WO2010056554A1 - Card reading shoe with card stop feature and systems utilizing the same - Google Patents
Card reading shoe with card stop feature and systems utilizing the same Download PDFInfo
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- WO2010056554A1 WO2010056554A1 PCT/US2009/062855 US2009062855W WO2010056554A1 WO 2010056554 A1 WO2010056554 A1 WO 2010056554A1 US 2009062855 W US2009062855 W US 2009062855W WO 2010056554 A1 WO2010056554 A1 WO 2010056554A1
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- Prior art keywords
- card
- cards
- player
- shoe
- game
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/12—Card shufflers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/14—Card dealers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3293—Card games, e.g. poker, canasta, black jack
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2411—Input form cards, tapes, discs
- A63F2009/2419—Optical
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/245—Output devices visual
- A63F2009/2457—Display screens, e.g. monitors, video displays
Definitions
- the present invention relates to the field of gaming, particularly electronic table gaming where players enter wagering decisions and game play decisions on an electronic player interface and where physical cards are used to play the game.
- Cards are ordinarily provided to players in casino table card games either directly from a deck held in the dealer's hands or with cards removed by the dealer from a dealing shoe or a continuous shuffler with an integrally formed shoe.
- the original dealing shoes were little more than trays that supported the deck(s) of cards in a tray and allowed the dealer to remove the front card (with its front facing the table to hide the rank of the card) and deliver it to a player.
- both stylistic and functional changes have been made to dealing shoes, which have been used for blackjack, poker, baccarat and other casino table card games. Newer gaming systems enable play of live table games with electronic wagering interfaces.
- U.S. Patent No. 5,779,546 describes a method and apparatus for monitoring live card games.
- An automated dealing shoe dispenses each of the cards and recognizes each of the cards as each of the cards is dispensed.
- Player stations are also included. Each player station enables a player to enter a bet, request that a card be dispensed or not dispensed, and to convert each bet into a win or a loss based upon the cards that are dispensed by the automated dealing shoe.
- McCrea U.S. Patent 6,117,012 discloses a secure game table system for monitoring each hand in a progressive live card game.
- the secure game table system comprises: a gaming table surface, a shoe for holding cards, said shoe having a card reader, said card reader issuing a signal corresponding at least to said value and suit for said each card.
- the system includes a game bet sensor located near each of said plurality of player positions for sensing the presence of a game bet, when the presence of said game bet is sensed, said game bet sensor issuing a signal corresponding to said presence.
- a plurality of card sensors are located near each of said plurality of player positions and said dealer position, said card sensor issuing a signal when a card in said hand is received at said card sensor.
- the system also includes a game controller, said game controller capable of issuing a signal when a card is delivered to the wrong position on the table.
- a semi automatic gaming table system comprises: a gaming table surface and at least one playing card delivery device, the playing card delivery device comprising a card storage area, an internal processor, a card moving system, a delivery end and a card imaging system.
- the system also includes a plurality of electronic player interfaces mounted in the gaming table surface that communicate with a game controller.
- a game controller is provided and is programmed to communicate with the internal processor and the player interfaces, to detect at least one condition and respond by instructing the card handling system to stop delivering cards to the delivery end.
- a method of monitoring play of a casino card game comprises the step of a player electronically making a wager on a semi- automatic gaming system.
- the dealer deals physical cards to each player from a card- handling device. Rank and/or suit of cards being delivered is automatically sensed.
- the step of automatically determining a number of cards dealt to each player is part of the method.
- a card handling device is directed to cease moving cards to a delivery end, wherein one card is available for removal until the condition is cleared.
- Figure 1 is a side elevational view of a first embodiment of a card dealing shoe according to the invention.
- a wide variety of conditions can result in the system stopping cards from being moved to a delivery end of the card delivery device.
- One such condition is a card misdeal.
- An example of a misdeal would be to give a player three hit cards when he called for only two.
- Another example is a dealer who deals cards face-up to a player when the house rules require the dealer to deal the cards face-down.
- Semi-automatic gaming systems of the present invention allow the player to call for cards using controls on the player interface in games such as blackjack or poker.
- Another example of a misdeal is when dealer pulls a card from a shoe before the player or game controller instructs the dealer to pull and deliver a card.
- the system when a condition is sensed, the system generates an alert signal. This signal can be in the form of an audible alarm or a visual alarm.
- the system disables the card moving mechanism in the card handling device as soon as a card is dealt that does not have a predetermined destination. For example, if the dealer deals a card before the player inputs a "hit" decision or if the player inputs a "stand” decision in the game of blackjack. In this event, the processor would sense this condition and prevent the card moving mechanism in the card handling device from delivering another card to the delivery end of the shuffler.
- Semi-automatic gaming systems of the present invention include a dealer interface.
- the dealer interface may be used for clearing a condition.
- a user interface is provided that allows a player to clear a condition.
- a dealer swipe card is provided as a security measure for clearing a condition.
- One, two or all of the above methods can be used individually or in combination to clear a condition and resume card delivery.
- Semi-automatic gaming systems of the present invention may utilize an overhead camera imaging system for identifying rank and/or suit of cards.
- a signal generated by the imaging system is sent to the game controller and is used to administer the game.
- the overhead camera imager can also be used to detect certain conditions or faults.
- systems include electronic player interfaces that enable the player to input game play decisions, enable electronic wagering or enable both game play decisions and electronic wagering.
- game play decisions that can be inputted into an electronic player interface include: making a game wager, making a side bet wager, determining wager amount, calling for a hit card, discarding a card, standing, using at least one common card, switching cards, determining a rank and/or suit of a wild card, setting a hand, folding, taking insurance, splitting pairs, doubling down, checking, raising, folding, rolling dice, replacing a hand, completing a partial hand and surrendering cards.
- the present invention may also be characterized as a method of monitoring a casino card game.
- a player electronically makes a wager on a semi-automatic gaming system.
- a dealer then deals physical cards to each player from a card handling device. The suit and rank of each card is automatically identified.
- the method further includes the step of automatically determining a number of cards dealt to each player, and when a predetermined condition is sensed, a processor automatically directs the card handling device to cease moving cards to a delivery end.
- a processor automatically directs the card handling device to cease moving cards to a delivery end.
- only one card is available for removal at the delivery end until the condition is cleared.
- the condition is then cleared.
- the step of clearing the condition requires a physical act on the part of the player or dealer.
- the player or dealer might be required to send a "clear" command to the game processor from the player or dealer interface.
- the dealer and/or pit boss is required to clear the condition by various methods, including but not limited to imputing a secret code, swiping a card through a card reader, inputting a "clear" command in the dealer interface and combinations thereof.
- a number of predetermined conditions can trigger the instruction to stop moving cards.
- Nonlimiting examples include: an indication that a back door of the shoe is open, an indication of an inaccurate card count, an indication of excess cards found, an indication of a deficiency of cards found, and an indication of a dealer misdeal.
- the processor is preferably programmed such that the system that identifies predetermined conditions can be disabled. This setting can be established during the initial system configuration, or can be established after the system is put into operation. It is preferred that the system be taken off-line to reset use parameters such as enabling/disabling the condition identification feature of the present invention.
- One exemplary system of the present invention includes an alert system that provides a signal in response to the sensing of a predetermined condition.
- the signal in turn generates an alert in the form of an audible signal, a visual message, a motion message such as a vibration of a hand-held device or combinations thereof.
- suitable sound alerts include a buzzer, a chime, a ring tone, and a series of beeps. Any sound alert capable of bringing the condition to the attention of the dealer is within the scope of the invention.
- One exemplary visual alert is an alpha-numeric or text message appearing on a dealer area of each player's user interface.
- Another exemplary visual alert is an alpha-numeric or text message appearing on a dealer display and interface.
- Non-limiting examples might include a flashing light, an illuminated player interface, a halo-type light surrounding a player interface, a blinking user interface, a blinking dealer interface, a color change of a player interface, and any other change in graphics on any player or user display associated with the system.
- the condition is cleared by a user action.
- user actions are selected from the group consisting of: the player pressing a continue or clear button, the dealer pressing a continue or clear button, the dealer swiping an authorization card, the dealer inputting a secret code, the use of encryption to authenticate dealer instructions and combinations thereof.
- a programmable key is provided to the dealer to provide access to this door.
- a signal indicative of a condition is transmitted from the shoe's internal processor to an external processor.
- the external processor then issues a command to the shoe's internal processor to cease moving cards until the condition is cleared.
- the system is self- contained within the shoe, and when the shoe's internal processor senses a predetermined condition, the processor instructs the card moving system to stop moving cards.
- Systems of the present invention may utilize one or more processors to accomplish the functions of sensing conditions, ceasing card movement, clearing the fault and resuming normal movement of cards.
- the processor may be internal to the card handling device, may be provided in the form of a local (external) game controller, or may be a computer that is part of a casino network, or combinations thereof.
- the specific computer architecture is unimportant to the present invention. The functionality is what is unique.
- the object of the game of baccarat is for the bettor to successfully wager on whether the Banker hand or the Player hand is going to win, e.g. have a hand count, modulo ten, closest to the target count of 9, or the bettor receives even money for his wager if he selects the winning hand and loses his wager if he selects the losing hand.
- the Banker hand Because of the rules of play of baccarat and more particularly the pre-established draw rules, the Banker hand has a slightly higher chance of winning than does the Player's hand. Therefore, if the bettor wagers on the Banker hand and the Banker hand wins, the bettor must pay to the gaming establishment a commission (typically 5%) of the amount the bettor wins. No commission is paid if the bettor successfully wagers on the Player hand.
- a commission typically 5%
- Games that can be played on semi-automatic gaming platforms include poker, poker derivations such as Shuffle Master, Inc.'s Three Card Poker® game,
- One exemplary playing card delivery device of the present invention is a mechanized shoe.
- the exemplary dealing shoe is implemented specifically for use in the play of Baccarat.
- this shoe design can be modified so that it is suitable for dealing cards into any "shoe" type game, including blackjack, baccarat, blackjack variants, baccarat variants, mini baccarat, Casino War® and any other game that is traditionally dealt out of a shoe.
- the exemplary shoe provides additional functions without greatly increasing the space on the casino table top used by the typical non-mechanized dealing shoe.
- the shoe provides cards securely to a delivery area and reads the cards before they are actually nested in the card delivery area.
- the card information is either stored in memory associated with the shoe, transferred to memory associated with an external game controller or transferred via a network connection to a central computer for storage and/or evaluation.
- the cards are mechanically transferred from a point of entry into the dealing shoe to the card delivery area, with a buffer area in the path where at least some cards are actually held for a period of time.
- the cards are preferably read before they are delivered into the card delivery area.
- FIG. 1 shows a side elevational view of a card delivery shoe 2 according to the present invention.
- the card delivery shoe 2 has a card infeed or card input area 4 that is between a belt driving motor 6 and the rear panel 12 of the card delivery shoe 2.
- the card input area 4 allows cards to be stacked vertically (cards oriented horizontally and face-down).
- the belt driving motor 6 drives a belt 8 that engages pick off rollers 10a and 10b. These pick off rollers 10a, 10b pick off and move individual cards from within the card infeed area 4.
- the lowest card in the stack (not shown) contacts rollers 10a, 10b separating the card from the stack.
- a belt driving motor 6 is shown but other motor types such as gear drives, axel drives, magnetic drives and the like may be alternatively used.
- the pick off rollers 10a, 10b drive individual playing cards (not shown) into gap 14 located beneath the substantially vertical deflector plate 15 to direct cards individually and horizontally through the gap 14 to engage brake rollers 16a, 16b.
- the brake rollers 16a, 16b control the movement of individual cards from the card input area 4 and into the card staging area 34.
- the jam recovery may be based upon an identified (sensed) position of jam or may be an automated sequence of events.
- a jam recovery procedure may be initiated at that specific location.
- a specific location in Figure 1 within the dealing shoe e.g., between and inclusive of rollers 16a, 16b and 17a, 17b
- both sets of rollers 16a, 16b and 17a, 17b may reverse at the same time or in either sequence (e.g., 16a, 16b first or 17a, 17b first) to attempt to free the jam of a card.
- the rollers automatically spaced further apart (e.g., by separating roller pairs to increase the gap in the potential nip between rollers) to relieve tension on a card and to facilitate its recovery from a jam.
- the adjacent pairs of rollers can act in coordination, in sequence, in tandem, in order, independently or in any predefined manner.
- the recovery process may have the rollers act as a) 16a, 16b-17a, 17b at the same time in the same direction), b) 16a, 16b-17a, 17b at the same time in the opposite directions to assist in straightening out cards, c) 16a, 16b then 17a, 17b to have the rollers work sequentially, d) 17a, 17b then 16a, 16b to have the rollers work in a different sequence, e) 16a, 16b only for an extended time, and then 17a, 17b operating alone or together with 16a, 16b, f) 17a, 17b only for an extended time or extended number of individual attempts and then 16a, 16b for a prescribed time, etc.
- the position of the cut can be generated randomly by a random number generator, with parameters selected (such as greater than 0.5 of all cards present and fewer than 0.75 of all cards present) or at a fixed value, for example, of about 2 cards for each 52 card deck present in the shoe.
- the system of the present invention can also verify a deck of cards once all the cards are removed. Once the cut card has come up, the dealer can remove the remaining cards individually, allowing each card to be scanned.
- the processor can then perform a card check function where all cards removed from the shoe are scanned in the usual way and the rank and suit are compared to a stored set of card values and any deviations from the reference values are reported in the form of a report. The report can be displayed or printed.
- Stop Card Delivery State This is also an optional feature. It can be disabled during initial configuration, or whenever the operator chooses to take the device out of service.
- the baccarat shoe is controlled such that the shoe stops delivering cards whenever certain security compromising events occur in the use of the shoe.
- events such as when the back door of the shoe is open, an inaccurate card count occurs, excess cards are found, a deficiency of cards is found, or there is a misdeal can generate a signal that in turn initiates a Stop Card Delivery State automatically in the baccarat shoe. During this delay, a sound alert and/or visual alert may be triggered.
- the dealer or user must either press the continue button or swipe an authorization card or do both to continue or to restart the baccarat shoe. In other embodiments, the dealer must use a key, input a secret code or use encryption techniques to restart the delivery of cards.
- a security device such as a small magnetically sensitive electric sensor on the shoe located proximal to or near the door that senses when the door is open.
- Other security systems like a programmable key may also be used to access the door.
- This sensor is communicatively connected to the microprocessor that is inside of the shoe and sends a "door open" signal (e.g., a status signal) to an external processor, such as a game table processor, pit processor, central processor or an external Mini PC.
- the processor such as the external Mini PC
- the processor such as the external Mini PC
- the shoe's internal processor is capable of recognizing predetermined conditions that require card delivery stop, and to deactivate the card delivery mechanisms.
- a misdeal The system is able to detect misdeals from a number of different events that are sensed, measured or detected in the operation of the shoe.
- the processor such as the Mini PC, or the shoe's internal processor receives the "misdeal" signal
- the processor commands the shoe to stop dealing, or if the shoe responds to a status signal, upon receipt of this status signal, the shoe will self-initiate a "stop deal” event.
- the shoe may require the same restart method as described above for the door opening event to continue dealing.
- the "stop deal” event is not a "reset” type of event, but rather is an "interrupt” or delay event, where all information and status remains current and collective.
- Supervisor Swipe Card This is an optional feature that can be disabled or enabled during initial configuration or at any other time the user wishes to take the equipment out of service and reconfigure it.
- a special card is required to swipe through the system in order to resume delivering cards.
- This card contains information that is needed to trigger the processor such as the Mini PC or shoe processor to send a "continue to deal" signal to the card moving elements of the shoe, and it may be similar apparatus to that used by a dealer ID module that is used in intelligent table systems. Information may be provided by magnetic, optical, bar code, or other readable information fed into the module, scanner or reader. The information is sent to the processor, such as the external Mini PC or shoe processor, which processor provides a signal or command that triggers the shoe to continue dealing. Usually, only casino supervisors have access to the swipe card for security purposes.
- individual playing cards may be read at one or more various locations within the card delivery shoe.
- the ability to provide multiple read locations assures more accurate card reading, as compared to other card handling devices that read cards in a single reading position at the point where and when cards were removed from the shoe for delivery to players.
- the card presence sensors 18, 20 and 22 may also have card reading capabilities, and other card reading sensors may be present as elements 32, 40 and 42.
- Element 38 may be optionally present as another sensing element or a card value (and possibly suit) reading element without the presence of sensor 22 or in combination with sensor 22.
- the sensor 38 When the sensor 38 functions as a card reading element, it should read the cards as they are positioned in the card pre-delivery area 37, rather than as the cards are removed from the card delivery end 36.
- Information may be read by the card reading sensor 38 by either continuous reading of all image data in the card pre-delivery area or by triggered on- off imaging of data in a specific region 39 as a card 41 is positioned within the predelivery area 37.
- card reading elements e.g., 32
- a communication port or wire 44 shown for sensor/reading element 32 may be transferred from the card reading elements (e.g., 32) from a communication port or wire 44 shown for sensor/reading element 32 to an external processor.
- the captured data may be processed by the internal processor.
- Co-pending application Serial No. 11/152,475, filed June 13, 2005 describes a suitable technique for processing captured signals within a shoe or a shuffler. The content of this disclosure is hereby incorporated by reference in its entirety.
- a more ergonomic and aesthetic rear surface 50 is shown having a display 52 that is capable of providing alphanumerics (letters and numbers) or analog or digital images of shapes and figures in black-and-white or in color.
- the display may give messages as to the state of the shoe, time to number of cards dealt, the number of deals left before a cut card or virtual cut card is reached (e.g., the dealing shoe identifies that eight decks are present, makes a virtual cut at 250 cards, and based on data input of the number of players at the table, identifies when the next deal will be the last deal with the cards in the shoe), identify any problems with the shoe (e.g., low power, card jam, where a card is jammed, misalignment of cards by rollers, and failed element such as a sensor), player hands, card rank/suit dispensed, and the like.
- problems with the shoe e.g., low power, card jam, where a card is jammed, misalignment of cards by rollers, and failed element such as a
- the rear surface 50 Also on the rear surface 50 are two lights 54 and 56, which are used to show that the shoe is ready for dealing (e.g., 54 is a green light) or that there is a problem with the dealing capability of the shoe (e.g., 56 is a red light).
- the memory board 58 for the card reading sensor 38 is shown with its information outlet port 44 shown.
- An alternative card handling device is an automatic card shuffler with card reading capability.
- An exemplary card shuffling device is described in co-pending application Serial No. 11/598,259, filed November 9, 2006.
- This exemplary card shuffler is a single deck batch shuffler that delivers hands of cards to a single delivery tray. When a hand is removed from the delivery tray, another hand is automatically delivered.
- the card values are determined in the device and hand composition data is available for use by the shuffler itself.
- Hand composition data can also be transferred through a data port to an external computer or uploaded via a network connection to a database.
- the shuffler has a carousel structure with multiple compartments for randomizing cards. Cards may be retained in the carousel structure and delivery to the delivery tray prevented when a predetermined condition is detected.
- an external PC may be programmed with the game rules.
- the game rules are executed by a computer internal to the shoe.
- the system has the capability of determining hand composition and the outcome of each round as or even before the hand is played.
- the card-reading baccarat shoe generates a log or record that contains critical information such as player's hand, banker's hand, and the game outcomes (player, banker and tie hands), and the history of such records. This information may be sent out from the Mini PC and may be displayed on the plasma screen. Even though it is possible to display the game result in real time (as soon as the cards are removed from the shoe), it is often desirable to allow the players to sweat the hands
- the amount of the delay time is variable upon user's requests that can be inputted into the processor.
- a control screen with touch screen, mouse, panel, keyboard or other input can be provided to set the amount of delay, and whether or not there will be a delay.
- the display (which can be displayed on the display screen to enhance user friendliness) can accept input for stylizing the display, adjusting the content of the information (e.g., show card suits or display card values only), provide instructions to the dealer on required or disallowed activity, show a record of the hand activity (e.g., percentages of Player Hand Wins, Banker Hand Wins, Ties, ongoing streaks of hand wins, specific time history of hand round history, etc.).
- the content of the information e.g., show card suits or display card values only
- provide instructions to the dealer on required or disallowed activity e.g., percentages of Player Hand Wins, Banker Hand Wins, Ties, ongoing streaks of hand wins, specific time history of hand round history, etc.
- one preferred configuration is to have an external computer that communicates with both the display and the mechanized shoe
- other configurations are contemplated, such as the display being in communication directly with the shoe and the shoe being in communication with a casino network, or both the display and the shoe being in communication with the network.
- the display panel may also provide dealer action or player action signals with an option for highlighting the actions on the display screen.
- the display panel is used by all players.
- the game rules require the players to receive individual hands of cards, the players could have their own dedicated display panel.
- the rules can be programmed into the processor (internal or external to the shoe) with certainty based upon the cards provided to the player and the banker and the corresponding information received by the processor.
- the processor program will identify the next steps to be taken in the game.
- the player's hand may be highlighted on the player display (e.g., flashing numbers, specific coloration of the words "PLAYER” or “PLAYER'S HAND,” audio information such as "Deal to Player! or other audible or visible indications on the screen and any associated speakers) or the banker's hand highlighted on the screen.
- the delays are added to provide a period of appreciation for the play of the game rather than processing hands so rapidly the system would operate as does a video gaming device during tournament play, with rapid turnover of the games, but no individual game appreciation.
- Figure 2 shows a sample of a simple display screen 59 format.
- the display may be format static during play, or the dealer may easily change the display (semi- permanently or temporarily) format at the request of the players at the table. This can provide increased player entertainment and discussion at the table, while enabling the casino and players to better chart events at the table.
- the display 59 may show the hands played and the count of the hands (both the final count (modulo 10) and a count during play).
- the suits may or may not be displayed, as suits are immaterial to normal baccarat play.
- the system may also be programmed for displays that are compatible with or enhance bonus events, jackpot events, or alternative baccarat rules and features in baccarat-type or poker derivative games (such as a Three Card Poker® on the first three displayed cards in the game, a
- a lower panel or segment of the panel on a player display screen can provide streaming video for informational or advertising purposes (where Figure 2 shows "Ticker Display for Advertising").
- Various formats and types of information can be provided, including but not limited to advertising (especially for casino events and facilities), specific player announcements (e.g., Mr. Dunn, "Dinner Reservation at La Maison in 10 Minutes"), sports scores, desk service call to patron, and the like.
- an extra button is located on the device that acts like a signal control. The game information will not be displayed until the button has been pressed, therefore, the dealer can decide when is the best time to display game result.
- the present structure of the baccarat shoe that is used in conjunction with the display screen and program for information display.
- the card infeed area 4 provide the cards in at least a relatively vertical stack (e.g., with less then a 60° slope of the edges of the cards away from horizontal)
- length of the delivery shoe 2 is reduced to enable the motor driven delivery and reading capability of the shoe in a moderate space.
- No other card delivery shoes are known to combine vertical card infeed, horizontal (or approximately horizontal +40° slope or +30° slope away from horizontal) card movement from the infeed area to the delivery area, with mechanized delivery between infeed and delivery.
- the motor drive feed from the vertical infeed also reduces the need for dealers to have to jiggle the card tray to keep cards from jamming, slipping to undesirable angles on the chutes, and otherwise having to manually adjust the infeed cards, which can lead to card spillage or exposure as well as delaying the game.
- FIG. 3 shows an alternate embodiment for internal card buffering and card moving elements of the card delivery tray 100.
- a card infeed area 102 is provided for cards 104 that sit between walls 111 and 112 on elevator or stationary plate 106 which moves vertically along path B.
- a pick-off roller 108 drives cards one-at-a-time from the bottom of the stack of cards 104 through opening 110 that is spaced to allow only one card at a time to pass through the opening 110.
- the elevator is lifted in direction B such that the opening 110 is aligned horizontally with nip area 114. Individual cards are fed into the nip area 114 of the first speed control or guide rollers 116 and then into the second set of speed control or guide rollers 118.
- the cards (one-at-a- time) passing through rollers 118 are shown to deflect against plate 120 so that cards deflect upwardly as they pass into opening 122 and will overlay any cards (not shown) in card buffer area 124.
- a second pick-off roller is shown within the buffer area 124 to drive cards one-at-a-time through opening 128.
- the individual cards are again deflected by a plate 130 to pass into guide rollers 132 that propels the cards into the delivery area (not shown) similar to the delivery area 36 in Figure 1.
- Card reading elements may be positioned at any convenient point within the card delivery tray 100 shown in Figure 3, with card reading elements 134, 136 and 140 shown as exemplary convenient locations.
- Figure 4 shows a top plan view of the dealing shoe 2 of an embodiment of the present invention.
- a flip up door 60 allows cards to be manually inserted into the card input area 4.
- the sets of pick-off rollers 10a and 10b are shown in the card input area 4.
- the position of the sensors 62, 64, 66 and 68 are shown outwardly from the sets of five brake rollers 70 and five speed up rollers 72.
- the sensors are shown in sets of two sensors, which is an optional construction and single sensors may be used.
- the dual set of sensors (as in 62 and 64) are provided with the outermost sensor 64 providing simply sensing card presence ability and the innermost sensor 62 reads the presence of card to trigger the operation of the camera card reading sensor 38 that reads at least value, and optionally rank, and suit of cards.
- the sensor 66 alternatively may be a single sensor used as a trigger to time the image sensing or card reading performed by camera 38 as well as sensing the presence of a card.
- the term camera is intended to have its broadest meaning to include any component that accepts radiation (including visible radiation, infrared, ultraviolet, etc.) and provides a signal based on variations of the radiation received.
- This can be a digital camera or an analog camera with a decoder such as a digitizer, or receiver that converts the received radiation into signals that can be analyzed with respect to image content.
- the signals may reflect either color or black-and-white information or merely measure shifts in color density and pattern.
- Area detectors, semiconductor converters, optical fiber transmitters to sensors or the like may be used. Any convenient software may be used that can convert to radiation signals to information that can identify the suit/rank of a card from the received signal.
- the term camera is not intended to be limited in the underlying nature of its function.
- Lenses may or may not be needed to focus light, mirrors may or may not be needed to direct light and additional radiation emitters (lights, bulbs, etc.) may or may not be needed to assure sufficient radiation intensity for imaging by the camera.
- additional radiation emitters lights, bulbs, etc.
- the shoe may mechanically feed the cards (one at a time) to a buffer area where one, two or more cards may be stored after removal from a card input area (before or after reading of the cards) and before delivery to a dealer accessible opening from which cards may be manually removed.
- An intermediate number of cards are positioned in a buffer zone between the input area and the removal area to increase the overall speed of card feeding with rank and/or suit reading and/or scanning to the dealer.
- Sensors indicate when the dealer accessible card delivery area is empty and cards are automatically fed from the buffer zone (and read then or earlier) one-at-a-time.
- Cards are fed into the dealer shoe as a vertical stack of face-down cards, mechanically transmitted approximately horizontally, read, and driven into a delivery area where cards can be manually removed. 6) Sensors detect when a card has been moved into a card reading area.
- Signal sensors can be used to activate the card reading components (e.g., the camera and even associated lights) so that the normal symbols on the card can be accurately read.
- the card reading components e.g., the camera and even associated lights
- a triggering mechanism can be used to set off the camera shot at an appropriate time when the card face is expected to be in the camera focal area.
- triggers can include one or more of the following, such as optical position sensors within an initial card set receiving area, an optical sensor, a nip pressure sensor (not specifically shown, but which could be within either nip roller (e.g., 16a, 16b or 17a, 17b) and the like.
- the camera is instructed to time its shot to the time when the symbol- containing corner of the card is expected to be positioned within the camera focal area.
- the card may be moving at this time and does not have to be stopped.
- the underlying function is to have some triggering in the device that will indicate with a sufficient degree of certainty when the symbol portion of a moving or moved card will be within the camera focal area.
- a light associated with the camera may also be triggered in tandem with the camera so as to extend the life of the light and reduce energy expenditure in the system.
- the shoe described above, as well as other mechanized shoes may be integrated with other components, subcomponents and systems that exist on casino tables for use with casino table games and card games.
- Such elements as bet sensors, progressive jackpot meters, play analysis systems, wagering analysis systems, player comping systems, player movement analysis systems, security systems, and the like may be provided in combination with the baccarat shoe and system described herein.
- Newer formats for providing the electronics and components may be combined with the baccarat system.
- new electronic table systems may be used in connection with a mechanized shoe to increase table productivity and to provide security features that were not available prior to this invention.
- a chipless table that includes a gaming table surface, multiple electronic player interfaces, enabling players to place electronic wagers and to input play decisions, and a game controller may be combined with the exemplary mechanized shoe to provide an integrated, highly secure semi-automatic gaming system.
- an overhead camera system with image processing capabilities is provided and is in communication with the game controller.
- the overhead camera imaging system collects data that is transmitted to the game controller and used to detect conditions that would trigger the card handling device to stop delivering cards.
- An example of a suitable overhead camera system is described in co-pending U.S. Patent Application serial number 11/558,810, filed November 10, 2006, the content of which is incorporated by reference.
- the overhead camera imaging system could be used to detect when a card has been dealt to a player position when that action was inappropriate.
- the overhead card imaging system could collect that data and the game controller would then determine that the dealer action was a condition that triggered the card handling device to stop moving cards to a delivery end of the device.
- FIG. 5 is a flow diagram for the method of the present invention, generally referred to as numeral 142.
- a Chipless Table Game System (CTGS) is provided at step 144.
- CTGS generally has a dealer station with a dealer interface and a plurality of player stations, each including an electronic player interface, such as a touch screen, and operates with purchased credits instead of casino gaming chips.
- a dealer "cashes-in" a player wishing to join the underlying table game by accepting currency or casino gaming chips and issuing credits for a player to wager with to the corresponding player account accessible to the player via the player interface.
- the player makes a wager to enter the underlying table game using the credits and also makes any other necessary or optional additional wagers to continue play via the player interface.
- the underlying table game proceeds as usual and the player plays the game.
- the dealer dispenses physical cards to the player, preferably from a card handling device equipped with card recognition and/or hand recall technology. Hand recall information is useful when the game requires a fixed number of cards dealt to each player, and the final hand is determined at the point that the hand is dealt.
- the CTGS automatically resolves the wagers by adding or subtracting credits to the corresponding player accounts as appropriate.
- the dealer cashes-out the player at step 154, by zeroing out or resetting the player account and paying the player for any winnings or balance on the account in currency or casino gaming chips, depending on casino rules and/or gaming regulations.
- the CTGS calculates the handle or number of hands dealt per shift by the dealer. This information may be downloaded from the CTGS manually or networked with the house computer system to do this automatically.
- a Chipless Gaming Table is a traditional live table game experience on a semi-automatic gaming platform that includes credit wagering and the use of physical cards.
- the system is used to monitor casino games played according to predetermined set(s) of rules, using at least one dealer.
- the Chipless Gaming Table includes a plurality of electronic player displays, and touch screen wagering interfaces, the displays flush mounted into the gaming table surface, wherein players place wagers and execute game decisions electronically on displays equipped with touch screen controls (e.g., liquid crystal diode screens, LCD screens) and/or other touch screen forms of suitable user interface technology while playing a live table game.
- touch screen controls e.g., liquid crystal diode screens, LCD screens
- the Chipless Gaming Table includes a dealer PC/game server (hereinafter "game controller"), wherein the game controller is located where it is easily accessed by the dealer, for example through a dealer interface system which may be in front of the dealer, to the side of the dealer (on or associated with the table) and/or in a chip tray.
- game controller a dealer PC/game server
- the game controller is located where it is easily accessed by the dealer, for example through a dealer interface system which may be in front of the dealer, to the side of the dealer (on or associated with the table) and/or in a chip tray.
- the game controller is operatively associated with an intelligent card handling and/or card reading device located on the table.
- the device preferably has card reading capabilities.
- the intelligent card handling device i.e., a card-reading shoe or shuffler
- card handling devices that read special card markings on cards can be used as a part of the disclosed systems, it is preferred that the intelligent card reading devices read the standard rank and/or suit markings on conventional playing cards, eliminating the need for the casino to use specially marked cards.
- the game controller is preferably programmed with the rules of the game (and optionally other games) being executed at a table, wherein the game controller receives and correlates the card information received from the card handling device with the game rules and determines a game outcome(s) based on the actual dealt card values.
- the game controller is in communication with a plurality of electronic wagering interfaces, wherein each electronic wagering interface transmits, and receives, up-dated game and wagering information as each game progresses and as each game is eventually concluded.
- players may enter game play decisions as well as wagering decisions on the player interfaces.
- One preferred embodiment of a player display for the Chipless Table features LCD touch screen technology, but plasma and/or other suitable technology may be employed as desired.
- a plurality of displays with touch screen controls are flush mounted into a gaming table surface at each player position 160 as shown in Figure 6.
- Figure 6 shows an exemplary Chipless gaming system that includes a gaming table surface 161. Embedded in the surface of the gaming table in player area 166 are flush mounted player displays 168 with touch screen interfaces 170 superimposed on the display 168. Beneath the table surface (shown in phantom) is a display controller 178. Each player position is equipped with the same equipment. Areas 180 and 182 are designated for dealer cards, community cards or any other card that is used in the game but that is not assigned to a single player. In order to allow players to cash in and cash out with chips, a chip tray 176 is provided.
- the chip tray 176 also helps to make the chipless table appear more like a standard gaming table.
- Players may cash in with chips, currency or credit.
- the dealer inputs the buy in on player display/touch screen controls 172, 174 and this information is transmitted to the game controller 176 (shown in phantom and located beneath the game play surface 161).
- a money drop slot (not shown) is provided on the table 161 to allow the dealer to easily deposit paper money bills thereinto when players purchase credits.
- Figure 7 is an exemplary player display 186 of the Chipless Gaming Table, enabling the play of blackjack and various blackjack side bets. The display 186 enables the player to input play decisions as well as wagering decisions.
- the display has a first area 188 that is used by the player, and a second and separate area 190 that is used primarily by the dealer, but can also be used by the player.
- a "Blackjack" game designation 192 appears in the dealer area 190 and is used by the player to identify the game being played on the system.
- the player area 188 includes player touch screen play controls 198, a bankroll area 196, a chip display area 194, an additional player control area 218, a game wager betting area 202 and betting areas for three optional side bets 204, 206 and 208.
- the player touches a chip in chip display area 194 then touches the chip area 202 he wishes to wager on. If the player wants to make a wager of $25.00 for example, he may touch the $5.00 denomination chip representation, then touches bet area 202 five times. Alternatively, he may touch and tap or drag the $25.00 denomination chip if available in area 194.
- the total wager is calculated and displayed on the top chip so that it is clear that the player is making a $25.00 wager.
- the top chip includes a $5.00 designation but the chip is shown as a stack that is five chips high.
- the player may make a side wager by touching a chip in the chip area 194 and then touching the side bet area 206, registering the $5.00 wager.
- the player may consult the side wager pay table by touching the "paytables" area 220 located on the additional area 218.
- the player play control area 198 of the display enables the player to input commands that are carried out by the dealer. In the game of blackjack, the player may input a "stand” 210 instruction, a "hit” 212 instruction, a "double down” 214 instruction or a "surrender” 216 instruction using play controls 198. These commands are inputted by the player via the touch screen controls to the game controller.
- those instructions are also displayed in the dealer area 190 of the display in an orientation readable by the dealer, as shown in Figure 8.
- the game controller displays the "HIT" instruction 212.
- the dealer sees the instructions and responds by taking a card out of the shoe 162 (shown in Figure 6) and delivering the card to the player that inputted the hit command.
- the controller receives a card rank and/or suit signal from the card handling device
- the controller now knows that the dealt card should be associated with the hand dealt to the player position that requested the hit card. Enabling the calling of cards or commands to "split" (not shown), "double down” 214, “hit” 212, or “stand” 210 or “surrender” 216 similarly enable the game controller to assemble hand information and associate that hand information with a particular player station 166 ( Figure 6).
- the player station can be equipped with a separate or integrated player tracking system (not shown) of known configurations that enable the game processor to associate win/loss information with a particular player.
- the dealer area 190 of the display in some embodiments is used by the dealer to input game play decisions made by the house into the system.
- area 190 could be used by the system to display the player's 7 cards and allow the dealer to assist the player in setting the hand.
- the dealer could be instructed to "SET HANDS" in area 190.
- the dealer would either touch the five cards that define the high hand or the two cards that define the low hand.
- the dealer can touch and drag cards to group them in the desired manner.
- touching the cards defining one hand rearranges the cards on the display into set hands. The player must then arrange the physical cards to match the dealer instructions.
- the touch screen is further enabled to allow the dealer to touch and drag cards from hand to hand, in the event that the dealer determines that the dealer's setting of the hand does not comply with the "house way.”
- the text is preferably inverted such that the information can be understood by the dealer.
- the dealer area 190 is used to provide information to the player, the information is preferably oriented so that the player can readily understand the information.
- a separation line In one exemplary form of the invention,
- An essential feature of the player display 186 is a continuous touch screen control panel overlay, or control panel.
- the overlay preferably extends over the entire surface of the display.
- the display may be pressure sensitive, heat sensitive, moisture sensitive, conductive or use any other known technologies to input decisions.
- the touch screen controls cover only a portion of the display.
- the touch screen controls are configured to provide the player with controls to make wagers, input game play decisions, clear bets, repeat bets, to rebet a same amount, and to obtain information on how to play the game.
- the "paytables" button 220 activates a screen as shown in Figure 9 that displays the side bet pay tables 224, 226 and 228.
- the pay tables show the predetermined card combinations that win a payout and corresponding payout odds, payout amounts, or progressive meter portions.
- the "rebet” button 230 allows a player to make the same size wager as made in the previous hand.
- the "clear bets” button 232 resets the display so that the player can make a new wager.
- a "help” button 234 is also provided to change the screen (not shown) and to provide a summary of the game rules, etc.
- the information displayed on the player display screen 168 has a bankroll area 196 that displays the total number of credits the player has available for play. This amount includes the value of the chips in the player chip display area 194.
- a preferred method of practice of the present technology is for both the dealer and player areas 190 and 188 to be provided with picture-in-picture technology, whether in analog or digital format.
- Circuitry and processing support systems enabling this picture-in-picture format and picture-on-picture format are known in the video monitor and electronic imaging art, such as in Published U.S. Patent
- Displaying the player's total card count in area 236 is possible when a chipless table is used in connection with a card-reading shoe, card-reading shuffler or other card reading device such as an overhead camera imaging system.
- the card information is sent to the game processor and the data is used by the game processor to calculate a total card count which, in the illustrated example, is equal to
- the game processor calculates the hand count and transmits the count to the processor 178 associated with the player display 168 ( Figure 6).
- the game processor further instructs the display to display the count in area 236.
- the card hand total may optionally be presented on a communal player screen 165a facing the players and optionally on the pit screen 165b ( Figure 6).
- the player controls are in the form of buttons and switches. Although it is not necessary to provide touch screen controls at the player or dealer stations, this type of user input is desirable because it can be reconfigured through reprogramming and no hardware components must be changed out to reprogram the system to administer different games.
- a dealer screen 172 is located in the chip tray 176 and touch screen controls 174 are overlaid on the dealer screen (as shown in Figure 6).
- the dealer screen 172 may be used for a number of important functions. For example, the dealer controls are used to assign buy-in credits to player stations. Bets can be locked out by touching a "deal" field on the dealer's screen. To commence play, the dealer removes the first card from the shoe 162. In one embodiment, once the first card is dealt, a plurality of new fields appear on each player's touch screen.
- the dealer screen 172 may be configured to display each player's wagers, each player's cards, each player's total hand count or any other game play information worthy of display.
- the blended system is understood to be a system that is not fully master-slave (where a single dominant computer) gives orders/commands to a slave subordinate computer or processor or purely input system (e.g., buttons only, cash input, and information signals only, without substantive commands being sent, and the like), nor is it a completely or substantially coequal system (peer-to-peer) where data processing and commands may be performed by multiple systems (multiple computers) with defined regions of control and authority.
- peer-to-peer data processing and commands may be performed by multiple systems (multiple computers) with defined regions of control and authority.
- Each of the player displays 168 has a processor 178 (shown in phantom) and a touch screen control surface 170. There is also a game controller 176
- each individual player processor 178 whose location at the table system 160 is relatively unimportant, but which must be in direct (hardwired or wireless or networked) communication with each individual player processor 178 and a card reading and/or delivery system 162 from which playing cards are supplied, with at least the rank/count (and preferably also suit) of individual cards known as the cards are removed (for example, one-at-a- time) and delivered to player positions and/or the dealer position.
- the card delivery system 162 is in communication with controller 176 by wired or wireless communication methods.
- the individual processors 178 could also be in communication link with the game controller 176 by wireless or hardwired connections. Communication is not limited to electronic or electrical signals, but may include optical signals, audio signals, magnetic transmission or the like.
- the individual player position processors 178 are preferably graphics processors and not full content CPUs as a cost saving, space saving, and efficiency benefit. With the reduced capacity in the processor as compared to a CPU, there is actually reduced likelihood of tampering and fraudulent input.
- the individual components provided for functionality at each position are not limited to specific manufacturers of formats, but may be used according to general performance requirements. It is not even necessary that identical computing formats (MAC, PC, Linux, etc.) be used throughout the system, as long as there is an appropriate I/O communication link and language/format conversion between components. Further discussion of the nature of the various components, including definitions therefore, will be helpful.
- Flash memory (sometimes called “flash RAM”) is a type of constantly powered nonvolatile memory that can be erased and reprogrammed in units of memory called blocks. It is a variation of electrically erasable programmable readonly memory (EPROM) that, unlike flash memory, is erased and rewritten at the byte level, which is slower than flash memory updating. Flash memory is often used to hold control code such as the basic input/output system (BIOS) in a personal computer. When BIOS needs to be changed (rewritten), the flash memory can be written to in block (rather than byte) sizes, making it easy to update. On the other hand, flash memory is not useful as random access memory (RAM) because RAM needs to be addressable at the byte (not the block) level.
- BIOS basic input/output system
- Flash memory gets its name because the microchip is organized so that a section of memory cells are erased in a single action or "flash.” The erasure is caused by Fowler-Nordheim tunneling in which electrons pierce through a thin dielectric material to remove an electronic charge from a floating gate associated with each memory cell. Intel offers a form of flash memory that holds two bits (rather than one) in each memory cell, thus doubling the capacity of memory without a corresponding increase in price. Flash memory is non- volatile computer memory that can be electrically erased and reprogrammed.
- USB flash drives thumb drives, handy drive, memory stick, flash stick, jump drive, currency sensors, optical sensors, credit entry, and other signal generation
- EEPROM Electrical Erasable Programmable Read-Only Memory
- Flash memory has also gained popularity in the game console market, where it is often used instead of EEPROMs or battery-powered SRAM for game save data.
- non- volatile means that it does not need power to maintain the information stored in the chip.
- flash memory offers fast read access times (although not as fast as volatile DRAM memory used for main memory in PCs) and better kinetic shock resistance than hard disks. These characteristics explain the popularity of flash memory in portable devices.
- Another feature of flash memory is that when packaged in a "memory card", it is enormously durable, being able to withstand intense pressure, extremes of temperature, and immersion in water.
- EEPROM electrically erasable in small blocks, typically bytes. Because erase cycles are slow, the large block sizes used in flash memory erasing give it a significant speed advantage over old-style EEPROM when writing large amounts of data.
- Non- volatile memory nonvolatile memory
- nonvolatile memory is computer memory that can retain the stored information even when not powered.
- Examples of non- volatile memory include read-only memory (ROMP, flash memory, most types of magnetic computer storage devices (e.g. hard disks, floppy disk drives, and magnetic tape), and optical disc drives.
- Non-volatile memory is typically used for the task of secondary storage, or long-term persistent storage.
- RAM random access memory
- Flash memory may also be provided in chips, field- programmable gated arrays (FPGAs), ASICs and Magnetic RAM (MRAM). The latter would allow for computers that could be turned on and off almost instantly, bypassing the slow start-up and shutdown sequence.
- the "Chipless Table” format and architecture described herein comprises generic concepts and specific disclosure of components and subcomponents useful in the practice of the present technology. It should be appreciated at all times that equivalents, alternatives and additional components, functions and processes may be used within the system without deviating from the enabled and claimed technology of this invention.
- the semi-automatic gaming platform preferably is reconfigurable so that different games can be played. If the platform is being reconfigured from a "shoe” game to a "shuffler” game, shoe 162 ( Figure 6) must be replaced with a shuffler or if the game is hand pitched, with an overhead camera imaging system.
- Communication Interfaces may be client-server, master-slave, peer-to-peer and blended systems, with different relationships among the various processors and PCUs as designed into the system.
- any allowable may be used as the communication standards, with FTP or HTTP standards being the most common and acceptable, but not exclusive, formats used.
- the computers and processors used may include a display and a number of input buttons, or touch screen functions, and combinations of these with wired or wireless communication links to enable the player to initiate actions or make responses as required during the game.
- the player's hand is displayed face up on the screen as it is dealt and the house hand may be shown face down on the screen.
- Touch “buttons” can be provided on the screen in addition to or instead of the physical buttons.
- one or more of the players can be located in separate locations, and the player terminals or hand-held devices or player screens in rooms can be connected to the controller via communication links (e.g., hardwired or wireless).
- Standard protocols, software, hardware and processor languages may be used in these communication links, without any known limitation.
- APL APL; awk; Basic; C; C++; Cobol; Delphi; Eiffel; Euphoria; Forth; Fortran; HTML;
- Display screens may be segment display screens, analog display screens, digital display screens, CRTs, LED screens, Plasma screens, liquid crystal diode screens, and the like.
- the game of blackjack will be used in the following examples.
- the dealer pulls cards, one at a time from the delivery shoe and provides each player with two cards, face up that define initial or partial hands.
- the dealer deals himself a two card hand, one card face up.
- Play begins with player 1.
- Player 1 holds a two card 11 and inputs a "hit" command.
- the dealer removes a card from the shoe and delivers it to player 1, face up.
- the point total is now 13.
- the dealer deals the player another card, face up.
- the system knows that the hit card was dealt in error, because no cards were called for.
- the game controller senses the condition and instructs the card moving system to cease card delivery.
- An error message appears on the dealer area of the player display as well as on the dealer display.
- the dealer has asked Player 2 if he wants a hit card.
- Player 2 inputs a command for a hit card.
- the hit card command does not register because the misdeal condition at player position 1 has not been resolved.
- the dealer is required to go back to player 1 and resolve that hand.
- the dealer calls the pit boss and explains that a card was dealt prior to a request for a card. After the pit boss issues instructions to resolve the error, the dealer must reset the system so that card movement resumes.
- EXAMPLE 2 Dealing Cards Face Up instead of Face Down.
- the dealer deals two cards face down to the first player, and two cards face up to the second player.
- the second player immediately complains that his cards were revealed to the other player.
- an overhead imaging system senses that the cards were erroneously dealt face up, and the game controller instructs the card handling device to cease moving cards.
- the dealer calls the pit boss, and when the play error is resolved, the dealer inputs a "reset" command into the dealer interface, which enables the card handling device to resume moving cards to a delivery end.
- dealer misdeals include: dealing a card when the player or the rules of the game do not require a card; the dealer dealing a card to the wrong player, a dealer dealing a card to a common area; and dealing a card face-up where the player is entitled to receive the card face-down.
- the mechanized shoe of the present invention is controlled by a processor that includes the game rules. Dealers deal between four and six cards in one round. The rules of the game determine whether or not a third card is drawn, and since the cards are read, the game rules determine whether four, five or six cards are to be drawn. The game outcome is determined by applying the game rules to the cards as they are read.
- the game rules reside on a processor internal to the shoe. In other embodiments the game rules reside on an external computer that communicates with the processor internal to the shoe.
- the dealer inadvertently pulls out 6 cards when the game rules require that five cards are used.
- the processor recognizes this predetermined condition as an "overdraw" error and issues an alarm.
- the player hand and banker hand are displayed on the shoe display, viewable only by the dealer, to assist the dealer in setting the hand.
- the card that is left is the card that was overdrawn.
- the overdrawn card is also displayed and identified by the processor as the overdrawn card. The overdrawn card at this point has most likely been revealed to the players, so the dealer calls the floor supervisor or pit boss who inputs a "burn" command into a touch screen control on the display and the dealer discards the excess card.
- the floor supervisor may instead instruct the dealer to use the card as part of the next hand.
- the floor supervisor may input this decision on the touch screen display by touching the "use" button on the touch screen control. It one preferred example of the invention, a burn/use option appears on the user display each time a card is drawn in error.
- the display provides a burn/use option even when no card draw error is detected. If, for example the house adopts a procedure to burn a first card prior to dealing each hand of baccarat, the dealer may select the
- “burn” option in which case that card is not used to determine game play outcome.
- This option may be implemented in software, hardware or software and hardware. When the option is implemented using hardware, physical “burn” and/or “use” switches or buttons may be provided. When the option is implemented in software, the “burn” and/or “use” commands may be entered by the dealer (or pit boss) via the touch screen control on the dealer display at the rear of the shoe. This same feature may be provided on a card-reading shuffler of the type that provides for delivery of hands, partial hands or individual cards.
- exemplary systems of the present invention issue an alarm indicating that the card is invalid or unknown, triggering the system to stop card movement until the error is cleared.
- This type of alarm might also be sent to the pit boss or to the control center to initiate an investigation of how the card was placed in the shoe and might also focus the "eye in the sky" cameras on the table. For instance, if the shoe initially holds eight decks of cards, when the ninth Ace of Spades is drawn, an error indicating an invalid card was drawn issues. Or, if a different brand of cards with slightly different rank and suit graphics is read, an alarm might issue. If the cards have special markings and one card lacks those markings, an alarm might issue.
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Abstract
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EP09826558.0A EP2365847B1 (en) | 2008-11-14 | 2009-10-30 | Card reading shoe with card stop feature and systems utilizing the same |
ZA2011/03573A ZA201103573B (en) | 2008-11-14 | 2011-05-16 | Card reading shoe with card stop feature and systems utilizing the same |
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US6676127B2 (en) | 1997-03-13 | 2004-01-13 | Shuffle Master, Inc. | Collating and sorting apparatus |
US6254096B1 (en) | 1998-04-15 | 2001-07-03 | Shuffle Master, Inc. | Device and method for continuously shuffling cards |
US6655684B2 (en) | 1998-04-15 | 2003-12-02 | Shuffle Master, Inc. | Device and method for forming and delivering hands from randomly arranged decks of playing cards |
US8511684B2 (en) * | 2004-10-04 | 2013-08-20 | Shfl Entertainment, Inc. | Card-reading shoe with inventory correction feature and methods of correcting inventory |
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-
2008
- 2008-11-14 US US12/291,909 patent/US8490973B2/en not_active Expired - Fee Related
-
2009
- 2009-10-30 EP EP09826558.0A patent/EP2365847B1/en not_active Not-in-force
- 2009-10-30 MY MYPI2011001768A patent/MY155798A/en unknown
- 2009-10-30 AU AU2009314315A patent/AU2009314315B2/en not_active Ceased
- 2009-10-30 WO PCT/US2009/062855 patent/WO2010056554A1/en active Application Filing
- 2009-10-30 CA CA2741376A patent/CA2741376A1/en not_active Abandoned
- 2009-10-30 KR KR1020117010857A patent/KR20110086561A/en not_active Application Discontinuation
- 2009-11-13 TW TW98138699A patent/TWI468209B/en not_active IP Right Cessation
- 2009-11-13 CN CN200910223613.0A patent/CN101804251B/en not_active Expired - Fee Related
-
2011
- 2011-02-01 HK HK11101053.9A patent/HK1146916A1/en not_active IP Right Cessation
- 2011-05-16 ZA ZA2011/03573A patent/ZA201103573B/en unknown
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Also Published As
Publication number | Publication date |
---|---|
KR20110086561A (en) | 2011-07-28 |
TW201023945A (en) | 2010-07-01 |
CA2741376A1 (en) | 2010-05-20 |
AU2009314315B2 (en) | 2015-05-21 |
EP2365847B1 (en) | 2017-09-06 |
TWI468209B (en) | 2015-01-11 |
AU2009314315A1 (en) | 2010-05-20 |
HK1146916A1 (en) | 2011-07-22 |
CN101804251B (en) | 2015-05-20 |
EP2365847A4 (en) | 2014-12-10 |
ZA201103573B (en) | 2012-01-25 |
US8490973B2 (en) | 2013-07-23 |
MY155798A (en) | 2015-11-30 |
CN101804251A (en) | 2010-08-18 |
EP2365847A1 (en) | 2011-09-21 |
US20090140492A1 (en) | 2009-06-04 |
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