US20160008704A1 - Multi-player casino table and dice game with side bets - Google Patents

Multi-player casino table and dice game with side bets Download PDF

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Publication number
US20160008704A1
US20160008704A1 US14/327,128 US201414327128A US2016008704A1 US 20160008704 A1 US20160008704 A1 US 20160008704A1 US 201414327128 A US201414327128 A US 201414327128A US 2016008704 A1 US2016008704 A1 US 2016008704A1
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game
house
player
dice
play
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Kim Vaughn Howland
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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
    • 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
    • A63F3/00094Ticktacktoe
    • 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
    • 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
    • A63F2003/00164Casino tables
    • 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
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • A63F3/00261Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
    • A63F2003/00463Details of the playing field
    • A63F2003/00485Edges or other provisions for toppling or rolling a playing piece
    • 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
    • A63F9/0402Rolling boards
    • A63F2009/0404Rolling boards without a barrier, e.g. with limit lines drawn on the board

Definitions

  • present invention is positioned to become the new casino table and dice game. It has wide range of play options for multiple players and rule options to adjust casino return. It can be adeptly managed by one person and fits comfortably into existing operations.
  • Search criteria for prior art focused on: a) casino table and dice games; b) unique grid betting surface with side bet features; c) multiple players and House using own sets of chips, competing with each other; d) standard dice pairs used as random number generator; and e) similar games played on digital devices and platforms.
  • DiLullo (U.S. Pat. No. 5,350,175) describes game with multiple dice pair rolls.
  • Carroll (U.S. Pat. No. 4,247,114) describes board with retaining wall to contain dice rolls.
  • Sorge (U.S. Pat. No. 7,434,808) describes game using novel dice pairs and row-column betting areas.
  • Hedge U.S. Pat. No. 6,378,869 describes three-dice game allowing players to split dice rolls and win more than once per turn.
  • Franklin U.S. Pat. No. 5,413,351 also allows players to split dice rolls.
  • Castle U.S. Pat. No. 8,747,220 describes game where players oppose House.
  • Mager U.S. Pat. No. 4,129,304 describes game where players bet with own chip sets, occupy and place bets in grid cells, and attempt to capture opponent game pieces. Three dice are used, one to specify bet amount and pair to define row/column addresses where bet is placed.
  • Casino can adjust its advantage in several ways, including set-up, table limit bets, and pay-outs. Casino can readily and economically install game into existing operations. Only one person in casino (referred to herein as ‘House’) is needed to manage game.
  • House Only one person in casino (referred to herein as ‘House’) is needed to manage game.
  • Game has layers of complexity to engage novice and veteran players alike. Rule variations open wide array of options for casino to adapt game for optimal return.
  • Game has features of popular casino games. Like craps, players are engaged throughout game during alternate turns rolling dice and side betting; players may stand in some configurations.
  • Game can be expressed on personal digital and electronic platforms.
  • game may be provided in casino using touchscreen technology and associated computer interfaces, replacing game tangible accessories with virtual boards, dice, chips, discs, and markers.
  • FIG. 1 is overhead oblique view of table.
  • FIGS. 2-A thru 2 -D are overhead views of game boards that differ in number and size of grid cells and side bet arrays. Design element is added in FIG. 2-D to facilitate features of two embodiments.
  • FIG. 2-A shows 3 ⁇ 3 game with nine grid cells; same board applies to two 3 ⁇ 3 craps-like embodiments.
  • FIG. 2-B shows 3 ⁇ 4 game with twelve grid cells; same side bet array applies to four other embodiments, with 16, 20, and 25 grid cells.
  • FIG. 2-C shows 4 ⁇ 4 craps-like game with sixteen grid cells; same side bet array applies to three other embodiments, with 16 and 25 grid cells.
  • FIG. 2-D shows 5 ⁇ 5 ‘row-column’ game with twenty-five grid cells; same side bet array applies to one other embodiment, with 36 grid cells.
  • FIG. 3 shows game accessories in relative proportion, comprised of standard chip sets, numbered disc sets, and cylinder markers to indicate winning plays. (Standard hexahedral dice pairs with dot indicia are not depicted.)
  • Table 10 of present invention is elongated half-circle, covered by felt fabric 12 with medial pass line 14 .
  • Smaller elongated half-circle playing surface (board) 30 is centered on table and elevated above felt.
  • Elevated rail 16 encircles table 10 half-circle edge where plurality of players sit during play. Accommodations allow players to place supply of chips 62 and refreshments on lateral side of rail.
  • House stands and manages game at table 10 diameter center. On each side of House is platform 20 , elevated above felt 12 , creating barrier wall 22 where dice rolls strike. House may place inventory of accessories on platform top.
  • rule summaries may be imprinted on top of each platform 20 .
  • Board 30 includes two imprinted sections: a) near House is array of rectangles for side bets 40 and between players is grid 50 for game play.
  • Side bet 40 indicia and graphics include aligned horizontal rectangles for grouped numeric 44 or roulette-style 42 side bets, with group definition and pay-outs. Below each rectangle is imprinted “NEXT TO WIN.” Below text are aligned vertical rectangles with similar indicia for individual numeric 46 or grouped numeric 44 side bets.
  • board indicia includes place disc circles 56 where numeric assignment of each row and column is made.
  • Pair(s) of standard hexahedral dice (not depicted) with dot indicia are used as random number generator. Supplies of standard casino chips 62 , color- or design-specific, are used by players and House.
  • Unique set of numbered durable non-skid flat discs 64 are used to place values to cells 52 , according to dice rolls.
  • Set of small cylinders 66 are used to identify winning plays, made of same material as discs above.
  • General rules include: a) players take clockwise turns rolling dice, starting on House left; b) dice must cross medial pass line 14 or strike wall 22 near House, whichever farther from player; c) no player may touch dice after roll; d) only House places and removes board and side bets; and e) each play must include value of both dice, either sum or separately; House takes any remainder.
  • Game begins with empty 3 ⁇ 3 grid 50 and at least two players. In each individual numeric side bet bar 46 , House places corresponding numbered discs 64 . According to dice rolls, discs are assigned to each cell 52 ; assigned values remain until end of game.
  • Some dice rolls have special outcomes which vary from game to game. (In settings where dice are not permitted, other means of random number generation may be used.)
  • Player turn may be one or several dice rolls; turn continues until: a) any win, b) bust, c) pass, or d) following doubles play. Any win on board 30 (by player or House) ends turn.
  • Player may pass before or after own dice roll (except busts and side bet 40 wins). Player relinquishes turn; all player chips 62 on board 30 and side bets remain.
  • House makes one-time opening roll and sum play, placing one numbered disc 64 with one-chip 62 bet in one cell 52 . When sum 10 or more, House splits roll, player on right takes remainder play. House makes this ‘come-out’ play to demonstrate board play and affect game odds by assigning first grid 50 number most advantageous to House.
  • Winning play just completes sequence; player does not need most chips 62 in any cell 52 nor largest sum of chips in winning sequence.
  • Side bets 40 are placed on player expectation of ‘next winning number’ after all grid cells 52 are assigned values. Player makes side bets prior to any dice roll of turn, making initial bet on any number or add to existing bet. House makes no side bets.
  • Side bets 40 are made on individual numbers 46 and grouped numbers 44 . Group and pay-out indicia are described on board 30 .
  • Winning side bets 40 compel play, that is, players must play any winning side bet (their own or opponent bet). If multiple side bets win, player has choice of which to play.
  • Game ends when only one player remains, all others having lost or resigned. Losing players are eliminated from game, having lost all their chips 62 in play on board 30 , abandoning any side bets.
  • End-of-game distribution of chips 62 occurs as House: a) collects and banks remaining side bets 40 ; b) retrieves and banks own chips from board 30 ; and c) redeems value of all remaining chips on board to prevailing player.
  • Embodiments are based on grid formats with 9, 12, 16, 20, 25, and 36 cells, with standard playing surface where only number and size of cells, side bet arrays, and indicia vary.
  • Standard rules apply in all games, including: a) one-time initial House roll and play; b) player turns of one or multiple dice rolls and plays; c) one-chip board and side bets per play; d) precedence of winning side bets; and e) standard pay-out process at game end.
  • Rule variations in embodiments may include: a) initial board set-up; b) side bet array and payouts; c) dice roll options; d) player bust rules; and e) rules for ending player turns.
  • Initial embodiment is based on 3 ⁇ 3 grid ( FIG. 2-A ). No values pre-assigned to cells; nine discs (#1 thru #9) place values in blank cells. Player busts on (3,3), (3,4), (4,4) rolls; House takes 9, 7, 8, respectively. Side bets below (with recommended pay-outs) comprise nine individual numeric and three grouped numeric bets:
  • player busts on re-roll of ‘point’ defined by initial roll of turn; House takes ‘point’ as default play. (House displays ‘point’ with dice pair placed between side bet array and grid.) Player also busts on any roll sum 11 or 12; House ignores 6, takes remainder. Side bets comprise:
  • player busts on any (n, 6) roll that is, any roll that includes 6; House takes roll sum or ignores 6, takes remainder.
  • Side bets comprise:
  • casino affects game odds further by pre-assigning values to select cells.
  • value 9 or 19 is pre-assigned in second right cell in row nearest House; other numbers assigned clockwise, in sequence, skipping corners, except as noted below. This consistency appeals to players and appears to open more useful diagonal and central cells to them.
  • All embodiments have grid cells with alternating contrasting colors (typically red and black); next six embodiments have roulette-style bets that include LO, HI and even money Red/Black bets.
  • Player may concatenate dice rolls (1,1), (1,2), (1,3), (1,4), (1,5), (1,6) to reach 11, 12, 13, 14, 15, 16.
  • House takes n ⁇ 1 play (value of player selection less one).
  • Two craps-like embodiments are played on 4 ⁇ 4 grids ( FIG. 2-C ).
  • Eight discs (#2 thru #9) place values in blank cells; also pre-assigned clockwise to side cells are 9, 2, 3, 4, 5, 6, 7, 8.
  • Four side bet pairs comprise 2 or 3, 4 or 5, 6 or 7, 8 or 9.
  • player busts on ‘point’ re-roll; House takes ‘point’ as default play. Player also busts on any roll sum 10 or more; House ignores 6, takes remainder, has no play on (5,5) roll.
  • Four side bet pairs pay 4:1, 3:1, 1:1, 2:1.
  • player busts on any (n, 6) roll; House takes roll sum or ignores 6, takes remainder. Player also busts on (5,5) roll; House has no play.
  • Four side bet pairs pay 4:1, 2:1, 1:1, 3:1.
  • only one chip may occupy any cell at one time.
  • Completed row, column or diagonal sequences divide grid in rectangle or triangle sections. Player wins chips in smaller section (or choice of equal), removing own chips in completed sequence.
  • House has no play.
  • Eighth embodiment is played on 4 ⁇ 5 grid.
  • Ten discs (#1 thru #10) place values in blank cells; pre-assigned clockwise to side cells are 19, 18, 17, 16, 15, 14, 13, 12, 11, 20 (note descending order).
  • House may illustrate board play with assumed (4,6) roll, taking ‘add 10’ play for 20. House may also take 20 when player turn rotation passes and cell is vacant.
  • Ninth embodiment is played on 5 ⁇ 5 grid. Twelve discs (#1 thru #12) place values in blank cells; pre-assigned clockwise to side cells are 19 thru 24, then 13 thru 18; value 25 is pre-assigned to center cell. Player busts on (3,3), (3,4), (4,4) rolls; House takes choice of 9 or 12, 7 or 10, 8 or 11.
  • House may illustrate board play with assumed (2,5) roll, taking concatenated 25. House may also take center 25 when player turn rotation passes and cell is vacant.
  • Tenth embodiment is also played on 5 ⁇ 5 grid. Twelve discs (#1 thru #12) place values in blank cells; pre-assigned clockwise to side cells are 9 thru 12, then 1 thru 8; value 25 is pre-assigned to center cell. Player busts on (3,3), (3,4), (4,4) rolls; House takes 9 or 12, 7 or 10, 8 or 11. Players reach center 25 on (5,5) choice and concatenated (2,5) roll.
  • House may illustrate board play with assumed (2,5) roll, taking concatenated 25. House may also take center 25 when player turn rotation passes and cell is vacant.
  • Two craps-like embodiments are played on 5 ⁇ 5 grid.
  • Eight discs (#2 thru #9) place values in blank cells; two series of 2 thru 9 are alternately pre-assigned clockwise to cells, second series begins in bottom row center, corners included.
  • Value 10 is pre-assigned to center cell.
  • Four side bet groups comprise 2 or 3, 4 or 5, 6 or 7, 8 to 10.
  • player busts on ‘point’ reroll; House takes ‘point’ as default play. Player also busts on any roll sum 11 or 12; House ignores 6, takes remainder.
  • Four side bet groups pay 4:1, 3:1, 2:1, 1:1.
  • Four side bet groups pay 4:1, 2:1, 1:1, 3:1.
  • Dice rolls define row/column addresses of grid. Numbered discs are placed in small circle indicia aligned with each row and column. For example, on (2,5) roll, #2 assigned to a row, #5 assigned to a column (or vice versa).
  • Player busts when target cells are blocked for example, when previous (2,4) plays occupy cells with R2/C4 and R4/C2 row/column addresses. Player may pay House one chip ‘buy-out’ for one re-roll. Otherwise, House takes play in either intersection of (x,y) blocked plays, that is, (x,x) or (y,y); if both blocked, House may halve or double roll, for example above, to take (1,2); House may not halve or double (1,4), (3,4), (3,6), and (n, 5) rolls.
  • board is 5 ⁇ 5 grid ( FIG. 2-D ).
  • Discs assign columns #1 thru #5, rows #2 thru #6.
  • Player also busts on (1,1) and (6,6) rolls; House halves or doubles rolls to take (2,2) or (3,3).
  • Side bets comprise: (1,2) or (1,3) pay 5:1; (1,4) thru (1,6) pay 3:1; (2,2) thru (2,6) pay 1:1; (3,3), thru (3,6) pay 2:1; (4,4) thru (4,6) pay 4:1, and (5,5) or (5,6) pay 6:1.
  • board is 6 ⁇ 6 grid.
  • Two disc #1 thru #6 sets assign column and row values. Player busts when target cells are blocked, as above; player and House have same options (except player does not bust on (1,1) and (6, 6) rolls).
  • Side bets comprise: (1,1) or (1,2) pay 6:1; (1,3) thru (1,6) pay 2:1; (2,2) thru (2,6) pay 1:1; (3,3) thru (3,6) pay 3:1; (4,4) thru (4,6) pay 4:1, and (5,5), (5,6) or (6,6) pay 5:1.
  • Game may be played electronically without common playing surface and in many different configurations, including those where players are remotely linked by interactive communications network.
  • Platforms may include all forms of virtual and digital media including, but not limited to, smart phone applications, video games, electronic game devices, and internet sites.
  • Elevated board design of present invention lends itself to self-promotion. Two options allow game to crossover from traditional to innovative platforms, using forefront electronic technology.
  • elevated translucent table top allows sub-surface reverse image projection of game board and accessories.
  • touchscreens replace board surface and accessories with digital facsimiles and processing functionality.
  • Twenty 4 ⁇ 5 cells could show iconic Beatles' A Hard Day's Night′ album, with background music, interactive iPhone or Android screens to forecast inevitable smart phone app of game.
  • 5 ⁇ 5 and larger grids could show chess, checkers, bingo and Jeopardy-like trivia challenges, artwork by Mondrian or mosaic portraitists.
  • Present invention meets new game criteria described by Jacobson.
  • game a) is easy to learn and creates immediate ‘I-can-win’ reactions from players;
  • b) uses standard dice pair as random number generator;
  • c) has simple intuitive board design;
  • d) creates friendly and social yet competitive interactive game experience;
  • e) adapts easily to existing casino operations and footprint; and
  • f) has several opportunities for casino to adjust rules and return.
  • Present invention also satisfies qualities of viable table games described by Lubin, as it is: a) easy to learn with uncomplicated, straight-forward rules; b) easy to play with no special devices; c) well-paced and fun to play; and d) interesting with simple features that invite betting strategies.
  • game is: a) easy to provide where one dealer manages game; b) based on familiar game type easy to market effectively; c) based on sound math; and d) not fraudable, that is, without ‘trap doors’ that cheat or defeat game.
  • present invention is engaging, social, and flexible game with features that challenge casino veterans and younger players alike. Because game is based on simple childhood pastime, players intuitively understand game, believe they could play and win—an important aspect of any casino game.
  • Specific aims of present invention for casino are to provide cost-effective and durable method and apparatus for playing game with low initiation and maintenance cost, modest impact on existing operations and high rate of return.

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  • Educational Technology (AREA)
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Abstract

Method and apparatus for original table (10) and dice game for casino play is disclosed. Game expands childhood pastime tic-tac-toe for multiple players. Integrated side bet (40) feature expands competitive aspect of game. Game uses standard casino dice as random number generators and standard chip sets (62) for betting, as well as game-specific sequentially numbered discs (64) and cylinder markers to indicate winning plays (66). Game is easy to learn, can be managed by one person and can fit comfortably into existing casino operations. Casinos can adjust return in several ways, including rule variations, set-up, table limit bets, and pay-outs. Game is adaptable for home play as well as on-line, video, digital, and any other electronic platform including image projection and touchscreen applications. Several practical embodiments use common table (10) and game boards (30) with grids (50) having various number of cells (52).

Description

    1. BACKGROUND
  • Considerable time and energy are invested by casinos to find, test, and promote new games. Hoping to discover the next big one, they invite original ideas whenever possible. They recognize the need for something exceptional to appeal to experienced players and attract new ones.
  • It's been years since casinos have introduced a truly original, substantially successful game.
  • A few traditional games account for most casino play. Card players are drawn to blackjack, baccarat, and poker derivatives, most notably to no-limit, hold 'em poker. Roulette has its loyal players, as do other games that provide solitary or anonymous experiences, like slot machines and lotteries. While Sic bo enjoys some popularity, casino dice games are dominated by craps.
  • Craps was popularized in American casinos years ago by returning war-time veterans. It seems, however, to be losing market share as players have aged and younger gamers appear unwilling to learn its complicated bet strategies and local rules.
  • With this in mind, present invention is positioned to become the new casino table and dice game. It has wide range of play options for multiple players and rule options to adjust casino return. It can be adeptly managed by one person and fits comfortably into existing operations.
  • Any new casino game must be easy to learn with obvious paths to winning. No game would meet these criteria more readily than ‘tic-tac-toe,’ the game generations of children around the world play first and basis of present invention.
  • The historic record is replete with grid games, like senet from ancient Egypt and terni lapilli from early Rome. Tic-tac-toe likely evolved from them and 19th century England's Three Men's Morris and was platform for first video game ‘OXO’ in 1952. It appeared on early televised U.S. game shows like Tic-Tac-Dough and Hollywood Squares. Though not sequence completion games, long-time favorite TV grid games thrive today as Jeopardy and Wheel of Fortune.
  • 2. PRIOR ART
  • Grid games remain one of most popular board game formats, seen today in Othello, Pente and Connect Four. Related games protected by U.S. patents are in USPTO Class 463, subclass 273; and Class D21, subclass 300. Related games protected by international patents are in A63F.
  • Search criteria for prior art focused on: a) casino table and dice games; b) unique grid betting surface with side bet features; c) multiple players and House using own sets of chips, competing with each other; d) standard dice pairs used as random number generator; and e) similar games played on digital devices and platforms.
  • Search results for tic-tac-toe games reveal most are designed for classroom and home use. Ladhe (U.S. Pat. No. 8,210,537) describes overlapping 3×3 pegboards. Turner (U.S. Pat. No. 4,684,136) describes Sudoku-type team trivia game. Kaplan (U.S. Pat. No. 5,927,714) describes slot machine using X-O-X reels.
  • Most casino table and dice game prior art claims to simplify craps, often using multiple or novel dice and various betting areas. Fairchild (U.S. Pat. No. 6,422,563) and Bowling (U.S. Pat. No. 5,879,006) describe such three-dice, multiple bet games.
  • DiLullo (U.S. Pat. No. 5,350,175) describes game with multiple dice pair rolls. Carroll (U.S. Pat. No. 4,247,114) describes board with retaining wall to contain dice rolls. Sorge (U.S. Pat. No. 7,434,808) describes game using novel dice pairs and row-column betting areas.
  • Hedge (U.S. Pat. No. 6,378,869) describes three-dice game allowing players to split dice rolls and win more than once per turn. Franklin (U.S. Pat. No. 5,413,351) also allows players to split dice rolls. Castle (U.S. Pat. No. 8,747,220) describes game where players oppose House.
  • Mager (U.S. Pat. No. 4,129,304) describes game where players bet with own chip sets, occupy and place bets in grid cells, and attempt to capture opponent game pieces. Three dice are used, one to specify bet amount and pair to define row/column addresses where bet is placed.
  • Fitzgerald (U.S. Pat. No. 5,301,952) describes two-dice multi-player game played on grid where cell addresses correspond to standard dice rolls, like embodiment of present invention. Blanton application (U.S. Pat. App. No. 2013/0033000) uses standard dice pairs and semi-circular table for multiple players with multi-wager bet zones. Kishi (U.S. Pat. No. 8,684,812) describes related game where results of dice rolls are detected by electronic means.
  • 3. SUMMARY OF INVENTION
  • Original table and dice game designed for casino play is disclosed. It is attrition game where players attempt to end game as prevailing player.
  • Simply, game expands childhood pastime tic-tac-toe for multi-player casino play. Integrated side bet features add competitive aspect to game. Game is easy to learn and adaptable for on-line, video, digital, and home markets. No special technical features are required.
  • Plurality of players are accommodated who compete against each other and House, attempting to eliminate opponents and win final pay-out.
  • Casino can adjust its advantage in several ways, including set-up, table limit bets, and pay-outs. Casino can readily and economically install game into existing operations. Only one person in casino (referred to herein as ‘House’) is needed to manage game.
  • Game has layers of complexity to engage novice and veteran players alike. Rule variations open wide array of options for casino to adapt game for optimal return.
  • Game has features of popular casino games. Like craps, players are engaged throughout game during alternate turns rolling dice and side betting; players may stand in some configurations.
  • Like blackjack, House stands in same relative position, participates in default plays only. Like roulette, players bet with individual one-color chips, serving as game tokens; House similarly marks and pays winning plays. Pace and social interaction of both games are similar to present invention.
  • Method and apparatus of game can be expressed on personal digital and electronic platforms. In addition, game may be provided in casino using touchscreen technology and associated computer interfaces, replacing game tangible accessories with virtual boards, dice, chips, discs, and markers.
  • 4. DESCRIPTION OF DRAWINGS
  • FIG. 1 is overhead oblique view of table.
  • FIGS. 2-A thru 2-D are overhead views of game boards that differ in number and size of grid cells and side bet arrays. Design element is added in FIG. 2-D to facilitate features of two embodiments.
  • FIG. 2-A shows 3×3 game with nine grid cells; same board applies to two 3×3 craps-like embodiments.
  • FIG. 2-B shows 3×4 game with twelve grid cells; same side bet array applies to four other embodiments, with 16, 20, and 25 grid cells.
  • FIG. 2-C shows 4×4 craps-like game with sixteen grid cells; same side bet array applies to three other embodiments, with 16 and 25 grid cells.
  • FIG. 2-D shows 5×5 ‘row-column’ game with twenty-five grid cells; same side bet array applies to one other embodiment, with 36 grid cells.
  • FIG. 3 shows game accessories in relative proportion, comprised of standard chip sets, numbered disc sets, and cylinder markers to indicate winning plays. (Standard hexahedral dice pairs with dot indicia are not depicted.)
  • Drawings illustrates principles of invention with optimal dimensional relationships. Suitable modifications and equivalent constructions that might occur are understood to fall within spirit and scope of invention.
  • 5. REFERENCE NUMERALS
    • 10 Table
    • 12 Felt
    • 14 Pass line
    • 16 Rail
    • 20 Platform(s)
    • 22 Wall
    • 30 Playing surface (board)
    • 40 Side bets
    • 42 Roulette-style side bets
    • 44 Group numeric side bets
    • 46 Individual numeric side bets
    • 50 Grid
    • 52 Cell(s)
    • 54 Place bet strip(s)
    • 56 Place disc circle(s)
    • 62 Standard chip set
    • 64 Numbered discs set
    • 66 Cylinder(s) to mark winning plays
    6. DETAILED DESCRIPTION
  • Table 10 of present invention is elongated half-circle, covered by felt fabric 12 with medial pass line 14. Smaller elongated half-circle playing surface (board) 30 is centered on table and elevated above felt.
  • Elevated rail 16 encircles table 10 half-circle edge where plurality of players sit during play. Accommodations allow players to place supply of chips 62 and refreshments on lateral side of rail.
  • House stands and manages game at table 10 diameter center. On each side of House is platform 20, elevated above felt 12, creating barrier wall 22 where dice rolls strike. House may place inventory of accessories on platform top.
  • To help players in early adoption of game, optional rule summaries may be imprinted on top of each platform 20.
  • Board 30 includes two imprinted sections: a) near House is array of rectangles for side bets 40 and between players is grid 50 for game play.
  • Side bet 40 indicia and graphics include aligned horizontal rectangles for grouped numeric 44 or roulette-style 42 side bets, with group definition and pay-outs. Below each rectangle is imprinted “NEXT TO WIN.” Below text are aligned vertical rectangles with similar indicia for individual numeric 46 or grouped numeric 44 side bets.
  • Between players is grid 50 with rectangle cells 52. On both sides of grid are place bet strips 54; players place chips here within reach of House, who places bets in cells as players direct. (Player may also ‘roll’ chip on felt 12 toward wall 22.)
  • In later embodiments, board indicia includes place disc circles 56 where numeric assignment of each row and column is made.
  • No unfamiliar elements or accessories are required. Pair(s) of standard hexahedral dice (not depicted) with dot indicia are used as random number generator. Supplies of standard casino chips 62, color- or design-specific, are used by players and House.
  • Unique set of numbered durable non-skid flat discs 64 are used to place values to cells 52, according to dice rolls. Set of small cylinders 66 are used to identify winning plays, made of same material as discs above.
  • 7. RULES AND OPERATION
  • Following describes specific rules of play for preferred 3×3 embodiment. Variations to rules, as necessary, are detailed in description of embodiments in next section.
  • General rules include: a) players take clockwise turns rolling dice, starting on House left; b) dice must cross medial pass line 14 or strike wall 22 near House, whichever farther from player; c) no player may touch dice after roll; d) only House places and removes board and side bets; and e) each play must include value of both dice, either sum or separately; House takes any remainder.
  • Game begins with empty 3×3 grid 50 and at least two players. In each individual numeric side bet bar 46, House places corresponding numbered discs 64. According to dice rolls, discs are assigned to each cell 52; assigned values remain until end of game.
  • Some dice rolls have special outcomes which vary from game to game. (In settings where dice are not permitted, other means of random number generation may be used.)
  • On most rolls (sum 9 or less), player has three options: x, y, or sum x+y; if player does not play dice sum, House takes remainder. On (4,6), (5,6) rolls (sum 10 or more), player has x or y options; House takes remainder.
  • On (1,1), (2,2) rolls, player has x or x+x options; House takes any remainder.
  • On (5,5), (6,6) rolls, player takes x, House takes x, turn ends. As option on these rolls, player may pay House one-chip 62 ‘buy-out’ for re-roll.
  • On (3,3), (3,4), (4,4) rolls, player busts, loses turn; House takes 9, 7, 8, respectively.
  • Player turn may be one or several dice rolls; turn continues until: a) any win, b) bust, c) pass, or d) following doubles play. Any win on board 30 (by player or House) ends turn.
  • Player may pass before or after own dice roll (except busts and side bet 40 wins). Player relinquishes turn; all player chips 62 on board 30 and side bets remain.
  • (Player may resign from game before any roll of their turn, after all values assigned to grid 50. Resigning player abandons any chips 62 on board 30 and any side bet 40.)
  • House makes one-time opening roll and sum play, placing one numbered disc 64 with one-chip 62 bet in one cell 52. When sum 10 or more, House splits roll, player on right takes remainder play. House makes this ‘come-out’ play to demonstrate board play and affect game odds by assigning first grid 50 number most advantageous to House.
  • Players roll dice to assign next seven discs 64 to blank cells 52, giving one-chip 62 bet to House to place on board 30 with disc. Once bet is placed, it cannot be removed during game until won, lost, or game ends. Players and House may win on board before all discs are assigned to cells.
  • After players assign 8th number to cells 52, House places 9th by default. After all cells assigned values, player may resign from game and must have at least one chip on board 30 to roll dice.
  • Players win three ways: a) by completing row, column or diagonal cell 52 sequences, winning chips 62 in that sequence from other players and House; b) by predicting ‘next winning number’ via side bets 40; and c) by ending game as last player, after all other players resign or lose.
  • House also wins on plays that complete any row, column, or diagonal sequence.
  • Winning play just completes sequence; player does not need most chips 62 in any cell 52 nor largest sum of chips in winning sequence.
  • Winning player wins number of chips 62 at risk, that is, stake in each cell 52. Player who completes sequence but wins no chips from opponents or House, continues turn.
  • In event both dice win (or one die and sum), player selects which winning play to take, side bet 40 first. House is responsible to recognize simultaneous and overlapping wins, for example, when play in side cell completes both row and column.
  • Player not compelled to make winning board 30 play, perhaps choosing to extend turn. However, any winning side bet 40 must be played.
  • Side bets 40 are placed on player expectation of ‘next winning number’ after all grid cells 52 are assigned values. Player makes side bets prior to any dice roll of turn, making initial bet on any number or add to existing bet. House makes no side bets.
  • Side bets 40 are made on individual numbers 46 and grouped numbers 44. Group and pay-out indicia are described on board 30.
  • Winning side bets 40 compel play, that is, players must play any winning side bet (their own or opponent bet). If multiple side bets win, player has choice of which to play.
  • Side bets 40 roll forward when player turn ends on busted, passed or non-winning doubles plays. When there is no side bet on winning number, House banks losing side bets.
  • Game ends when only one player remains, all others having lost or resigned. Losing players are eliminated from game, having lost all their chips 62 in play on board 30, abandoning any side bets.
  • End-of-game distribution of chips 62 occurs as House: a) collects and banks remaining side bets 40; b) retrieves and banks own chips from board 30; and c) redeems value of all remaining chips on board to prevailing player.
  • 8. EMBODIMENTS
  • Embodiments are based on grid formats with 9, 12, 16, 20, 25, and 36 cells, with standard playing surface where only number and size of cells, side bet arrays, and indicia vary.
  • In all games, players attempt to complete row, column, and diagonal sequences (three or more cells). In smaller grid games (3×3, 3×4, 4×4), players and House win chips up to own stake in completed sequences. Multiple player bets may simultaneously occupy individual cells.
  • In larger grid games (4×5, 5×5, 6×6), players and House win chips in rectangle and triangle sections created by completed sequences. Only one player bet may occupy individual cells.
  • Standard rules apply in all games, including: a) one-time initial House roll and play; b) player turns of one or multiple dice rolls and plays; c) one-chip board and side bets per play; d) precedence of winning side bets; and e) standard pay-out process at game end.
  • Rule variations in embodiments may include: a) initial board set-up; b) side bet array and payouts; c) dice roll options; d) player bust rules; and e) rules for ending player turns.
  • Embodiments are described in order to best explain principles of invention thereby enabling others skilled in art to best utilize invention. Embodiments are not intended to be exhaustive or to limit invention to forms disclosed, as many modifications and variations are possible as noted herein.
  • Initial embodiment is based on 3×3 grid (FIG. 2-A). No values pre-assigned to cells; nine discs (#1 thru #9) place values in blank cells. Player busts on (3,3), (3,4), (4,4) rolls; House takes 9, 7, 8, respectively. Side bets below (with recommended pay-outs) comprise nine individual numeric and three grouped numeric bets:
  • 1 2 3 4 5 6 7 8 9
    PAYS PAYS PAYS PAYS PAYS PAYS PAYS PAYS PAYS
    4:1 4:1 4:1 2:1 2:1 2:1 6:1 6:1 6:1
    1, 2 or 3 4, 5 or 6 7, 8 or 9
    PAYS 2:1 PAYS 1:1 PAYS 3:1
  • Two craps-like embodiments are played on 3×3 grid. Players use only dice roll sums and bust rules change. No cells have pre-assigned values; nine discs (#2 thru #10) place values in blank cells.
  • In second embodiment, player busts on re-roll of ‘point’ defined by initial roll of turn; House takes ‘point’ as default play. (House displays ‘point’ with dice pair placed between side bet array and grid.) Player also busts on any roll sum 11 or 12; House ignores 6, takes remainder. Side bets comprise:
  • 2 3 4 5 6 7 8 9 10
    PAYS PAYS PAYS PAYS PAYS PAYS PAYS PAYS PAYS
    7:1 6:1 5:1 4:1 3:1 2:1 3:1 4:1 5:1
    2, 3 or 4 5, 6 or 7 8, 9 or 10
    PAYS 3:1 PAYS 1:1 PAYS 2:1
  • In third embodiment, player busts on any (n, 6) roll, that is, any roll that includes 6; House takes roll sum or ignores 6, takes remainder. Side bets comprise:
  • 2 3 4 5 6 7 8 9 10
    PAYS PAYS PAYS PAYS PAYS PAYS PAYS PAYS PAYS
    6:1 5:1 4:1 3:1 2:1 3:1 4:1 5:1 6:1
    2, 3 or 4 5, 6 or 7 8, 9 or 10
    PAYS 3:1 PAYS 1:1 PAYS 3:1
  • In subsequent embodiments, casino affects game odds further by pre-assigning values to select cells. In all games, value 9 (or 19) is pre-assigned in second right cell in row nearest House; other numbers assigned clockwise, in sequence, skipping corners, except as noted below. This consistency appeals to players and appears to open more useful diagonal and central cells to them.
  • All embodiments have grid cells with alternating contrasting colors (typically red and black); next six embodiments have roulette-style bets that include LO, HI and even money Red/Black bets.
  • Fourth embodiment, played on 3×4 grid (FIG. 2-B), returns either or dice sum choice to player. Six discs (#1 thru #6) place values in blank cells; pre-assigned clockwise to side cells are 9, 10, 11, 12, 7, 8. Player busts on (3,3), (3,4), (4,4) rolls; House takes choice of 9 or 12, 7 or 10, 8 or 11.
  • Six side bet pairs (1 or 2, 3 or 4, 5 or 6, 7 or 8, 9 or 10, 11 or 12) pay 3:1, 2:1, 1:1, 4:1, 5:1, 6:1. LO (1 to 4) and HI (9 to 12) pay 1:1 and 3:1.
  • Fifth embodiment is played on 4×4 grid. Eight discs (#1 thru #8) place values in blank cells; pre-assigned clockwise to side cells are 9 thru 16. Player busts on (3,3), (3,4), (4,4) rolls; House takes 9, 7, 8 or 16.
  • Player may concatenate dice rolls (1,1), (1,2), (1,3), (1,4), (1,5), (1,6) to reach 11, 12, 13, 14, 15, 16. On player concatenated plays, House takes n−1 play (value of player selection less one).
  • Rather than initial dice roll, House may illustrate board play with assumed (1,6) roll, taking concatenated 16. House may also take 16 when player turn rotation passes and cell is vacant.
  • Six side bet groups (1 or 2, 3 or 4, 5 or 6, 7 or 8, 9 to 12, 13 to 16) pay 2:1, 3:1, 1:1, 5:1, 4:1, 6:1. LO (1 to 4) and HI (9 to 16) pay 1:1 and 3:1
  • Two craps-like embodiments are played on 4×4 grids (FIG. 2-C). Eight discs (#2 thru #9) place values in blank cells; also pre-assigned clockwise to side cells are 9, 2, 3, 4, 5, 6, 7, 8. Four side bet pairs comprise 2 or 3, 4 or 5, 6 or 7, 8 or 9.
  • In sixth embodiment, player busts on ‘point’ re-roll; House takes ‘point’ as default play. Player also busts on any roll sum 10 or more; House ignores 6, takes remainder, has no play on (5,5) roll. Four side bet pairs pay 4:1, 3:1, 1:1, 2:1. LO (2 to 5) and HI (6 to 9) pay 2:1 and 1:1.
  • In seventh embodiment, player busts on any (n, 6) roll; House takes roll sum or ignores 6, takes remainder. Player also busts on (5,5) roll; House has no play. Four side bet pairs pay 4:1, 2:1, 1:1, 3:1. LO (2 to 5) and HI (6 to 9) pay 1:1 and 1:1
  • In next five embodiments, only one chip may occupy any cell at one time. Completed row, column or diagonal sequences divide grid in rectangle or triangle sections. Player wins chips in smaller section (or choice of equal), removing own chips in completed sequence.
  • If player is blocked from completing play, player busts; House has no play.
  • If House is blocked on any default play, House has no play.
  • If all grid cells are occupied without winning play, game ends, House banks any side bets, then redeems board chips to player(s) with longest incomplete sequence(s) on board.
  • Eighth embodiment is played on 4×5 grid. Ten discs (#1 thru #10) place values in blank cells; pre-assigned clockwise to side cells are 19, 18, 17, 16, 15, 14, 13, 12, 11, 20 (note descending order). Player busts on (3,3), (3,4), (4,4) rolls; House takes 9, 7, 8.
  • Player may concatenate dice rolls (1, n) to reach 11 thru 16. Player may also ‘add 10’ to select dice rolls: (1,6), (2,5) to reach 17; (2,6), (3,5) to reach 18; (3,6), (4,5) to reach 19; (4,6), (5,5) to reach 20. On player concatenated and ‘add 10’ plays, House takes n−1 play, as above.
  • Rather than initial dice roll, House may illustrate board play with assumed (4,6) roll, taking ‘add 10’ play for 20. House may also take 20 when player turn rotation passes and cell is vacant.
  • Six side bet groups (1 to 3, 4 or 5, 6 or 7, 8 to 10, 11 to 15, 16 to 20) pay 1:1, 2:1, 3:1, 6:1, 5:1, 4:1. LO (1 to 5) and HI (11 to 20) pay 1:1 and 2:1
  • Ninth embodiment is played on 5×5 grid. Twelve discs (#1 thru #12) place values in blank cells; pre-assigned clockwise to side cells are 19 thru 24, then 13 thru 18; value 25 is pre-assigned to center cell. Player busts on (3,3), (3,4), (4,4) rolls; House takes choice of 9 or 12, 7 or 10, 8 or 11.
  • Player may concatenate dice rolls (1, n) to reach 11 thru 16, and dice rolls (2, n) to reach 21 thru 25. Player may also ‘add 10’ to select dice rolls, as above, to reach 17 thru 20. On player concatenated and ‘add 10’ plays, House takes n−1 play, as above.
  • Rather than initial dice roll, House may illustrate board play with assumed (2,5) roll, taking concatenated 25. House may also take center 25 when player turn rotation passes and cell is vacant.
  • Six side bet groups (1 to 3, 4 or 5, 6 to 10, 11 to 15, 16 to 20, 21 to 25) pay 1:1, 3:1, 2:1, 5:1, 4:1, 6:1. LO (1 to 5) and HI (16 to 25) pay 1:1 and 3:1.
  • Tenth embodiment is also played on 5×5 grid. Twelve discs (#1 thru #12) place values in blank cells; pre-assigned clockwise to side cells are 9 thru 12, then 1 thru 8; value 25 is pre-assigned to center cell. Player busts on (3,3), (3,4), (4,4) rolls; House takes 9 or 12, 7 or 10, 8 or 11. Players reach center 25 on (5,5) choice and concatenated (2,5) roll.
  • Rather than initial dice roll, House may illustrate board play with assumed (2,5) roll, taking concatenated 25. House may also take center 25 when player turn rotation passes and cell is vacant.
  • Six side bet pairs (1 or 2, 3 or 4, 5 or 6, 7 or 8, 9 or 10, 11 or 12) pay 2:1, 3:1, 1:1, 4:1, 5:1, 6:1. LO (1 to 4) and HI (9 to 12) pay 1:1 and 3:1.
  • Two craps-like embodiments are played on 5×5 grid. Eight discs (#2 thru #9) place values in blank cells; two series of 2 thru 9 are alternately pre-assigned clockwise to cells, second series begins in bottom row center, corners included. Value 10 is pre-assigned to center cell. Four side bet groups comprise 2 or 3, 4 or 5, 6 or 7, 8 to 10.
  • In eleventh embodiment, player busts on ‘point’ reroll; House takes ‘point’ as default play. Player also busts on any roll sum 11 or 12; House ignores 6, takes remainder. Four side bet groups pay 4:1, 3:1, 2:1, 1:1. LO (2 to 5) and HI (6 to 10) pay 2:1 and 1:1.
  • In twelfth embodiment, player busts on any (n, 6) roll; House takes roll sum or ignores 6, takes remainder. Four side bet groups pay 4:1, 2:1, 1:1, 3:1. LO (2 to 5) and HI (6 to 10) pay 2:1 and 2:1.
  • Two final embodiments have no pre-assigned values in any cell. Dice rolls define row/column addresses of grid. Numbered discs are placed in small circle indicia aligned with each row and column. For example, on (2,5) roll, #2 assigned to a row, #5 assigned to a column (or vice versa).
  • Player busts when target cells are blocked, for example, when previous (2,4) plays occupy cells with R2/C4 and R4/C2 row/column addresses. Player may pay House one chip ‘buy-out’ for one re-roll. Otherwise, House takes play in either intersection of (x,y) blocked plays, that is, (x,x) or (y,y); if both blocked, House may halve or double roll, for example above, to take (1,2); House may not halve or double (1,4), (3,4), (3,6), and (n, 5) rolls.
  • In thirteenth embodiment, board is 5×5 grid (FIG. 2-D). Discs assign columns #1 thru #5, rows #2 thru #6. Player also busts on (1,1) and (6,6) rolls; House halves or doubles rolls to take (2,2) or (3,3).
  • Side bets comprise: (1,2) or (1,3) pay 5:1; (1,4) thru (1,6) pay 3:1; (2,2) thru (2,6) pay 1:1; (3,3), thru (3,6) pay 2:1; (4,4) thru (4,6) pay 4:1, and (5,5) or (5,6) pay 6:1.
  • In fourteenth embodiment, board is 6×6 grid. Two disc #1 thru #6 sets assign column and row values. Player busts when target cells are blocked, as above; player and House have same options (except player does not bust on (1,1) and (6, 6) rolls).
  • Side bets comprise: (1,1) or (1,2) pay 6:1; (1,3) thru (1,6) pay 2:1; (2,2) thru (2,6) pay 1:1; (3,3) thru (3,6) pay 3:1; (4,4) thru (4,6) pay 4:1, and (5,5), (5,6) or (6,6) pay 5:1.
  • Above described arrangements and methods illustrate practical applications of principles of game and are intended to depict equivalent arrangements that may be made without departing from spirit and scope of invention as set forth in appended claims.
  • 9. ADVANTAGES
  • Present invention has opportunities to broaden scope of game. These options occur in rule variations, electronic iterations, and application of technology already in use in larger casinos.
  • Rule variations that appear to favor player:
  • 1. Withdraws House initial play and final cell assignment, allowing player dice rolls alone to determine cell values.
  • 2. Extends player option for one-chip ‘buy-out’ for re-roll on (5,5) and (6,6) rolls to (4,6) and (5,6) rolls (preventing House default play). Another variation could allow ‘buy-out’ option to all rolls.
  • 3. Expands one-chip bet rule to allow players to match own board or side bet, effectively ‘doubling down’ on any bet. Extended variation allows multiple chip (table limit) bets, creating more competitive play. (Unlimited bet games are difficult to manage.)
  • 4. Expands side bet rule to allow any player to make or add to existing bet any time.
  • 5. Allows players to capture opponent single chip in cell when bracketed on both sides or ends.
  • 6. Allows players to arrange chips in one stack per cell, top chip ‘owning’ cell, thus being only possible winner in cell.
  • 7. Allows player to leave stake in place on winning board plays, rather than removing chips.
  • 8. Limits endgame distribution to House to remaining side bets Mouse side′) while player takes all chips on board (‘player side’).
  • Rule variations that favor House, enhancing return to casino:
  • 1. Allows House to assign last and next-to-last discs as grid values (instead of just final disc).
  • 2. Allows House to take 9 or 6 on player bust (3,3) dice rolls.
  • 3. Allows House to adjust side bet groups and payouts to meet casino needs.
  • Game may be played electronically without common playing surface and in many different configurations, including those where players are remotely linked by interactive communications network. Platforms may include all forms of virtual and digital media including, but not limited to, smart phone applications, video games, electronic game devices, and internet sites.
  • In casino, games compete for attention with dazzling array of lights, music, bells, and whistles. New games especially are challenged to draw interest of players.
  • Elevated board design of present invention lends itself to self-promotion. Two options allow game to crossover from traditional to innovative platforms, using forefront electronic technology.
  • First, elevated translucent table top allows sub-surface reverse image projection of game board and accessories. Second, touchscreens replace board surface and accessories with digital facsimiles and processing functionality.
  • Possible projection of any embodiment grid and related content could enhance game appeal. A broad selection of video images, for example, might promote casino events, recognize commemorative observances, highlight seasonal topics.
  • Nine 3×3 cells could show Rubik's Cube, planets, billiard ball rack, local baseball team. Twelve 3×4 cells could show face cards in deck, twelve days of Christmas, dozen Easter eggs, knights of The Round Table, men who've walked on the moon. Sixteen 4×4 cells could show sports content like logos of NFL playoff teams in January, NCAA ‘Sweet Sixteen’ contenders in March.
  • Twenty 4×5 cells could show iconic Beatles' A Hard Day's Night′ album, with background music, interactive iPhone or Android screens to forecast inevitable smart phone app of game. And 5×5 and larger grids could show chess, checkers, bingo and Jeopardy-like trivia challenges, artwork by Mondrian or mosaic portraitists.
  • The variety of grid images are almost limitless. Factoring in advertising and corporate sponsorship, for example, this platform could provide windfall revenue to casinos.
  • Emerging use of interactive digital touchscreen devices possibly incorporates any and all of above. Any game embodiment could be presented immediately and played on existing table-size touchscreen devices, existing formats offering high-quality, interactive experiences, attracting and engaging the vast audience of today's ‘plugged-in’ players.
  • 10. CONCLUSION
  • Present invention meets new game criteria described by Jacobson. Notably, game a) is easy to learn and creates immediate ‘I-can-win’ reactions from players; b) uses standard dice pair as random number generator; c) has simple intuitive board design; d) creates friendly and social yet competitive interactive game experience; e) adapts easily to existing casino operations and footprint; and f) has several opportunities for casino to adjust rules and return.
  • Present invention also satisfies qualities of viable table games described by Lubin, as it is: a) easy to learn with uncomplicated, straight-forward rules; b) easy to play with no special devices; c) well-paced and fun to play; and d) interesting with simple features that invite betting strategies.
  • Further, according to Lubin, related to casino needs, game is: a) easy to provide where one dealer manages game; b) based on familiar game type easy to market effectively; c) based on sound math; and d) not fraudable, that is, without ‘trap doors’ that cheat or defeat game.
  • In summary, present invention is engaging, social, and flexible game with features that challenge casino veterans and younger players alike. Because game is based on simple childhood pastime, players intuitively understand game, believe they could play and win—an important aspect of any casino game.
  • Among objectives of present invention are straight-forward method and apparatus for game which is relatively simple, consistent one game to next, with brief cycle time and high entertainment value. It is entirely reasonable to believe present invention could be manufactured and distributed as board game for home and family play.
  • Specific aims of present invention for casino are to provide cost-effective and durable method and apparatus for playing game with low initiation and maintenance cost, modest impact on existing operations and high rate of return.
  • It is expected considerable resources available to casinos will reveal viability, vitality, and potential of game with its abundant opportunities to tailor-fit any game embodiment to any operation and financial goal.

Claims (16)

What is claimed is:
1. A method and apparatus for competitive table and dice game, comprising:
Figure US20160008704A1-20160114-P00999
2. The method and apparatus of claim 1, wherein tic-tac-toe is expanded with added features for multiple players and side betting.
3. The method and apparatus of claim 2 designed for casino play.
4. The apparatus of claim 3 comprising horizontal, elongated semi-circular table made of durable material whose diameter defines back edge of table, where casino dealer (House) stands to manage game.
5. The apparatus of claim 4 wherein table has flat felt covered surface with imprinted medial pass line to help insure fair dice rolls.
6. The apparatus of claim 4 whereby half-circumference of table is bordered by vertical rail where inside margin limits lateral movement of dice rolls and outside margin accommodates plurality of seated players with horizontal portion suitable for player betting chips and refreshment.
7. The apparatus of claim 4 whereby portion of table comprises pair of elevated lateral platforms aligned along table diameter, where interior vertical wall is used as target and barrier to contain rolling dice and whereon suitable space is provided for casino to place chip supply and game accessories for prompt use.
8. The apparatus of claim 4 whereby portion of table comprises horizontal elongated semi-circular playing surface (board) medially elevated above felt surface of table whose diameter is coincident with diameter of table whereon is imprinted game graphics and indicia.
9. The game indicia of claim 8, whereon array of rectangles near House facilitates side betting and whereon grid and plurality of cells in row-column configuration between players facilitates board play.
10. The game indicia of claim 8, wherein on both lateral sides of grid are place bet bars whereon player places chip so House can place bets on grid according to player directions.
11. The accessories of claim 3, wherein pair of standard six-sided hexahedral dice are used by players and House as random number generator, and wherein individually color- or design-specific supply of standard casino chips for each player and House are available.
12. The accessories of claim 3, wherein supply of sequentially numbered, durable non-skid discs and wherein supply of small cylinders to mark winning board plays and side bets are both available for House use.
13. The method of claim 3, wherein practical rule variations are possible to allow casino to maximize their return while extending game appeal from sociable novice play to more challenging veteran play.
14. The apparatus according to claim 4, wherein it is similar size and shape of existing casino games and can readily fit into existing casino operations without special space considerations.
15. The method and apparatus of claim 2 wherein game is played via electronic devices including but not limited to digital, virtual, on-line, telephonic, and any other related existing, developing and anticipated application and platform.
16. The method and apparatus of claim 2 with modifications for play at home and in other personal or private settings.
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