Electronic table game with sub-games and adjustable game speed

By setting decision-making cycles and providing sub-game icons in electronic card games, the problem of unadjustable game pace was solved, resulting in a faster game pace and higher game efficiency, thus improving player experience and venue revenue.

CN122070161APending Publication Date: 2026-05-19INTERBLOCK DOO
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
INTERBLOCK DOO
Filing Date
2024-05-10
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

The existing electronic card games cannot dynamically adjust the game pace according to the player's skill level, which limits the game pace for advanced players and fails to meet their demand for faster gameplay.

Method used

By receiving game value selections through a graphical user interface, setting decision cycle time, and providing multiple independently selectable sub-game icons, players can adjust the game decision time window during card game events, achieving a faster game pace.

Benefits of technology

It increases the excitement and satisfaction of advanced players, enabling them to play more games within a given time period and increasing the revenue of gaming venues.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a system and method for real game and video stream switching. Various embodiments may receive a game value selection to initiate a first game value in a first execution instance of a card game event. The graphical user interface may provide a virtual game area and a plurality of sub-game icons associated with a card game event. A decision cycle time may be set for the duration of the game event. The decision cycle time defines a time window for making game decisions during execution instances of the card game event. In some examples, a second decision cycle time may be set to define a time window for playing the game between execution instances of the card game event.
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Description

Cross-references to related applications

[0001] This application claims the benefits under section 119(e) of Title 35 of the United States Code, with priority derived from U.S. Provisional Patent Application No. 63 / 506,312, filed June 5, 2023, and U.S. Patent Application No. 18 / 532,612, filed December 7, 2023, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This disclosure generally pertains to the field of gaming, particularly electronic card games, but is not limited thereto. Background Technology

[0003] Typically, card games follow a standardized set of rules. These standardized rules include rules regarding hand operations and player contributions. In recent years, video card games have become increasingly popular. Video card games (also known as electronic card games) can run on standalone gaming devices or client devices (such as computers or similar devices) that communicate with a server via a network or the internet. Typically, video card games are played against a dealer, and the dealing of cards from a virtual deck and a virtual dealer is controlled by one or more computers.

[0004] In such video games, the game pace is typically preset and predefined by the computer or game system running the game. For example, the operation window, card drawing rate, graphics, visual effects, and other game animations may all occupy a predetermined duration. The time limit for certain actions (such as game decisions) may be set according to the average player or the general player base.

[0005] Advanced and casual gamers familiar with video games may expect a faster pace. These players are typically more familiar with various controls and make decisions much faster than beginners or casual players. A faster game speed allows players to play more games within a given timeframe. Summary of the Invention

[0006] This document discusses systems and methods for playing games on video gaming devices. Such embodiments may include: receiving a game value selection via a graphical user interface (GUI) to initiate a first game value in a first execution instance of a card game event; providing a plurality of sub-game icons on the GUI surrounding a virtual game area associated with the card game event, wherein each sub-game icon is individually selectable, wherein selecting a first sub-game icon initiates a second game value selection for a second game value of the first sub-game icon; setting a decision cycle time for the duration of the card game event, wherein the decision cycle time defines a time window for making game decisions during the execution instance of the card game event, and wherein the decision cycle time is adjustable by player input on the GUI prior to the start of the card game event; and initiating the first execution instance of the card game event.

[0007] These and other features will become clearer when read in conjunction with the accompanying drawings and claims in the following detailed description. This summary is intended to present some concepts in a simplified form, which will be further described in the detailed description below. This summary is not intended to identify key or essential features of the claimed subject matter, nor is it intended to limit the scope of the claimed subject matter. Attached Figure Description

[0008] Figure 1 This is an exemplary electronic card game system according to an embodiment.

[0009] Figure 2 An example graphical user interface (“GUI”) of a card game system according to an embodiment is shown.

[0010] Figure 3 This is a top view of the game scene in the stadium configuration according to the embodiment.

[0011] Figure 4 A dealer-assisted multiplayer game system according to an embodiment is shown.

[0012] Figure 5 This is a flowchart of game value operation according to an embodiment.

[0013] Figure 6 This is a schematic diagram representing an exemplary block diagram of a general-purpose computer system, and aspects or parts thereof of the methods and systems disclosed herein may be incorporated into a general-purpose computer system. Detailed Implementation

[0014] This disclosure describes specific embodiments and their detailed construction and operation. The embodiments described herein are for illustrative purposes only and are not intended to limit. Those skilled in the art will recognize, based on the teachings herein, that there are various alternatives to the exemplary embodiments described herein. In particular, it should be noted that other embodiments of the invention exist, modifications can be made to the embodiments described herein, and equivalent alternatives may exist for the components, parts, or steps constituting the embodiments. For the sake of clarity and brevity, certain aspects of components or steps in some embodiments are not described in excessive detail—this approach is adopted when such details are obvious to those skilled in the art based on the teachings herein, and / or when such details may obscure the understanding of more critical aspects of the embodiments.

[0015] This document discloses methods, systems, and computer-readable storage media for providing game value systems and methods for electronic card games. Various embodiments enable the implementation of various subgame options on a graphical user interface. A decision cycle time can also be set for the duration of card game events. The decision cycle time can define a time window for taking actions, playing subgames, deciding how to play a hand (e.g., drawing, stopping, doubling, etc.), and making other game decisions related to card game events.

[0016] Advanced and casual players are typically familiar with game options, pace, and other game mechanics. Decision cycle time limits the time available for making game decisions and can decrease game pace, speed, and player excitement and satisfaction. A faster game pace allows for more games to be played within a given timeframe, benefiting the game owner or venue.

[0017] Figure 1 An exemplary card game system 100 is illustrated. Such a game system can be a standalone game station, such as an electronic tabletop game that offers card games and optionally other games. Game system 100 may include a display 120 and a player control device 110 for performing game and other card game operations. Display 120 may provide a graphical user interface as described herein for displaying card hands, game options, game value information, event information, player history, player account information, and any information among various game information. In some examples, display 120 may be a touchscreen on which a user can select various game operations. Player control device may include one or more buttons for performing the operations of the options provided on display 120.

[0018] Although Figure 1A game station is shown, but those skilled in the art will understand that a card game system may include a single game station or any number of game stations. For example, a real game system may include one game station, two game stations, ten game stations, and so on. In one embodiment, game system 100 may not include any game stations. For example, real game system 100 may serve one or more remote client or user devices that are not physically adjacent to game system 100. In one embodiment, card game system 100 may serve both local and remote game stations simultaneously. Furthermore, although a card game machine is illustrated, any type of electronic game machine may be used, including general-purpose cabinets that offer other games, and game systems such as reel systems, dice entertainment systems, and card systems, for example, for entertainment games such as poker, card games, and pai gow.

[0019] According to different embodiments, the card game consists of an operation window associated with a game cycle. A game cycle can be one round of card games, and the operation window includes an operation open time and an operation close time. The operation open time represents the point in time when the operation window transitions from a closed state to an open state. After the operation open time, the operation window is in the open state, allowing the player to place one or more game values ​​in the associated game cycle. In embodiments, when the operation window is in the open state, the player is allowed to place one or more subgames or game values ​​on top of at least one additional chance game.

[0020] The operation closing time refers to the point in time when the operation window transitions from an open state to a closed state. After the operation closing time, the operation window remains closed, and players are no longer allowed to perform any actions during the associated game cycle. In this embodiment, the operation closing time is earlier than the card drawing time. In this embodiment, the operation closing time can be adjusted according to the decision cycle time described herein.

[0021] During operation, the electronic game machine, including the card game machine 110, utilizes one or more random number generators to control various mechanical aspects of the game, including card drawing. The one or more random number generators are used to enhance the randomness of events constituting the game. Enhancing the randomness of events constituting the game reduces the likelihood of predictable game outcomes. For example, the random number generator can determine the timing of card drawing or various events in a real-time card game.

[0022] The central display screen 120 is configured to present information related to the real card game operated by the gaming system 100 to players and other customers in the gaming venue. This information may be presented in a visual format, an auditory format, or a combination of both. The information presented by the central display screen 120 may include: information about individual results from previous game cycles, the status of the current operation window associated with the gaming system 100, statistics about previous game cycles, the operational status of the gaming system 100, cumulative game values ​​associated with the gaming system and / or card game events, etc. In an embodiment, the central display screen 120 is further configured to display advertising media to players and other customers in the gaming venue.

[0023] Figure 2 The diagram most clearly illustrates that the game site can present a graphical user interface (“GUI”) 200, enabling players to participate in a real card game operated by the game system 100. For example, the GUI 200 can display account information 210 to the player, indicating the maximum remaining game value the player can use to participate in the real card game. In this embodiment, players can deposit game tickets, game tokens, etc., into the game system 100 to increase their maximum remaining game value.

[0024] GUI 200 can also display an electronic representation of the core operating area 220 (or layout) in a real card game operated by game system 100, or provide corresponding electronic representations for other types of games. Players can contribute game value in one or more hands of card games. For example... Figure 2 As shown, players can play three hands simultaneously, but each hand is played independently. Players can place one or more virtual game chips 230 in the first virtual game area 220 within a regular real card game (where the player and dealer each receive two cards, and both sides try to get as close to the cards as possible by stopping or drawing cards according to standard rules). For example, a player can place virtual game chips 230 on the operation area 235 of the virtual game area 220. After placing virtual game chips 230 in the operation area 235, players can also enter one or more sub-game areas to play by placing virtual game chips 230 on one or more sub-game icons 240 surrounding the operation area 235.

[0025] The number and type of sub-games offered to players may vary. For example... Figure 2As shown, the regular card game has just ended, during which players participated in several sub-games. Sub-game 241 is shown as winning, with odds of 2-1. Sub-game 241 is a "flush" sub-game, the goal of which is for the player who puts in game value to have their first two dealt cards of the same suit. If the suits are different, the sub-game is lost. These sub-games do not affect the basic strategy of the card game. Players can select the corresponding icon through menu 245 to learn about the rules of each sub-game. In other words, each sub-game, although based on the game cards (i.e., using the same cards), is independent of the main game.

[0026] Players can also select the "All In" button 250 to input game value onto all sub-game icons 240. For example... Figure 2 As shown, since the original design is applicable to different embodiments, the symbol "game coins" is used to represent the game value invested. When the "All In" button is selected, the amount of virtual game chips 230 on each sub-game icon 240 will be based on the minimum game value button 255 set for the card game. The minimum game value 255 can be preset when the game system 100 is installed, at which time the minimum game value button 255 is in an inactive state. Alternatively, the minimum game value can be selected by the player, for example, by pressing the minimum game value button 255 to input different minimum game values, as long as the minimum game value entered by the player is higher than the preset minimum game value. In some examples, when the player plays a multi-hand game, each hand can be configured with a different sub-game.

[0027] The game value update area 260 of GUI 200 can also display information about the player's current game value investment in the real card game operated by the game system 100. The recent history area 280 can display information about the last game value invested and the last game value won. Players can also view information about the game value won by the player through previous games via menu 245 by selecting the Win button 290. In an embodiment, the game value update area 260 can also display information about the cumulative game value invested and / or won during the current session. In an embodiment, a banner can also display information about the cumulative game value invested and / or won over a predetermined time period (e.g., hour, day, month, year, lifetime, etc.).

[0028] GUI 200 can also display a status update area 295, providing players with information about the current game cycle of the real card game operated by game system 100. For example, status update area 295 can notify players that the operation window associated with the current game cycle is open. The operation window remains open between the operation open time and the operation close time. As long as the operation window remains open, players can freely participate in the real card game of the current game cycle. When the operation close time arrives, the operation window associated with the current game cycle changes from open to closed. Status update area 295 can notify players that the operation window associated with the current game cycle is closed. For example... Figure 2 As shown, the status update area 295 is presented as a button labeled "Speed" with three arrows, each indicating a time period. Two arrows are solid, and one is not. This could indicate that two time periods have passed and one time period remains, or conversely, that one time period has passed and two time periods remain. During this period, the operation window associated with the current game cycle remains open.

[0029] The historical dealer hand data area 296 of the GUI 200 provides players with information about the dealer's results in previous game cycles of a real card game. For example, the historical data area 296 can display a sequence of consecutive dealer results in previous game cycles. Figure 2 As shown, the dealer's most recent hand was a bust, followed by cards, bust, bust, bust, 17 points, bust, bust, bust, 17 points, bust, etc. You can select the arrow to view more historical information. As another example, historical data area 296 can display statistics about previous game cycles. Statistics may include a percentage of a predetermined number of previous game cycles, etc. In some examples, historical information may be hidden, such as in a side banner, providing additional information when the historical information area is opened.

[0030] Figure 3 A real tabletop game set up in a stadium-style layout is shown. Although the real game table 310 is shown as a card game table, it can provide a platform for various games, including but not limited to dice games, roulette games, card games, and other entertainment games, as well as various real-time operable reel machines, where players physically operate the equipment in a physical environment while remotely controlling the game process. This real tabletop game can be combined with one or more game stations 340, and / or combined with the information provided herein. Figure 1 and Figure 2Examples of any gaming systems discussed. The gaming area 300 may include any part or all of the physical gaming table 310 and gaming station 340. Live video of the gaming table 310 may be streamed to a player's device, such as a remote player device (e.g., a smartphone, tablet, computer, etc.) or gaming station 340. In some examples, input at the player's device and / or gaming station may adjust the perspective of the table 310, such as enabling a close-up or magnified view, focusing on a specific area of ​​the table (e.g., player position 306), focusing on other objects within the gaming area 300, or adjusting the field of view.

[0031] In one example, the real game table 310 is a typical card game table with a layout displayed, on which a dealer 304 can draw cards. The dealer 304 may be located at one end of the table opposite the real player 308. According to different embodiments, the progress of the game on table 302 may be reflected on the game station 340 or the player's device. The screen 322 of the game station or player's device may reflect the progress of the real game on table 310 and / or its outcome. The player 324 may interact with the game station 340 or player's device and play or provide control input based on real-time game settings.

[0032] In some examples, player 324 at game station 340 can participate in one or more hands of the game dealt at game table 310. This allows for more games to be played at a given table without increasing the number of dealers 304 or extending the duration of dealers 304's work at game table 310. Game table 310 may have an open position 306. The open position may be used by live players or may not be used. In some examples, games at the open position may be played at one or more game stations 340.

[0033] In some examples, screen 322 or the player device is an interactive touchscreen and can provide one or more game displays. The game displays may be associated with a physical game table 310. Screen 322 or the player device may also provide game information independent of the game process at the table 310.

[0034] In other examples, the games may include live dealer 304 and electronic board games within a gaming area. Similar to... Figure 3 As shown in the layout, live events can occur in the game area (e.g., table 310) for players at the game stations to view. As described herein, events occurring in the game area can be played, viewed, or otherwise interacted with at each game station. In some cases, live events may be live dealers, card draws, dice rolls, roulette wheels, or other live actions.

[0035] In some examples, one or more peripheral devices may connect to the user's device to enhance the gaming experience. For example, a button (such as a "Quick Card Draw" button) may connect to the user's device, allowing the player to initiate a specific game event by activating the button. Depending on the gaming site and / or game type, other types of peripheral devices may also be applicable. In some examples, the peripheral device may connect via Universal Serial Bus (USB). In another example, a card reader may connect to the user's device, enabling the user to add game points, log in or access membership programs, discounts, free-point games, etc.

[0036] The gaming experience and interactions on the player's device can occur in real time, providing a realistic gaming experience. This also allows remote players or others who cannot directly play on the gaming site to participate. Remote control of gaming sites through any of the technologies discussed in this article enables more players to access them. In addition to improving game access, these technologies also provide diversity in how games are played, which can potentially increase player interest, entertainment, and engagement. Such improvements can further benefit gaming venues, as more players can access and play remotely, and the number of gaming sites that are not operational at any given time may decrease.

[0037] Figure 4 Another example of a card game system is provided: a real electronic board game 400. Multiple independent game stations 100 can each provide a graphical user interface on which card games are played. A human dealer 420 can deal cards in real time and assist players during game events. The human dealer can use one or more peripheral devices 440 (such as a dealer GUI, microphone, controller, or other items) to manage the game process. In some examples, the human dealer 420 can control one or more features related to the game process, such as decision cycle time, displays on player stations, etc.

[0038] In different configurations, game value actions, subgames, and other game decisions can be entered by player 430 on their respective game station 100. The electronic game table 400 provides players with options to connect virtual game value wallets, bind player accounts, and / or add virtual game values. As described herein, players can customize their game setup experience to engage in multiple hands, enter subgames, check their accounts, set decision cycle times, etc.

[0039] The Real ETG setup provides a realistic solitaire experience with a live dealer and physical cards, while automating one or more aspects of operations and game value settlement. Automation reduces the skill level required for dealers to operate the table and ensures more accurate game value distribution. This can also speed up the game pace, increase the number of games played per hour, and generate more revenue for the game operator—since the dealer only needs to deal cards and collect them at the end of the execution instance, without having to manage the game value chips on the table. This setup further appeals to players familiar with the game's on-site solitaire interface, while also catering to players of all skill levels who crave a realistic gaming experience. The interface allows for personalized group experiences, unique to both traditional real-world solitaire and virtual solitaire games.

[0040] Figure 5 Flowcharts of real-world game operations are provided based on various aspects. These operations can be performed via one or more computing devices, including processors and memory. Various technologies may utilize one or more cameras, user devices (such as mobile phones, smartphones, PCs, gaming devices, etc.), gaming stations (e.g., electronic tabletop games), or applications running on user devices or other computing devices. In some examples, the user device may include a downloadable application that provides access to the camera and gaming station and manages one or more of the operations described herein. In some examples, the application may communicate with one or more remote computing devices, servers, databases, and computing elements to manage communication and operations between different devices.

[0041] Step 510: Various aspects can receive game value selections at the graphical user interface. The graphical user interface can be similar to a combination of... Figure 2 Examples for discussion. For instance, multiple operating areas may be provided, each associated with a separate card game playable during at least one execution instance of a card game event.

[0042] The game value selection can indicate the number of hands in the first execution instance (e.g., one, two, three, or more hands), the game value, etc. In different examples, the game value selection can update the remaining game value displayed in the graphical user interface. The game value selection can be displayed in numerical or symbolic form (e.g., as virtual game chips).

[0043] Step 520: Various parties can initiate the first game value in the first execution instance of the card game event. The first game value can be deducted from the player's virtual game value wallet and / or from the displayed remaining game value in the account. If a player is playing multiple hands simultaneously, the first game value can be applied to any or all hands being played in the first execution instance.

[0044] Step 530: Various aspects can provide multiple sub-game icons on the graphical user interface, surrounding a virtual game area associated with a card game event. In some examples, such as... Figure 2 As shown, each subgame has its own icon, and the subgame icon at least partially surrounds the virtual control area. If there are multiple control areas (e.g., when multiple hands are played simultaneously), each control area can provide a unique set of subgame icons to indicate the subgames available for that hand.

[0045] Some implementations may provide a "Play All" button, which, when selected by a player, initiates a game value for all possible subgames in the one or more hands being played in the first execution instance. In some examples, the game value for all possible subgames is the lowest available game value. Selecting any subgame icon initiates a second game value selection for a second game value.

[0046] Subgames may include one or more of the following: Burst Subgame, C3 Subgame, Lucky A Subgame, Lucky Lady Subgame, Lucky-Lucky Subgame, Match Subgame, A-2 Subgame, Poker 3 Subgame, KK Subgame, JJ Subgame, QQ Subgame, Pair Subgame, Flush Subgame, 19+ Subgame, and 7 Subgame.

[0047] Step 540: Various aspects can set a decision cycle time for the duration of a card game event. In different embodiments, the decision cycle time defines a time window for making game decisions during an execution instance of a card game event. Game decisions can be decisions made by a player regarding a given hand of cards, such as drawing, standing, doubling, splitting, etc. In another example, a second decision cycle time defines a time window for playing the game between execution instances of a card game event. Game value inputs, subgames, actions, and other game setting changes must be completed within the given time window.

[0048] In some examples, one or two decision cycle times are adjustable via player input on the graphical user interface. In some embodiments, one or two decision cycle times are adjustable before the start of a card game event. In another example, one or two decision cycle times are adjustable after the first execution instance of a card game event.

[0049] In another example, the aspects may further include: initiating a time window for the decision cycle after the first execution instance completes, and setting a game value for a second execution instance of the card game event after the time window expires. The game value of the second execution instance corresponds to a game value selection received during the time window. When no game value selection is received during the time window, the game value of the second execution instance corresponds to a default game value. For example, the default game value is equal to the first game value. In other examples, the default game value may be more or less than the first game value.

[0050] In various embodiments, the total time window for the decision cycle may be less than five seconds, less than ten seconds, less than thirty seconds, and less than sixty seconds. In embodiments, the decision cycle time may be divided into different time periods based on the overall time window. The game value selection associated with one or more subgames may be: 0.5, 1, 2, 5, 10, 25, 50, and 100 units of game value. In embodiments, when the "Play All" button is selected, the minimum game value selection for all subgames is preset. In embodiments, players can increase the minimum game value selection from the preset amount to a larger amount.

[0051] Step 550: The first execution instance of a card game event can be initiated from various aspects. As described herein, card game events can be conducted virtually, realistically, or a combination of both. A real dealer can manage one or more aspects of the card game event (such as dealing cards). Game value inputs, subgames, and other game decisions can be performed virtually on the graphical user interface of a game system (such as a standalone game site). Game values ​​can be settled in a similar manner.

[0052] As will be discussed later in this article Figure 5 The order of each step can be adjusted, allowing the order of sub-game option settings and decision cycle time settings to be adjusted and / or occur at different times.

[0053] This disclosure describes specific embodiments and their detailed construction and operation. The embodiments described herein are illustrative only and are not intended to be limiting. Those skilled in the art will recognize from the teachings herein that various equivalent solutions exist instead of the exemplary embodiments described herein. In particular, it should be noted that other possible embodiments exist besides those described herein, variations can be made to existing embodiments, and equivalent alternatives may exist for components, parts, or steps constituting existing embodiments. For the sake of clarity and brevity, certain aspects of components or steps in some embodiments have not been described in excessive detail—such details should be obvious to those skilled in the art based on the content described herein, and excessive detail may obscure the understanding of more critical aspects of the embodiments.

[0054] The aforementioned technology can be implemented on computing devices associated with gaming devices (e.g., roulette machines running a real roulette game), multiple computing devices associated with multiple gaming devices, controllers communicating with gaming devices (e.g., controllers configured to synchronize gaming devices), or multiple controllers communicating with gaming devices. Furthermore, the technology can be distributed between computing devices and controllers. Figure 6 An exemplary block diagram of a computing system is shown, which includes hardware modules, software modules, and combinations thereof, and can be implemented as a computing device and / or a server.

[0055] In a basic configuration, the computing system may include at least a processor, system memory, storage devices, input / output peripherals, communication peripherals, and an interface bus. Instructions stored in memory can be executed by the processor to implement various methods and operations, including, as described above, roulette wheel speed adjustment and result detection optimization. The computing system components may reside in the gaming device, in a server or other component on a network, or be distributed among certain combinations of such devices.

[0056] The interface bus is configured to communicate, transmit, and transfer data, control, and commands between various components of an electronic device. System memory and storage devices include computer-readable storage media such as RAM, ROM, EEPROM, hard disk drives, CD-ROMs, optical storage devices, magnetic storage devices, flash memory, and other tangible storage media. Any such computer-readable storage medium may be configured to store instructions or program code embodying various aspects of this disclosure. Additionally, system memory includes the operating system and application programs. The processor is configured to execute the stored instructions and may include, for example, a logic processing unit, a microprocessor, a digital signal processor, etc.

[0057] System memory and storage devices may also include computer-readable signal media. Computer-readable signal media may include propagating data signals carrying computer-readable program code. Such propagating signals may take any of a variety of forms, including but not limited to electromagnetic, optical, or any combination thereof. Computer-readable signal media can be any computer-readable medium other than a non-computer-readable storage medium, capable of transmitting, propagating, or carrying a program for a computing system.

[0058] In addition, input / output peripherals include user interfaces (such as keyboards, screens, microphones, speakers, and other input / output devices), computing components (such as digital-to-analog converters and analog-to-digital converters, graphics processing units, serial ports, parallel ports), and a universal serial bus. Input / output peripherals may also include various sensors, such as light sensors, proximity sensors, GPS sensors, magnetic field sensors, altitude sensors, speed / accelerometer sensors, RSSI sensors, distance sensors, and other types of sensors. Input / output peripherals can be connected to the processor via any port connected to the interface bus.

[0059] The user interface can be configured to allow users of the computing system to interact with it. For example, the computing system may include instructions that, when executed, cause the computing system to generate a user interface and perform other methods and operations that users can use to provide input to the computing system and receive output from it.

[0060] The user interface can be presented as a graphical user interface, rendered on a screen and incorporating audio transmitted from speakers and microphones, as well as input received from a keyboard. In one embodiment, the user interface can be generated locally on the computing system. In another embodiment, the user interface can be hosted on a remote computing system and displayed on that system. For example, a server can generate the user interface and transmit relevant information to a computing device, which then presents the user interface to the user. For example, the computing device can run a browser or application that accesses the user interface hosted on the server using an application programming interface (API) exposed by the server.

[0061] Finally, the communication peripherals of the computing system are configured to facilitate communication between the computing system and other computing systems (e.g., between computing devices and servers) via a communication network. These communication peripherals include, for example, network interface controllers, modems, various modulators / demodulators and encoders / decoders, wireless and wired interface cards, antennas, etc.

[0062] A communication network includes any type of network suitable for providing communication between a computing device and a server, and may include a combination of independent networks using different technologies. For example, a communication network includes cellular networks, Wi-Fi / broadband networks, local area networks (LANs), wide area networks (WANs), telephone networks, fiber optic networks, or combinations thereof. In an example embodiment, the communication network includes the Internet and any network suitable for communicating with the Internet. A communication network may also be configured as a means of transmitting data between a computing device and a server.

[0063] The above-described techniques can be implemented by code modules executed by one or more computers or computer processors, and can be fully or partially automated by such code modules. The code modules can be stored on any type of non-transitory computer-readable medium or computer storage device, such as hard disk drives, solid-state drives, optical discs, etc. The processes and algorithms can be implemented, partially or entirely, in dedicated circuitry. The disclosed processes and the results of the process steps can be persistently or otherwise stored in any type of non-transitory computer storage medium, such as volatile or non-volatile memory.

[0064] A method for playing a game on a video game device, the method comprising: receiving a game value selection via a graphical user interface (GUI) to initiate a first game value in a first execution instance of a card game event; providing a plurality of sub-game icons on the GUI surrounding a virtual game area associated with the card game event, wherein each sub-game icon is individually selectable, wherein selecting a first sub-game icon initiates a second game value selection for a second game value of the first sub-game icon, and wherein each sub-game is based on but independent of the card game event; setting a decision cycle time for the duration of the card game event, wherein the decision cycle time defines a time window for making a game decision during the execution instance of the card game event, and wherein the decision cycle time is adjustable by player input on the GUI prior to the start of the card game event; and initiating the first execution instance of the card game event.

[0065] In one embodiment, the method further includes: providing an icon on the GUI, wherein when the icon is selected, a game value is initiated for all sub-games of the first execution instance.

[0066] In this embodiment, the game value is the lowest available game value.

[0067] In one embodiment, the method further includes providing a plurality of operating areas on the GUI, wherein each operating area is associated with a single card hand that is playable during at least one execution instance of a card game event.

[0068] In this embodiment, the plurality of operating areas are three operating areas.

[0069] In the embodiment, the method further includes: initiating a time window for the decision cycle after the first execution instance is completed; and setting a game value for a second execution instance of the card game event after the time window expires, wherein the game value of the second execution instance corresponds to the game value selection received during the time window, and wherein, when no game value selection is received during the time window, the game value of the second execution instance corresponds to the default game value.

[0070] In this embodiment, the default game value is equal to the first game value.

[0071] In the embodiment, it further includes: adjusting the decision cycle time after the first execution instance of the card game event.

[0072] In one embodiment, the method further includes setting a second decision cycle time, which defines a time window for playing the game between execution instances of a card game event.

[0073] In an embodiment, the game decision is at least one of the following: draw a card, stop, double up, and split the hand.

[0074] In one embodiment, an electronic gaming system includes: a player station including a graphical user interface; a processor; and a memory storing instructions that, when executed by the processor, cause the processor to: receive a game value selection via the graphical user interface (GUI) to initiate a first game value in a first execution instance of a card game event; provide, on the GUI, a plurality of sub-game icons surrounding a virtual game area associated with the card game event, wherein each sub-game icon is individually selectable, wherein selecting a first sub-game icon initiates a second game value selection for a second game value for the first sub-game icon, and wherein each sub-game is based on but independent of the card game event; set a decision cycle time for the duration of the card game event, wherein the decision cycle time defines a time window for making game decisions during an execution instance of the card game event, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and initiate the first execution instance of the card game event.

[0075] In an embodiment, the game decision is at least one of the following: draw a card, stop, double up, and split the hand.

[0076] In the embodiments, the time window for the decision cycle time is one or more of the following: less than five seconds, less than ten seconds, less than thirty seconds, and less than sixty seconds.

[0077] In this embodiment, the game value selection is one or more of the following: 0.5, 1, 2, 5, 10, 25, 50, and 100 units of game value.

[0078] In one embodiment, it further includes a peripheral device configured to receive player input.

[0079] In this embodiment, the card game event reflects the cards dealt by a live dealer.

[0080] In one embodiment, the method further includes instructions for setting a second decision cycle time, which defines a time window for playing the game between execution instances of a card game event.

[0081] In an embodiment, a non-transitory computer-readable storage medium is included, on which instructions are stored to cause a computing device to at least: receive a game value selection via a graphical user interface (GUI) to initiate a first game value in a first execution instance of a card game event; on the GUI, provide a plurality of sub-game icons surrounding a virtual game area associated with the card game event, wherein each sub-game icon is individually selectable, wherein selecting a first sub-game icon initiates a second game value selection for a second game value of the first sub-game icon, and wherein each sub-game is based on but independent of the card game event; set a decision cycle time for the duration of the card game event, wherein the decision cycle time defines a time window for making game decisions during the execution instance of the card game event, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and initiate the first execution instance of the card game event.

[0082] In one embodiment, the game decision involves playing a hand of card games.

[0083] As described above, the various features and processes described herein can be used independently of each other or combined in various ways. All possible combinations and sub-combinations are intended to be included within the scope of this disclosure. Additionally, certain method or process steps may be omitted in some implementations. The methods and processes described herein are not limited to any particular order, and the steps or states associated with them may be performed in other suitable orders. For example, the steps or states may be performed in an order different from that specifically disclosed, or multiple blocks or states may be combined in a single step or state. Exemplary steps or states may be performed sequentially, in parallel, or in some other manner. Specific modules or states may be added or removed from the disclosed exemplary embodiments. The exemplary systems and components described herein may be configured in ways different from those described. For example, elements may be added, removed, or rearranged compared to the disclosed exemplary embodiments.

[0084] The conditional language used herein (such as "may," "possibly," "perhaps," "for example," etc.), unless explicitly stated otherwise or understood in the context of its use, is generally intended to convey certain features, elements, and / or steps included in some embodiments but not in others. Therefore, such conditional language is not generally intended to imply that certain features, elements, and / or steps are any necessary conditions for one or more embodiments, nor does it mean that one or more embodiments necessarily include logic for determining (whether or not the author has entered or prompted) whether such features, elements, and / or steps are included or should be performed in any particular embodiment. The terms "comprising," "including," "having," etc., are synonyms and are inclusive expressions with open-ended meanings, not excluding other elements, features, actions, operations, etc. Similarly, the term "or" is used in its inclusive meaning (rather than its exclusive meaning), and therefore, when used to connect a series of elements, the term "or" indicates one, some, or all of the elements in the list.

[0085] This disclosure describes specific embodiments and their detailed construction and operation. The embodiments described herein are illustrative only and not intended to be limiting. Those skilled in the art will recognize from the teachings herein that a series of equivalent solutions may exist based on the exemplary embodiments described herein. In particular, it should be noted that other possible implementations exist besides the existing embodiments; variations may be made to the existing embodiments; and equivalent alternatives may exist for the components, parts, or steps constituting the existing embodiments. For the sake of clarity and brevity, certain aspects of components or steps in some embodiments have not been described in excessive detail—such details are obvious to those skilled in the art based on the content described herein and / or may obscure the understanding of more critical aspects of the embodiments.

[0086] The terminology and descriptions used above are for illustrative purposes only and are not intended to be limiting. Those skilled in the art will recognize that many other changes, enhancements, and modifications can be made to the concepts described herein without departing from the fundamental principles of the invention. Therefore, the scope of the invention should be determined only by the following claims and their equivalents. Claims (as amended under Article 19 of the Treaty) 1. A method for playing a game on a video game device, the method comprising: Receive game value selection via graphical user interface (GUI) to initiate the first game value in the first execution instance of the card game event; On the GUI, multiple sub-game icons are provided around a virtual game area associated with a card game event, wherein each sub-game icon is individually selectable, wherein selecting the first sub-game icon initiates a second game value selection for the second game value of the first sub-game icon, and wherein each sub-game is based on but independent of the card game event; A decision cycle time is set for the duration of a card game event, wherein the decision cycle time defines the time window during the execution instance of the card game event to make a game decision, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and The first execution instance of the card game initiation event. 2. The method according to claim 1, further comprising: providing an icon on the GUI, wherein when the icon is selected, a game value is started for all sub-games of the first execution instance. 3. The method according to claim 2, wherein the game value is the lowest available game value. 4. The method of claim 3, wherein the minimum available game value can be adjusted to a higher value by player input. 5. The method of claim 1, further comprising: Multiple action areas are provided on the GUI, each of which is associated with a single card hand that is playable during at least one execution instance of a card game event. 6. The method according to claim 5, wherein the plurality of operating regions are three operating regions. 7. The method of claim 1, further comprising: The time window for initiating the decision cycle time is completed after the first execution instance; and Set the game value for the second execution instance of the card game event after the time window expires. Wherein, the game value of the second execution instance corresponds to the game value selection received during the time window, and, When no game value selection is received during the time window, the game value of the second execution instance corresponds to the default game value. 8. The method of claim 7, wherein the default game value is equal to the first game value. 9. The method of claim 1, further comprising: Adjust the decision cycle time after the first execution instance of the card game event. 10. The method of claim 1, further comprising: setting a second decision cycle time, the second decision cycle time defining a time window for playing the game between execution instances of a card game event. 11. The method of claim 1, wherein the game decision is at least one of the following: drawing a card, stopping, doubling, and splitting a hand. 12. A video game system, comprising: A real game table where the dealer can deal and collect cards; The player station includes a graphical user interface and connects to a real game table; Processor; and A memory that stores instructions, which, when executed by the processor, enable the processor to: Receive game value selection via graphical user interface (GUI) to initiate the first game value in the first execution instance of the card game event; On the GUI, multiple sub-game icons are provided around a virtual game area associated with a card game event, wherein each sub-game icon is individually selectable, wherein selecting the first sub-game icon initiates a second game value selection for the second game value of the first sub-game icon, and wherein each sub-game is based on the card game event but independent of the card game event; A decision cycle time is set for the duration of a card game event, wherein the decision cycle time defines the time window during the execution instance of the card game event to make a game decision, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and The first execution instance of the card game event is initiated based on the decision cycle and when the dealer deals the cards at the actual game table. 13. The electronic game system of claim 12, wherein the game decision is at least one of the following: drawing a card, stopping, doubling, and splitting a hand of cards. 14. The electronic game system according to claim 12, wherein the sub-games include one or more of the following: a bomb sub-game, a C3 sub-game, a lucky A sub-game, a lucky lady sub-game, a lucky-lucky sub-game, a matching sub-game, an A-2 sub-game, a poker 3 sub-game, a KK sub-game, a JJ sub-game, a QQ sub-game, a pair sub-game, a flush sub-game, a 19+ sub-game, and a 7 sub-game. 15. The electronic game system according to claim 12, wherein the time window for the decision cycle time is one or more of the following: less than five seconds, less than ten seconds, less than thirty seconds, and less than sixty seconds. 16. The electronic game system according to claim 12, wherein the game value selection is one or more of the following: 0.5, 1, 2, 5, 10, 25, 50 and 100 units of game value. 17. The electronic game system of claim 12, further comprising: a peripheral device configured to receive player input. 18. The electronic game system of claim 12, wherein the card game event reflects cards dealt by a live dealer. 19. The electronic game system of claim 12, further comprising instructions for setting a second decision cycle time, the second decision cycle time defining a time window for playing the game between execution instances of a card game event. 20. A non-transitory computer-readable storage medium having instructions stored thereon, the instructions causing a computing device to at least: Receive game value selection via graphical user interface (GUI) to initiate the first game value in the first execution instance of the card game event; On the GUI, multiple sub-game icons are provided around a virtual game area associated with a card game event, wherein each sub-game icon is individually selectable, wherein selecting the first sub-game icon initiates a second game value selection for the second game value of the first sub-game icon, wherein each sub-game is based on but independent of the card game event, and wherein the first game value and the second game value are associated with the same player; A decision cycle time is set for the duration of a card game event, wherein the decision cycle time defines the time window during the execution instance of the card game event to make a game decision, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and The first execution instance of the card game initiation event. 21. The non-transitory computer-readable storage medium of claim 20, wherein the game decision relates to playing a card game.

Claims

1. A method for playing a game on a video game device, the method comprising: Receive game value selection via graphical user interface (GUI) to initiate the first game value in the first execution instance of the card game event; On the GUI, multiple sub-game icons are provided around a virtual game area associated with a card game event, wherein each sub-game icon is individually selectable, wherein selecting the first sub-game icon initiates a second game value selection for the second game value of the first sub-game icon, and wherein each sub-game is based on but independent of the card game event; A decision cycle time is set for the duration of a card game event, wherein the decision cycle time defines the time window during the execution instance of the card game event to make a game decision, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and The first execution instance of the card game initiation event.

2. The method according to claim 1, further comprising: Provide an icon on the GUI; when the icon is selected, the game value is launched for all subgames of the first execution instance.

3. The method according to claim 2, wherein, The game value mentioned is the minimum available game value.

4. The method according to claim 3, wherein, The minimum available game value can be adjusted to a higher value through player input.

5. The method of claim 1, further comprising: Multiple action areas are provided on the GUI, each of which is associated with a single card hand that is playable during at least one execution instance of a card game event.

6. The method according to claim 5, wherein, The multiple operating areas are three operating areas.

7. The method of claim 1, further comprising: The time window for initiating the decision cycle time is started after the first execution instance is completed; as well as Set the game value for the second execution instance of the card game event after the time window expires. Wherein, the game value of the second execution instance corresponds to the game value selection received during the time window, and, When no game value selection is received during the time window, the game value of the second execution instance corresponds to the default game value.

8. The method according to claim 7, wherein, The default game value is equal to the first game value.

9. The method of claim 1, further comprising: Adjust the decision cycle time after the first execution instance of the card game event.

10. The method of claim 1, further comprising: A second decision cycle time is set, which defines the time window for playing the game between each execution instance of a card game event.

11. The method according to claim 1, wherein, Game decisions include at least one of the following: draw, stop, double up, and split your hand.

12. A video game system, comprising: A real game table where the dealer can deal and collect cards; The player station includes a graphical user interface and connects to a real game table; processor; as well as A memory that stores instructions, which, when executed by the processor, enable the processor to: Receive game value selection via graphical user interface (GUI) to initiate the first game value in the first execution instance of the card game event; On the GUI, multiple sub-game icons are provided around a virtual game area associated with a card game event, wherein each sub-game icon is individually selectable, wherein selecting the first sub-game icon initiates a second game value selection for the second game value of the first sub-game icon, and wherein each sub-game is based on the card game event but independent of the card game event; A decision cycle time is set for the duration of a card game event, wherein the decision cycle time defines the time window during the execution instance of the card game event to make a game decision, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and The first execution instance of the card game event is initiated based on the decision cycle and when the dealer deals the cards at the actual game table.

13. The card game system according to claim 12, wherein, Game decisions include at least one of the following: draw, stop, double up, and split your hand.

14. The card game system according to claim 12, wherein, Subgames include one or more of the following: Burst Card Subgame, C3 Subgame, Lucky A Subgame, Lucky Lady Subgame, Lucky-Lucky Subgame, Match Subgame, A-2 Subgame, Poker 3 Subgame, KK Subgame, JJ Subgame, QQ Subgame, Pair Subgame, Flush Subgame, 19+ Subgame, and 7 Subgame.

15. The card game system according to claim 12, wherein, The time window for the decision cycle is one or more of the following: less than five seconds, less than ten seconds, less than thirty seconds, and less than sixty seconds.

16. The card game system according to claim 12, wherein, The game value can be one or more of the following: 0.5, 1, 2, 5, 10, 25, 50, and 100 units.

17. The card game system according to claim 12, further comprising: Peripheral devices are configured to receive player input.

18. The card game system according to claim 12, wherein, The card game incident reflects cards dealt by a live dealer.

19. The card game system of claim 12, further comprising instructions for setting a second decision cycle time, the second decision cycle time defining a time window for playing the game between execution instances of a card game event.

20. A non-transitory computer-readable storage medium having instructions stored thereon, the instructions causing a computing device to at least: Receive game value selection via graphical user interface (GUI) to initiate the first game value in the first execution instance of the card game event; On the GUI, multiple sub-game icons are provided around a virtual game area associated with card game events, among which, Each subgame icon is selectable individually, wherein selecting the first subgame icon initiates the selection of a second game value for the second game value of the first subgame icon, wherein each subgame is based on but independent of the card game event, and wherein the first game value and the second game value are associated with the same player; A decision cycle time is set for the duration of a card game event, wherein the decision cycle time defines the time window during the execution instance of the card game event to make a game decision, and wherein the decision cycle time is adjustable by player input on the GUI before the card game event begins; and The first execution instance of the card game initiation event.

21. The non-transitory computer-readable storage medium according to claim 20, wherein, Game decisions involve playing a hand of card games.