardless of whether collected at the end of Roll #1 or Roll #2 the mathematics calculations are accomplished in the same way. Any wagering zone that includes a Pairs Number Group which is duplicated in any other wagering zone shall be paid consistent with the odds stated below in paragraph [0089, 0090] for bets advancing to the Roll #2 wagering zone. Any Non-Pairs Number that is duplicated within two or more wagering zones at the conclusion of Roll #2 will be paid only at the odds stated in paragraph [0091] consistent with the original wager.
  • True odds for any Roll #2 wager where the Target Set is a Pair are 35/1. This includes wagers made on the Any Pairs Twice and any Mixed Numbers Group. Payouts for these wagers are paid based on the number of available numbers found within the Wagering Group selected by the player (adjusted by the house to give the house a percentage). For wagers involving a pair as the Roll #2 Target Set, the odds for calculating the payoff for any given wager are based on the mathematics as set forth below.
  • Odds for Numbers Groups containing any Pair:

  • Any Wagering Group containing six numbers=(36/6)(36)=216 Any Pairs Twice

  • Any Wagering Group containing five numbers=(36/5)(36)=259.2

  • Any Wagering Group containing four numbers=(36/4)(36)=324

  • Any Wagering Group containing three numbers=(36/3)(36)=432

  • Any Wagering Group containing two numbers=(36/2)(36)=648

  • Any Wagering Group containing one number=(36/1)(36)=1296
  • True Odds for non-pairs wagers are calculated at 17/1. The methodology for calculating the odds for Non-Pairs Numbers Group is based on the following mathematics:

  • Any Wagering Group containing six numbers=(18/6)(18)=54

  • Any Wagering Group containing five numbers=(18/5)(18)=64.8

  • Any Wagering Group containing four numbers=(18/4)(18)=81

  • Any Wagering Group containing three numbers=(18/3)(18)=108

  • Any Wagering Group containing two numbers=(18/2)(18)=162

  • Any Wagering Group containing one number=(18/1)(18)=324
  • Example of Roll #1 and Roll #2 odds for possible payouts after the House Percentage:
  • WAGER ZONES ROLL #1 ROLL#2
    Any Natural (3-7-11) 5 TO 2 “Twice” = 60 FOR 1
    Any Pair 9 TO 2 “Twice” = 200 FOR 1
    Any 5/9 3 TO 1 “Twice” = 75 FOR 1
    Any Soft-Even 3 TO 2 “Twice” = 50 FOR 1
    Any Little Easy 4-5-6 5 TO 2 “Twice” = 60 FOR 1
    Any Big Easy 8-9-10 5 TO 2 “Twice” = 60 FOR 1
    Any Six or Eight 3 TO 2 “Twice” = 200 (if a pair)
    (9 TO 2 if a pair) OR 50 FOR 1
    Any Soft Six or Eight 3 TO 1 “Twice” = 75 FOR 1
    Any Lo Odd 3 TO 2 “Twice” = 50 FOR 1
    Any High Odd 3 TO 2 “Twice” = 50 FOR 1
  • Note that the above possible pay outs, and those listed earlier in this application, are given as examples only, and may be adjusted by the house, for example, to be appealing to the players and/or to the house.
  • Although this invention has been described above with reference to particular means, materials and embodiments, it is to be understood that the invention is not limited to these disclosed particulars, but extends instead to all equivalents within the scope of the following claims.

Claims (22)

  1. 1. A method of playing a game of chance comprising:
    providing a plurality of wagering zones on a game board, table, computer screen, or electronic game screen, wherein each of said wagering zones represents a number group comprising a plurality of numbers;
    placing a first wager that anticipates that a first number set, when added together to produce a sum, will match one of said plurality of numbers in a chosen one of said number groups;
    randomly producing said first number set, wherein said first number set comprises at least two numerical members; and
    in the event said first wager wins, parlaying at least a portion of the first wager and betting in a second wager that a second number set, having at least two numerical members, will match said first number set by the members of said second number set matching the members of said first number set; and
    randomly producing said second number set.
  2. 2. A method of playing a game of chance as in claim 1, wherein said number groups are selected from the groups consisting of: Any Pairs, Any Natural, Any Low Odd (3-5-7), Any High Odd (7-9-11), Any Five/Nine, Any Soft Six/Eight, Any Soft Even, Any 6 or 8, Any Little Easy (4-5-6), Any Big Easy (8-9-10), Any Pairs Twice, Any Natural Twice, Any Low Odd (3-5-7) Twice, Any High Odd (7-9-11) Twice, Any Five/Nine Twice, Any Soft Six/Eight Twice, Any Soft Even Twice, Any 6 or 8 Twice, Any Little Easy(4-5-6) Twice, and Any Big Easy(8-9-10) Twice.
  3. 3. A method of playing a game of chance as in claim 1, wherein winning the first wager is rewarded according to true odds minus a house percentage.
  4. 4. A method of playing a game of chance as in claim 1, wherein winning the second wager is rewarded according to true odds minus a house percentage.
  5. 5. A method of playing a game of chance as in claim 1, further comprising providing craps wagering zones as options for betting.
  6. 6. A method of playing a game of chance as in claim 1, further comprising providing roulette wagering zones as options for betting.
  7. 7. A method of playing a game of chance as in claim 1, wherein, in the event said second wager wins, the method further comprises parlaying at least a portion of the second wager to bet in a third wager that a third number set will match the first number set and the second number set; and randomly producing said third number set.
  8. 8. A method of playing a game of chance as in claim 1, wherein said randomly producing is done by rolling a pair of six-numbered dice, so that said first number set and said second number set each have two numerical members.
  9. 9. A method of playing a game of chance as in claim 1, wherein said randomly producing is done by computer programming.
  10. 10. A method of playing a game of chance as in claim 1, wherein said randomly producing is done with two, six-sided dice, so that said first number set consists of two numerical members, and said second number set consists of two numerical members.
  11. 11. A method of playing a game of chance as in claim 1, further comprising placing a new wager, at generally the same time of said second wager, that anticipates that said second number set, when added together to produce a sum, will match one of said plurality of numbers in another chosen one of said number groups.
  12. 12. A method of playing a game of chance comprising:
    providing a plurality of number groups each comprising a plurality of numbers;
    placing a first tier wager by selecting one of said number groups;
    randomly-generating a first number set that comprises a plurality of numerical members;
    adding the numerical members to obtain a sum and comparing said sum to the plurality of numbers in the selected number group;
    rewarding said first tier wager if said sum matches one of said plurality of numbers;
    placing a second tier wager anticipating that the plurality of numerical members in a second number set will match the plurality of members in said first number set;
    randomly-generating said second number set.
  13. 13. A method of playing a game of chance as in claim 12, wherein, after randomly-generating said first number set and prior to randomly-generating said second number set, a new first tier wager is placed by selecting another one of said number groups, and the method further comprising rewarding said new first tier wager if, when the plurality of numerical members of said second number set are added to obtain a second sum, said second sum matches one of the plurality of numbers in the number group selected in said new first tier wager.
  14. 14. A method of playing a game of chance as in claim 13, wherein said new first tier wager is placed at the same time said second tier wager is advanced.
  15. 15. A method of playing a game of chance as in claim 12, further comprising rewarding said second tier wager if the plurality of numerical members of said second number set match the plurality of numerical members in said first number set.
  16. 16. A method of playing a game of chance as in claim 12, wherein winners of each wager are determined after each random generation of a number set.
  17. 17. A game of chance apparatus comprising a wagering system and a number randomizing apparatus adapted to select number sets, each number set comprising a plurality of numerical members;
    wherein the wagering system is selected from the group consisting of: a board with indicated wagering zones and markers for placement on said wagering zones; a table with indicated wagering zones and markers for placement on said wagering zones; a slot machine with keys or buttons for effecting a wager; and a computer or electronic game screen indicating wagering zones and keys or buttons for affecting a wager; and
    wherein the wagering zones comprise number groups selected from the group consisting of: Any Pairs 2-4-6-8-10-12, Any Natural 3-7-11, Any Low Odd (3-5-7), Any High Odd(7-9-11), Any Five/Nine (5-9), Any Soft Six/Eight (6-8), or Any Six/Eight (6-8 including the hard ways), Any Soft Even (4-6-8-10), Any Little Easy (4-5-6), Any Big Easy(8-9-10, Any Pairs Twice, Any Natural Twice, Any Low Odd (3-5-7) Twice, Any Big Odd (7-9-11) Twice, Any Five/Nine Twice, Any Soft Six/Eight Twice, Any Soft Even Twice, Any 6-8 Twice, Any Little Easy (4-5-6) Twice, and Any Big Easy (8-9-10) Twice; and
    a second tier zone adapted to receive parleyed wagers after initial wagers are determined and rewarded.
  18. 18. A game of chance apparatus according to claim 17, wherein the wagering system comprises a table with wagering zones comprising craps wagering zones.
  19. 19. The game of chance apparatus according to claim 1, comprising a gaming table.
  20. 20. The game of chance apparatus according to claim 1, comprising a slot machine.
  21. 21. The game of chance apparatus according to claim 1, comprising a game board.
  22. 22. The game of chance apparatus according to claim 1, wherein the wagering system comprises a slot machine with two sets of two reels, each reel adapted to spin to select a number from 1-6.
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US20090215535A1 (en) * 2008-02-25 2009-08-27 Aruze Corp. Gaming Machine Accepting Side Bet and Control Method Thereof
US20090215524A1 (en) * 2008-02-25 2009-08-27 Aruze Gaming America, Inc. Gaming Machine Accepting Side Bet and Control Method Thereof
US20090221361A1 (en) * 2008-02-13 2009-09-03 Aruze Corp. Gaming Machine Accepting Side Bet and Control Method Thereof
US20090247279A1 (en) * 2008-02-13 2009-10-01 Aruze Corp. Gaming Machine Accepting Side Bet And Control Method Thereof
US20090247278A1 (en) * 2008-02-13 2009-10-01 Aruze Corp. Gaming Machine Accepting Side Bet And Control Method Thereof
US20110218030A1 (en) * 2010-03-02 2011-09-08 Acres John F System for trade-in bonus
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US20090215524A1 (en) * 2008-02-25 2009-08-27 Aruze Gaming America, Inc. Gaming Machine Accepting Side Bet and Control Method Thereof
US9542798B2 (en) 2010-02-25 2017-01-10 Patent Investment & Licensing Company Personal electronic device for gaming and bonus system
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US9767653B2 (en) 2010-03-02 2017-09-19 Patent Investment & Licensing Company System for trade-in bonus
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