Fantasy gaming

The method and apparatus facilitate group-based gaming by determining player groups based on shared characteristics and matching players for competitive gaming, enhancing player interaction and competition through dynamic prize allocation.

JP2025124833APending Publication Date: 2025-08-26CFPH LLC
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Patent Information

Application Number
JP2025093284
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2013-03-07
Filing Date
2025-06-04
Publication Date
2025-08-26

AI Technical Summary

Technical Problem

Existing gaming systems fail to effectively facilitate group-based competitions among players with shared characteristics, such as location or affiliation, and do not adequately address the dynamics of rivalries and interactions within these groups.

Method used

A method and apparatus that determine player groups based on shared characteristics, such as location or affiliation, and match players within these groups for competitive gaming, with mechanisms for determining winners and allocating prizes, including buyout proposals and sponsorship options.

Benefits of technology

Enables dynamic and engaging group-based gaming experiences by leveraging shared player characteristics, enhancing player interaction and competition, and providing flexible prize allocation mechanisms.

✦ Generated by Eureka AI based on patent content.

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Abstract

To permit a game based on a player's action in a sports event.SOLUTION: Multiple users are divided into two groups, fantasy sport games between teams by teams selected from the respective groups are matched, and users of the respective groups select a real player from the respective teams, progress a fantasy sport game on the basis of data showing the performance of a selected real player, and determine a winner.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] Cross-reference to previous applications This application claims the benefit of U.S. Patent Application No. 13 / 788,412, filed March 7, 2013.

[0002] Some embodiments relate to sporting events, games based on player actions at live sporting events, other types of events and / or other types of games. [Background technology]

[0003] Gaming may involve betting an amount of money on whether an event will occur or not. Fantasy sports may include one or more games related to events occurring in real sports games. Summary of the Invention [Problem to be solved by the invention]

[0004] The present invention is directed to solving the problems of the background art. [Means for solving the problem]

[0005] The following should be understood as embodiments rather than claims.

[0006] A. A method comprising: determining, by a computing device, a first player group to which a first player belongs; determining, by a computing device, a second player group to which a second player belongs; determining, by a computing device, that the first player may play a game against the second player based on the first group and the second group being rival groups, wherein the first player may not play the game against other members of the first group; matching, by a computing device, the first player and a second player to play the game; and determining, by a computing device, a winner of the game.

[0007] A.1. The method of claim A, including determining that a first player belongs to a first group based on the first player's location. A.2. The method of claim A, including determining that a first player belongs to a first group based on characteristics of the first player. A.2.1. The method of claim A.2, wherein the characteristics include at least one of: the first player is a fan of a first team, the first player is a student at a first school, the first player is an alumnus of the first school, the first player is a patron of a first commercial entity, the first player resides in a first location, and the first player is of a first gender. A.3. The method of claim A, wherein the game comprises a fantasy sports game. A.4. The method of claim A, including the steps of: requiring a first player to select at least one member of a first fantasy sports team for the game from a first set of players specific to a first group; and requiring a second player to select at least one member of a second fantasy sports team for the game from a second set of players specific to a second group. A.5. The method of claim A, wherein determining a first group includes assigning a first player to a first group without a request from the first player to be assigned to the first group. A.6. The method of claim A, including forming a first group, wherein the first group is defined to include players having a specific first characteristic. A.6.1. The method of claim A.6, wherein forming a first group includes forming a first group in response to a request from a sponsor of the first group to form a group defined by the first characteristic.

[0008] A.7. The method of claim A, including determining the outcome of a plurality of other games, each between a member of a first group and a member of a second group. A.7.1. The method of claim A.7, including determining the outcome of a group game based on the outcome of the game and the plurality of other games. A.7.1.1. The method of claim A.7.1, wherein the first group wins the group game if the total number of games won by members of the first group from the first game and the plurality of other games exceeds the total number of games won by members of the second group from the first game and the second game. A.7.1.2. The method of claim A.7.1.1, wherein the group that wins the group game is based on the total number of points earned by players in the first group across the first game and the plurality of other games compared to the total number of points earned by players in the second group across the first game and the plurality of other games. A.7.1.3. The method of claim A.7.1, including allocating a prize to the group that wins the group game. A.7.1.3.1. The method of claim A.7.1.3, wherein the step of allocating the prize includes making payments to the account of each player in the group that won the group game. A.7.1.3.2. The method of claim A.7.1.3, wherein the step of allocating the prize includes making payments to the account of a sponsor of the group that won the group game. A.7.1.3.2.1. The method of claim A.7.1.3.2, wherein the sponsor is not a player in the group that won the group game. A.7.1.3.2.2. The method of claim A.7.1.3.2, wherein the sponsor includes a charity selected by a player in the group that won the group game.

[0009] A.8. The method of claim A, wherein the game includes a fantasy game based on a real tournament, in which players in the tournament are eliminated as the tournament progresses and are not replaced within the fantasy game based on the tournament, thereby preventing some members of each fantasy team in the game from earning points after being eliminated from the tournament. A.9. The method of claim A, including the step of facilitating a buyout proposal by a first player to a second player during play of a first game. A.9.1. The method of claim A.9, including the steps of receiving from the first player an indication of an amount to be awarded to the second player if the second player accepts the buyout; and presenting the amount to the second player in an offer to end the game. A.9.1.1. The method of claim A.9.1, including the steps of receiving an acceptance of the offer; and, in response to receiving the acceptance, awarding the amount to the second player and awarding a second amount to the first player, wherein the second amount comprises subtracting the amount from a prize pool amount for the game. A.10. The method of claim A, including presenting the first player with the option of offering the game Double Glaze to the second player before the start of the game. A.11. The method of claim A, including receiving from at least one of the first player and the second player a selection of statistics related to real-world events that will be used in scoring the game. A.12. The method of claim A, wherein the first player accesses the game through a gaming operator that determines the outcome of the game, and the second player accesses the game through a service provider that provides at least one of white-labeled access to the game and over-the-counter access to the game.

[0010] B. An apparatus comprising: a computing device; and a non-transitory medium having a plurality of instructions recorded thereon, the plurality of instructions, when executed by the computing device, causing the apparatus to: determine a first player group to which a first player belongs; determine a second player group to which a second player belongs; determine, based on the first group and the second group being rival groups, that the first player may play a game against the second player, where the first player may not play the game against other members of the first group; match the first player and second player to play the game; and determine a winner of the game.

[0011] Any of the exemplary embodiments described above may be combined in any manner. [Brief explanation of the drawings]

[0012] [Figure 1] FIG. 1 illustrates an apparatus for playing games, according to some embodiments. [Figure 2] FIG. 2 illustrates an exemplary fantasy sports system according to some embodiments. [Figure 3] FIG. 3 illustrates an exemplary process that may be implemented in some embodiments. [Figure 4] FIG. 4 illustrates an exemplary process that may be implemented in some embodiments. DETAILED DESCRIPTION OF THE INVENTION

[0013] I. Illustrative Embodiments Colloquially, gaming is also referred to as wagering; however, embodiments are not limited to the legal definition of gambling, which is limited to games of chance, and may include mind sports, fantasy games, games of chance, and / or any other type of game; therefore, when discussing some embodiments, the term "gaming" may be used rather than the term "gambling." Gaming may involve betting an amount of money on the occurrence of some event. Such betting may be skill- and / or risk-based, bookmaker-based and / or pari-mutuel, and / or may take any desired form. Gaming may include paying a fee to participate in a contest based on the occurrence of an event. Winners of such a contest may be awarded a prize (e.g., money based on the total amount of the contest entry fee). "Wagering" may be used herein to refer to skill- or risk-based gaming as described above and should not be understood as limited to either type of gaming unless otherwise specified. Gaming may include betting, betting, wagering money, paying a fee to enter a contest, and / or any other desired form of gaming. The various embodiments may be applied to any type of gaming in any combination and / or configuration.

[0014] Fantasy Gaming Examples In some embodiments, a gaming operator may facilitate game play among multiple players. In some embodiments, the game may be a fantasy game. It should be understood that the embodiments are not limited to fantasy games, and examples are provided in a non-limiting manner with respect to fantasy games. Furthermore, the embodiments may include any fantasy or non-fantasy game or event that is subject to gambling, as desired. U.S. Patent Application Nos. 61 / 479,539, 12 / 605,826, 13 / 160,746, and 61 / 668,245 are hereby incorporated by reference into this application. Some exemplary fantasy games and / or gambling that may be used in some embodiments are described in these references. Further examples of fantasy games are described herein. These examples are provided by way of non-limiting example only. The various features discussed may be combined with any fantasy game in any manner or combination.

[0015] While various examples are provided with respect to a popular variation of fantasy events, namely fantasy sports, it should be understood that various embodiments may include any fantasy event. In some embodiments, fantasy sports may provide participants with a way to fulfill roles similar to those of a coach and / or general manager. In some embodiments, participants may be given the ability to draft, create, trade, disband, and / or otherwise manage their fantasy teams.

[0016] The events, participants, and / or team members to which a fantasy event may relate may include any desired events, participants, and / or team members. For example, events may include political events (e.g., elections), sporting events (e.g., football, baseball, basketball, hockey, soccer, rugby, golf, tennis, auto racing, animal racing), competitions (poker, exams, slinging, tree growing), other events, etc. For example, participants and / or team members may include politicians, human players, animal participants, robots, natural phenomena, trees, physical objects, etc. It should be understood that fantasy event competitions may be based on any type of activity. For example, a fantasy competition may be based on an activity in which participants in the fantasy competition compete indirectly based on observations or statistics regarding some underlying activity (e.g., wind speed, elections, tree growing, baseball, etc.).

[0017] A fantasy team for an activity may include one or more members, each corresponding to one or more real-life and / or active participants in the activity. For example, a fantasy team for a sport may include one or more players of that sport. The players may include active players in a league for the real sport. The players may include active league players from one or more real-life sports leagues.

[0018] In some embodiments, the members of a team may include portions of a real-life team. For example, in some embodiments, portions of a team may be selected for a fantasy team in addition to and / or instead of specific members of the team being selected for the fantasy team. For example, the defensive team of a football team may be selected for a fantasy team regardless of the actual members of the defensive team. Thus, the scoring of such a team may be related to the actions and / or performance of the entire defensive team rather than a single member of the defensive team.

[0019] In some embodiments, fantasy team members may include any entity associated with a real team that is not an actual player on the real team. For example, in some embodiments, fans of a team may be part of the fantasy team, the head coach of the real team may be part of the fantasy team, and / or any other non-player associated with the real team may be part of the fantasy team. A gaming operator may use actions and / or statistics associated with such non-player members to score a fantasy team with such non-player members. For example, fans may be awarded points based on their attendance, the noise they generate, and / or any other measurable characteristic. A head coach may be awarded points based on the use of timeouts, the novelty and / or number of different plays, etc. It should be understood that any non-player may be used, and any type of information may be used to determine the points earned by such non-players. A gaming operator may receive such information and convert it into points assigned to the fantasy team.

[0020] In some embodiments, a participant in a fantasy sports game may select members to form a fantasy team for a sport. In some embodiments, a participant may select, or "draft," currently active real-world players to form the fantasy team. Thus, a fantasy team for a sport may include multiple members, each corresponding to a player in the sport. In some embodiments, the members selected for a fantasy team may include a group of players (e.g., the defense of a particular football team may be a member of the fantasy team, the outfield of a particular baseball team may be a member of the fantasy team, etc.) and / or a group of non-players (e.g., fans, head coaches).

[0021] In some embodiments, multiple participants may form a fantasy league and select players for the fantasy league. Each player in the league may pay a fee to join the league. This fee may be pooled by a gaming operator for use in paying prizes, booked as wagers by the gaming operator, and / or paid as a fee to the gaming operator. A fantasy league is also called a fantasy game, and participants who win in the league may receive some kind of prize money (e.g., from the gaming operator, from a pooled fund held by the gaming operator, based on the fee paid to join the league, etc.). For example, in a fantasy football league, multiple (e.g., two) league participants may each select one or more (e.g., five) professional football players for their fantasy team and pay a fee (e.g., $10) to be part of the league. Based on the performance of the selected players in real-life sporting events, participants may earn points within the fantasy sports league, a winner may be determined, and the winner may be paid a prize (e.g., $20 minus a certain rake taken by the gaming operator).

[0022] It should be understood that the form of betting and / or the relationship between the parties and / or gaming operator for such a game may take any form. Terms such as "forming a game" are used broadly to refer to any such form. For example, a wager may be established directly between two participants, a separate contractual obligation may be established between the gaming operator and each participant, a pari-mutuel pool may be established in which money may be deposited, a book of bets may be formed in which money may be deposited, and / or any desired method of forming a game may be used. In some embodiments, to form a game, each participant in the game may pay a contest entry fee to participate in a contest. Such fees may be pooled together and used to pay winners. A data structure may record information related to the formed game and / or other information about the gamer and / or the game.

[0023] In some embodiments, a central authority (e.g., a gaming operator) may establish and / or enforce rules for fantasy sports games. Such a central authority may include a casino, a server, a house, a bookmaker, a website, and / or any other desired gaming operator. Such a central authority may also be referred to as a commissioner and / or a treasury. In some embodiments, multiple entities (e.g., one treasury and one commissioner) may function as separate parts of such a central authority. In some embodiments, the central authority may be configured to determine game outcomes, accept bets, adjust balances, receive money, determine whether game conditions have been met, establish leagues, maintain accounts, pay winners, perform methods to facilitate the functionality described herein, etc. The central authority may include one or more computing devices (e.g., a server, a processor, a mobile device, etc.) configured to perform one or more actions to facilitate gaming.

[0024] One example of a game that may be used in some embodiments may include Cantor5 (or Cantor (any number)), offered by CantorGaming and / or CantorDataServices. In such games, leagues may be published (e.g., by players and / or operators). A league may have any number of users (e.g., two, five, ten, etc.), with some non-limiting examples relating to two-person leagues. If a league is full (e.g., the maximum number of players has joined), the league may be closed and games may be formed between players who have joined the league. Thus, for example, a user may wish to play a $50 Cantor5 game and may create a two-person Cantor5 league with a $50 buy-in (e.g., bet amount, contest entry fee) by entering information through the website. A second user may view the created league through the website and may join the league. At this point, both players may participate in the $50 game. Cantor may take a portion of the buy-ins for providing fantasy services and use the remainder of the buy-ins to pay prizes to winners of the games. Cantor may pool these buy-ins into a pool that may be used to provide any prizes to winners.

[0025] At some point before the start of the game and / or at some other closure trigger, each player may be required to select members for their fantasy team. Members may be selected in any manner (e.g., round robin, independently, etc.). In some embodiments, each player may independently select their team so that one player's team does not influence another player's team and so that each player can have somewhat or completely identical players on their team. A gaming operator (e.g., Cantor) may set an expected point total for each team (based on the performance history of each player on the team). To set such expected point totals, Cantor may intentionally bias the numbers to encourage players to select higher-performing players. Based on the set expected values ​​of each team, a spread may be created between the two teams. For example, if Team A is expected to earn 95 points and Team B is expected to earn 97 points, a two-point spread may be created between the teams. The winner of the game may be determined based on actual game play; thus, for example, if Team B wins by more than two points, Team B is declared the winner because it overcame the spread.

[0026] In some embodiments, a system may be configured to provide fantasy sports contest-related information to one or more participants. The fantasy sports contest-related information may include any suitable information related to one or more fantasy sports contests. For example, the fantasy sports contest-related information may include information regarding one or more rosters of a participant, a participant's ranking in one or more fantasy sports contests, a point record associated with a participant in one or more fantasy sports contests, information regarding the number of trades a participant may make, information regarding the amount of fantasy money a participant has available to sign players for a roster, information regarding deadlines for making trades or performing any other suitable tasks related to one or more fantasy sports contests, the results of fantasy games, and / or any other suitable information.

[0027] In some embodiments, a system may be configured to provide one or more participants with information about one or more real games, including information about real athletes (e.g., names, statistics, etc.), real sports leagues (e.g., game schedules, standings, etc.), real sports events (e.g., baseball games, golf tournaments, tennis matches, etc.), sports arenas, weather information, sports commentary, or any other suitable information related to real sports or events.

[0028] In some embodiments, various types of fantasy games may be played. For example, in some embodiments, a person-versus-person type game may be played. A person-versus-person type game may involve a participant competing against one or more participants (e.g., another player, a casino, or other gaming operator) within a game (e.g., over a week, over a season, etc.). In some embodiments, the fantasy team that accumulates the most points within the game period based on their performance in the actual game may win the game. As another example, in some embodiments, a "rotisserie league" game may be played. In such a game, participants associated with each fantasy team compile a win-loss record by competing person-versus-person against each other team in the league. Winners in such a system may be determined based on the performance of active real athletes in the actual game. It should be understood that in various embodiments, any desired game type and / or scoring system may be used.

[0029] In some embodiments, playoff-type games may be played. For example, participants may play one or more games during a fantasy game's regular season, which may or may not correspond to the regular season of the underlying sport. In some embodiments, participants may be eliminated during the regular season. Participants may earn points and / or wins during the regular season. The participant remaining at a point in a game with the most points and / or wins at that point in the game may qualify for a playoff-type game. Playoff games may be the same as and / or different from "regular season" games. For example, participants may select members for their playoff team and participate in playoff games using their selected fantasy team. Playoff wins may be greater than regular season wins. Players that may be selected may be limited to players participating in the playoffs of the underlying game. Various rules regarding budget, identity, and / or scoring may be used for playoff games.

[0030] One or more games may include user-specific achievements. For example, a group of players (e.g., one-on-one, pool, rotisserie league, etc.) may play a group game. Each player may identify an achievement and a team. The team may win if it achieves the achievement. Each player on the winning team may be declared the winner of the game. The gaming operator may set certain features that determine how money is shared based on the difficulty of achieving the achievement (e.g., players with more difficult achievements may receive more money from the pool, etc.). Single-player games may also be played, where odds or other features may similarly be determined by the house to facilitate game play.

[0031] Some embodiments may include a pari-mutuel pool for a league. For example, each player who enters a team into a league may contribute money. The winner of the league may win at least a portion of the money pool.

[0032] It should be understood that fantasy sports games need not be limited or constrained in terms of time. For example, a fantasy sports contest may last for an entire season, a portion of a season, a defined period of time (e.g., one month, two weeks, three days, one hour, etc.), the duration of a particular event (e.g., Wimbledon), a portion of a particular event, or any other suitable period of time.

[0033] In some embodiments, fantasy sports contests may include event gaming options. For example, fantasy sports contests may involve participants placing bets on whether a particular outcome will occur (e.g., whether a particular golfer will make their next shot). Such games may be played against the house, another participant (e.g., an opponent in a team-versus-team game, etc.).

[0034] It should be understood that these examples are merely one non-limiting example and that any style of fantasy gaming and / or other gaming / gambling may be used as desired.

[0035] Discussion of an example interface Some embodiments may include presenting an interface through which a player can form a team for such a game and / or receive / input any information regarding the game. Such an interface may identify whether one or more selectable members have been selected as part of the casino team and / or other teams (e.g., which may, in some embodiments, remove a player from selection for a game against the particular team). In some embodiments, if the rules of such an embodiment prevent a member from being added to a team (e.g., the member is on another team; there are already many members common to multiple teams and adding the member would exceed a maximum threshold of common members; the member is deemed injured, etc.), such a member may be excluded from the interface. Such an interface may identify the number of times a member has been selected for a team and / or the amount wagered on and / or against a team having the member. Information regarding the interface may be configured by a gaming operator and presented to a user through a computing device (e.g., a mobile phone, a kiosk, etc.).

[0036] In some embodiments, one or more characteristics for a game involving a player's team, a casino's team, and / or any other number of teams may be determined based on the members and / or performance of each player-selected team. For example, in some embodiments, odds, money lines, point spreads, handicaps, and / or any desired characteristics may be determined for a game pitting one team against another team based on the expected performance of members of the one team compared to members of the other team. Various examples of characteristic determination are provided herein.

[0037] In some embodiments, the information may be displayed in an interface related to team selection. For example, handicaps or other information (e.g., odds, payout ratios, etc.) may be displayed in an interface related to team selection. Such information may identify how the selection of one player or another player has affected the handicap, or how adding such a player to the team would affect the handicap. For example, the handicap may identify the current handicap for the team's current configuration, even if the team is not yet completed or finalized. As members are added and / or changed, the handicap may be adjusted to reflect the team's upcoming state.

[0038] In some embodiments, in response to the selection of a player's team and / or an opposing team, such characteristics may be displayed to the player via an interface. For example, in response to forming a player's team and selecting that the player wishes to participate in a game with the team set against the team's achievements, the player may identify an indication of the odds (or other characteristics) for the game through the interface. The interface may allow the player to accept, change, set a price, reject, etc., for a game having the identified characteristics. For example, the interface may identify that the player may participate in a game requiring the player's team to earn 8.5 points to win a game with odds of 3:1. The player may choose to achieve an achievement with the same or different odds, or not achieve the achievement. In response to the indications, the player may enter an amount of dollars to play the game, press an accept button to participate in the game, reject the game, and / or take any other action through the interface.

[0039] Through the interface, a user may select team members, view odds, select a side to play on, confirm the game, etc. A user may select a player team, determine a point handicap (e.g., a player team has a 1-point advantage), and / or determine a money line (e.g., a player team must bet $115 to win $100). Some embodiments may include a tournament element, a group element, a raise element, a surrender element, and / or any other element that may be described herein or elsewhere. The interface may display controls and / or information regarding the above elements to facilitate play.

[0040] While some embodiments are described with respect to gaming against a casino and / or gambling against a casino, it should be understood that other embodiments may include gaming against other players and / or games involving teams formed by other players and / or the casino. Elements of one embodiment may be applied to other embodiments in any combination (e.g., an interface containing information such as handicaps regarding potential opposing teams may be included in multiple embodiments).

[0041] Exemplary System U.S. Patent No. 6,371,855 to Gavriloff describes an exemplary fantasy sports system, which is incorporated herein by reference. U.S. Patent No. 7,001,279 to Barber describes another exemplary fantasy sports system, which is incorporated herein by reference. U.S. Patent Publication No. 2008 / 0287198 to Callery describes yet another example of a fantasy sports system, which is incorporated herein by reference. U.S. Patent No. 7,351,150 to Sanchez describes an example of a fantasy sports system that may include additional interactive elements, which is incorporated herein by reference. U.S. Patent Publication No. 2005 / 0064937 to Ballman describes a variation of a fantasy sports game, which is incorporated herein by reference. U.S. Patent Publication No. 2007 / 0060380 to McMonigle describes an example of a fantasy sports betting system that can provide additional advice to players, and is incorporated herein by reference. U.S. Patent Publication No. 2008 / 0200254 to Cayce describes an example commissioner system for a fantasy sports system, and is incorporated herein by reference. U.S. Patent Publication No. 2008 / 0215168 to Churchian describes an example system for managing assets and transactions related to a fantasy sports system, and is incorporated herein by reference. U.S. Patent Publication No. 2009 / 0023495 to Koustas describes an example of pari-mutuel wagering related to fantasy sports, and is incorporated herein by reference.

[0042] It should be understood that the foregoing are merely exemplary elements of a fantasy sports contest. Any other suitable configuration or approach may be used. It will further be understood that the nature of the fantasy sports contest may vary depending on which activities or sports are involved, or based on any other suitable criteria.

[0043] Some embodiments may include a gaming operator that includes one or more systems, such as a fantasy sports system. An example fantasy sports system 200 is shown in Figure 2. As shown, the fantasy sports system 200 may include a gaming system 201, an event server 203, a network 205, client computing devices 207, staff computing devices 209, mobile devices 211, and an event source 213.

[0044] The gaming system 201 may be configured to perform any desired services related to a game. For example, the gaming server 201 may receive one or more instructions related to a game (e.g., achievements, teams, money, groups, raises, surrenders, etc.). The gaming system 201 may match players to games, create games, inspect games, determine / provide game results, transfer data for interfaces, act as a treasury or house for games, provide gaming opportunities, perform methods such as those described herein, etc. In some embodiments, the gaming system 201 allows a player to participate in a game against another player. It should be understood that the gaming system 201 may include any number of systems, computing devices, and / or any desired components.

[0045] In some embodiments, gaming system 201 may include an exchange-based gaming system. One exemplary exchange-based gaming system is described in U.S. patent application Ser. No. 10 / 831,375 to Burgis, entitled "System and Method for Managing Risk Associated with Product Transactions," which is incorporated herein by reference. In some embodiments, bids and / or offers for games may be received, and games may be formed based on the bids and / or offers.

[0046] It should be understood that the above examples of gaming systems are provided by way of non-limiting example only. In some embodiments, the gaming system 201 may receive an indication of a fantasy sport in which a game is desired to be played. The gaming system 201 may create a game defined by teams and performances. Such a game may include one or more gaming system-defined features (e.g., odds, payout percentages, handicaps, etc.) that may be based on the teams and / or performances.

[0047] In some embodiments, a casino or other venue may act as an intermediary (e.g., a gaming server) between players. For example, a casino may enter two offsetting games between two players. In some embodiments, a time window may be set for a particular gaming opportunity (e.g., a gaming opportunity for a particular team). A gaming server may accept several games that offset each other, thereby minimizing the gaming server's risk. Some examples of gaming portals that may be used in some embodiments are described in U.S. Patent Application No. 12 / 979,546, which is incorporated herein by reference.

[0048] The event server 203 may be configured to receive and / or process information about events. Events may include real-life sporting events. For example, events may include hits, base runs, successful passes, incomplete passes, interceptions, catches, stolen bases, blocks, three-point shots, steals, fumbles, shots made, and / or any other information. Events may include events in the current game and / or events from games that are not current. Events may be received substantially contemporaneously with the occurrence of the events.

[0049] The event server 203 may determine fantasy sports outcomes and / or points based on events. For example, in embodiments in which a participant receives points when a real-life player corresponding to a member of the participant's fantasy sports team scores a touchdown, the event server may be configured to award points to the participant when it receives a signal identifying that the player scored a touchdown. In some embodiments, the event server 203 may be configured to maintain a historical record of event information. Such information may be used periodically to determine outcomes and / or points. In some embodiments, the event information may be used to determine a performance value for a fantasy sports team.

[0050] Some examples of receiving and processing event information are described in U.S. patent application Ser. No. 12 / 367,566 to Plott, entitled "Mobile Gaming Alert," which is incorporated herein by reference.

[0051] Network 205 may include any desired communication network or networks. Network 205 may include wired and / or wireless connections. Network 205 may include a local network, the Internet, and / or any desired network. Network 205 allows portions of system 200 to communicate with each other and / or with external systems.

[0052] The client computing device 207 may include any desired computing device. The client computing device may be configured to allow participants to input and / or access information related to fantasy sports games. For example, the client computing device 207 may include a networked computer at a casino, a remote location, and / or any desired location. The client computing device 207 may include a special-purpose computer configured to display sports statistics, game feeds, game options, etc. on one or more displays (displaying interfaces such as those described herein). The client computing device 207 may include input and / or output elements for money associated with one or more games (e.g., ticket capture / issuing devices, credit card devices, cash dispensers, cash intake elements, etc.). The client computing device 207 may communicate with one or more other elements of the system 200, such as the gaming system 201, to submit or receive information. The system 200 may include any number of client computing devices, thereby enabling any number of participants to play any number of fantasy sports games.

[0053] Staff computing devices 209 may include computing devices configured to be operated by staff members of a gaming establishment such as a casino. Staff computing devices 209 may include devices located in a sportsbook where participants may contact staff members regarding desired games and where staff members may input information to generate games, bids on games, fantasy sports teams, achievements, etc.

[0054] The mobile device 211 may include any desired mobile computing device. For example, the mobile device 211 may include a mobile telecommunications device, such as a mobile phone, a mobile gaming device, or the like. An exemplary mobile gaming device is described in U.S. Patent Application No. 11 / 868,013 to Lutnick, entitled "Game of Chance Processing Apparatus," which is incorporated herein by reference. Other exemplary mobile gaming devices may include tablet computers, smartphones, and the like. The mobile device 211 may communicate over a wireless network, such as part of the network 205. The mobile device 211 may enable participants to input and / or receive information regarding fantasy sports teams and / or games.

[0055] Event sources 213 may include any desired source of information about events. For example, event sources 213 may include television, RSS feeds, news feeds, newspaper publications, announcers, websites, event logs, telephone systems, televisions, etc. Event sources 213 may be part of system 200 or may be separate from system 200 (e.g., systems driven by sports leagues or TV channels such as ESPN, NFL.com, etc.). Event sources may be connected to the Internet and may provide information about events to system 200.

[0056] Various elements of the system may be thought of as modules. For example, an interface module may receive, transmit, and / or perform any action to function any type of interface; a gaming module may determine information, process games, determine outcomes, and / or perform any action to implement gaming functionality; an accounting module may function to manage accounts; and / or any collection of modules (which may or may not conform to the elements and / or functional portions that may be described herein, for example) may be used in some embodiments.

[0057] It should be understood that system 200 is provided merely as a non-limiting example. Various embodiments may include additional, alternative, fewer, different, or similar components as desired. For example, some embodiments may include a web server, an authentication server, and / or other servers as desired. It should be understood that system 200 may not be a single system but may include various components that may be owned, operated, and / or manufactured by different entities. System 200 and / or one or more of its components may operate to facilitate gaming, such as by implementing one or more methods described herein or otherwise. In some embodiments, for example, the system may be part of a cloud computing environment, a point-of-sale gaming environment, and / or a white-label gaming service environment.

[0058] Player Grouping Examples Some embodiments may include gaming between multiple groups of players. Figure 3 shows an example process that may be implemented in some embodiments to facilitate group-based gaming as described above. Process 300 may begin at block 301 and / or in some other manner (e.g., with a registration process that may be discussed elsewhere herein). Process 300 may be implemented by system 200 and / or one or more components of system 200, such as gaming system 201, event server 203, a processor, and / or any other device.

[0059] As indicated in block 301, some embodiments may include determining a first group for each of a first set of players. The set of players may include any number of players. Such a determination may be made for each player in response to a request from the player to join a group, in response to some characteristic of the player, in response to a request from another person to have the player join a group, and / or based on any desired action or characteristic.

[0060] As an example, the first group may be a location-based group. Players at a particular location may be determined to be part of the first group based on their presence at that location. The location may be, for example, a bar, a country, a college campus, and / or any desired location. Various location determination technologies may be used to perform such location determination, and these technologies are known in the art (e.g., GPS, Wi-Fi connection-based location determination, IP-based location determination, triangulation, etc.).

[0061] In some embodiments, the similarity of a location (or the similarity of any characteristic) to a group may be determined. Such similarity may be established on demand, based on the desires of a gaming operator, randomly, in response to a request from a player, etc. For example, a location owner may request that the location be associated with a group, a gaming operator may determine that a user is in a group based on game history, a player may form a group with predetermined characteristics through a user interface, etc.

[0062] The location or other characteristic may be a current location / characteristic and / or a past location / characteristic. For example, in some embodiments, the location may include a current location, such that all and / or some players at a particular location may be determined to be in a first group defined by the location. In some embodiments, the location may include a past location, such that players at the location may be determined to be in the group.

[0063] As another example, the location may include one or more past locations associated with the player. For example, a player may be determined to be in a group if they have been at a location for more than a certain threshold amount of time, a player may be determined to be part of a group if they have visited the location more than a certain threshold number of times, a player may be determined to be in a group if they have visited the location more than some other location, and / or any use of historical and / or current location information may determine membership in one or more groups.

[0064] While some embodiments have been described as including location-based groups, it should be understood that such examples are non-limiting. Groups may be defined by any desired characteristic. For example, groups may be defined as fans of a band, fans of a team, alumni of a school, people with a particular name, people of a particular gender, people who access a particular network, people who have children, or people with any other characteristic, whether intentional or unintentional, as desired.

[0065] Such group definitions may be determined by request (e.g., from a group founder / sponsor, such as a school, bar, group member, team, band, etc.) and / or by a gaming operator without a request for the formation of such groups. For example, a group for a bar may be formed in response to a request by the bar owner and / or bar patrons that the gaming operator form a group so that the bar can play a group game against another bar that also has a group. Location may be defined by the bar's building defined by GPS coordinates, a location near the bar's GPS coordinates (e.g., within a predetermined distance), within a geofence encompassing the bar's building, connection to a Wi-Fi network encompassing the bar (e.g., in some embodiments, players connecting to a particular Wi-Fi network may be assigned to a group associated with that Wi-Fi network), and / or in any other manner. Similarly, any characteristic (e.g., based on discrete or continuous measurements) may be defined as desired by group members, a group creator, a gaming operator, etc., thereby defining a group.

[0066] Some embodiments may include receiving a request to join a group. For example, a player with a certain location or other characteristic may be eligible to join a group based on the location or characteristic, but must make a request to join the group. A player making a request without the characteristic may be denied participation in the group. A gaming operator may make such eligibility determinations by determining the presence of the characteristic.

[0067] In some embodiments, players may be placed into groups without such a requirement. For example, a gaming operator may form groups based on gaming patterns (e.g., people who bet on the Bears are Bears fans, people who bet on the Packers are Bears fans, etc.). Players may or may not be required to confirm their participation in a particular group.

[0068] As understood as a non-limiting example from the above discussion, one exemplary embodiment of determining that each first player is part of a first group may include one or more of the following steps: determining a first group defined by a first location; determining that each first player is and / or was at the first location; and determining that each first player belongs to the first group based on these determinations.

[0069] As shown in block 303, some embodiments may include determining a second group for each of the second set of players. The second set of players may include any number of players. The determination of the groups, the determination of characteristics defining the groups, the determination of player membership to the groups, and / or any other actions associated with block 303 may take forms that may be similar to those discussed above with respect to block 301.

[0070] As understood as a non-limiting example from the above discussion, an exemplary embodiment of determining that each second player is part of a second group may include one or more of the following steps: determining a second group defined by a second location (or a second characteristic, which may be of the same or different type as the first characteristic defining the first group); determining that each second player is and / or was at the second location (and / or has and / or had the second characteristic); and determining that each second player belongs to the second group based on these determinations.

[0071] As indicated by block 305, some embodiments may include matching one or more of a first set of players against one or more of a second set of players in one or more games based on one or more of the first set of players being in a first group and one or more of the second set of players being in a second group. Players may be matched in fantasy games and / or any other games.

[0072] A first group and a second group may be determined to be rival groups. For example, the groups may be aligned with rival teams, rival locations, rival features, rival bars, etc. In some embodiments, a request for initiation of rivalry may be made by one or more of the groups (e.g., one or more members of the first group may challenge the second group to participate in a game). In some embodiments, a gaming operator may initiate the rivalry based on such a request, or otherwise without such a request. Based on such a determination, matching between members of the groups may be performed. The gaming operator may track rivalry and may enable or disable game play based on these rivalry relationships. In some embodiments, all groups may be the enemy of all other groups.

[0073] Matching may take various forms. For example, in some embodiments, matching may include actively placing a player into a game against another player (e.g., by forming the game in a data structure by a gaming operator). In other embodiments, matching may include placing a player into a game against another player, removing a restriction on a player joining a game against another player, counting a game between two players as part of a group challenge, and / or any other type of action that may encourage some form of gaming between groups. In some embodiments, players within the same group may be restricted from playing against each other. In some embodiments, only players in enemy groups may be allowed to play against each other. In some embodiments, any players may play against each other, but such play may only qualify for some type of group challenge if the players playing against each other are in the enemy group. A gaming operator may track, monitor, enforce, enforce, and / or otherwise manage such group play restrictions.

[0074] Thus, in some embodiments, a player's location may determine the other players that the player may play against based on the locations of those other players. For example, a group of people at a first bar may be matched against a player at a second bar to play a bar-vs-bar fantasy sports game. This type of group-based matching may enable bar-vs-bar, school-vs-school, country-vs-country, and other challenges in a gaming environment.

[0075] As another example of matching that may be used in some embodiments, matching may be performed on a group-to-group basis. For example, a single game may be played between two groups. In a fantasy sports environment, each group may select a team, and these group teams may play against each other. In some embodiments, a single player from each group may select a team to represent the group. The representative player may be selected by voting from the group, by performance in other games, by a gaming operator (e.g., randomly), by an administrator of the group, etc. A gaming operator may facilitate such representative selections or other group team selections.

[0076] As indicated by block 307, some embodiments may include facilitating the play of one or more games involving one or more of the first set of players and one or more of the second set of players. The games may include any type of game, whether gambling or otherwise. Some embodiments are discussed in terms of fantasy-type games. The games may include individual games and / or group-based games. In some embodiments, multiple individual games involving individuals from each group may be played. These games may be used to determine the outcome of a group-versus-group game. The outcome may be determined in various manners, such as those discussed herein or otherwise known in the art (e.g., based on in-event occurrences in a real-world event monitored by a gaming operator to determine the outcome of a fantasy sport). Winners may be awarded some kind of prize (e.g., based on buy-in amount).

[0077] In some embodiments, a game may include an individual game and / or a group challenge. For example, separate players in each group may play against players in another group in an individual game. Multiple individual games may be aggregated in some manner to form a group game. For example, a group challenge may be played, where the wins by the individuals in each group are totaled and the group with the most wins wins the group challenge. For example, if more people in group 1 win a game against people in group 2, group 1 wins the group game. As another example of aggregated results, the group that wins the highest total amount may win the group challenge. For example, group 1 may win the group challenge if it wins more money than players in group 2. As another example, group 1 may win the group challenge if its team beats group 2 by a larger total amount by a certain spread. It should be understood that any method of aggregating outcome factors may be used to determine the outcome of a group challenge such as those described above, and these exemplary aggregations are provided merely as non-limiting examples. The gaming operator may monitor the games and groups to determine the aggregate results of the group challenge as described above.

[0078] In some embodiments, a group game may be a game played by all or some of the group members (e.g., group members involved in a group-on-group game) and / or other players. For example, in some embodiments, a third party may take a position on which group will win a group challenge (e.g., place a bet on the overall outcome). A gaming operator may receive information about such games, seek opponents for such games, and / or book bets on such games, and may monitor group events and determine outcomes based on group events.

[0079] As another example, a group-versus-group game may be funded by buy-ins for a game between members of one group and members of another group. For example, if a member of group 1 and a member of group 2 each buy-in for $10 to play an individual game against each other, some portion of the total $20 buy-in may be used to fund the group-versus-group game. A winning group may win a pool that is the sum of portions of these subgroup buy-ins. For example, each buy-in may be $1.00. Thus, if 100 members play, the group pool may be $100. A winning group may win this $100. The winning amount may be divided among the group members, allocated to a group account, and / or alternatively credited to the winning group's profits, even if individual members of the group lose. Thus, in some embodiments, a player in a group may win money even if that player loses a game.

[0080] In some embodiments, a group sponsor may receive any proceeds from the group's winnings. For example, if a bar sponsors a group, any wins for the group may be credited to an account maintained for the bar. The gaming operator may track the group sponsor through a data structure, track the group sponsor's account, and credit the account based on group gaming events. The group sponsor may use this money in any way the sponsor agrees with the group (e.g., taking it as payment for sponsorship, purchasing free drinks for patrons, upgrading equipment, donating to charity, etc.). The gaming operator may facilitate a vote by group members to determine how to use such group winnings.

[0081] In some embodiments, a group may select a recipient of group game winnings. For example, a group member may select (e.g., by entering information into an interface) that a charity should receive group game winnings. The group member may indicate to a gaming operator that the charity should receive the group game winnings. The gaming operator may facilitate payment of the group game winnings to the charity (e.g., by crediting an account, sending a receipt, etc.).

[0082] Some embodiments may include establishing teams for one or more of the games. For example, if an independent player from group 1 is matched against an independent player from group 2 and plays each game against the independent players from group 2, the player in each game may select a fantasy team for that game. Player A from group 1 may play against player B from group 2, and player A and player B may each select a team through a user interface to establish their team for the game. Various examples of selecting teams are described herein and / or known in the art and may be used in various embodiments.

[0083] Some embodiments may include imposing constraints and / or requirements on team selection based on group membership. It should be understood that these various examples of constraints and / or requirements are provided as non-limiting examples. Such constraints and / or requirements may be combined in any manner. A gaming operator may impose such constraints and / or requirements. A gaming operator may provide information identifying such constraints and / or requirements through an interface. Information in such an interface may be updated as actions related to the constraints and / or requirements are taken.

[0084] For example, in some embodiments, the group as a whole must meet some selection requirements. The group as a whole may be required to use every player on a real-world sports team at least once. For example, if a group is affiliated with a particular football team, members of the group may be required to use every member of the football team at least once when they collectively form a team for a series of games. An interface may provide information to members of the group indicating required players that remain to be played. As members of the group select players, interfaces for other members of the group may be updated by the gaming operator to indicate that the players have been played. If all players are not played, the group may lose, the group may receive a penalty, members of the group may be notified that they must correct the error, and / or any other action may be taken. While examples are given with respect to using the entire team, it should be understood that any style of intra-group team selection may be used. For example, each player on the team may be required to be used at least some number of times above one, members of the team as a whole may be required to be used at least some number of times, etc.

[0085] As another example of a constraint and / or requirement, some embodiments may prohibit players in a group from selecting members from one or more particular teams and / or may require that they select at least some members from one or more teams. For example, in some embodiments, each team from members of Group 1 may be required to include at least three members from Team 1, which is affiliated with Group 1. As another example, each team from members of Group 1 may be prohibited from including members from Team 2, which is affiliated with Group 2, against whom Group 1 is playing a game.

[0086] It should be understood that the various examples of group gaming provided with respect to Figure 3 are merely non-limiting examples. Such examples may be combined in any manner. Other embodiments may include different, the same, more, less, etc. functionality as desired.

[0087] Gameplay Examples Some embodiments may include the play of one or more games. A gaming operator may take one or more actions to facilitate gameplay involving one or more competitors in the game. In some embodiments, such gameplay may include the play of a fantasy game (e.g., a fantasy sports game) between two or more competitors (e.g., players, groups, members of opposing groups, etc.). Figure 4 illustrates an exemplary method that may be used to facilitate gameplay in some embodiments.

[0088] As shown in block 401, some embodiments may include receiving an indication of a first fantasy team for a game. The indication may be received from a computing device (e.g., a device operated by a competitor, a client computing device, a mobile computing device, or a staff computing device). In some embodiments, as described above, the first fantasy team may include a first plurality of members, each corresponding to a player in a sport. Such a team may be received from a first group of members discussed above in embodiments involving group gaming.

[0089] In some embodiments, the instructions may include an indication of each member of the fantasy team. In some embodiments, the instructions may include an indication of a position (e.g., quarterback) for one or more of the members of the fantasy team. In some embodiments, the instructions of the fantasy team may include an indication of a selection outcome. In some embodiments, the instructions of the fantasy team may include an indication of a selection of the members of the fantasy team (e.g., by a participant of a fantasy sports game, by a casino as part of a selection of one or more casino teams). Various examples of forming a team are described above, and it should be understood that such formation instructions may be received in any number of ways in some embodiments.

[0090] Some embodiments may include requirements and / or constraints on team selection (e.g., uniqueness, based on group membership, based on other group members, etc.). Various examples of such requirements are listed herein and / or known in the art. Some embodiments may include verifying that teams meet the requirements and / or providing competitors with information regarding the requirements and / or constraints.

[0091] In some embodiments, at least two of the first plurality of members may correspond to the same first player in the sport. It should be understood that in various embodiments, any number of the members may correspond to the same first player. In various embodiments, the members may be assigned the same or different positions from each other and / or from real-life players. As an example, all members of a team may correspond to the same first player. In some embodiments, two or more members of a team may correspond to players playing the same position in the sporting event, even if only one player can play that position at a time in the sport. For example, in some embodiments, a fantasy team may include multiple members corresponding to players playing quarterback positions.

[0092] It should be understood that some embodiments may include assigning members to positions, and some embodiments may not include assigning members to positions. Such position assignments may or may not be influenced by non-unique members. In some embodiments, non-unique members may not be assigned a position at all and may earn points based on player actions regardless of the position the player plays. In some embodiments, non-unique members may be assigned a position and may earn points based on player actions associated with each assigned position. As discussed above, some embodiments may include non-player members of a fantasy team, such as the head coach and / or fans of the team.

[0093] As indicated by block 403, some embodiments may include receiving an indication of a second fantasy team for the game. Such receiving may be substantially identical to the receiving step of block 401. The second fantasy team may include a second plurality of members, each corresponding to a player in the sport. Such a team may be received from a second group of members, as discussed above in embodiments involving group gaming.

[0094] In some embodiments, at least one of the second plurality of members corresponds to the same first player of the sport discussed above. In some embodiments, for example, the first fantasy team includes one or more first players and the second fantasy team includes one or more first players. In some embodiments, the total number of times any one first player is included may not be limited. In some embodiments, the total number of times any one first player is included may be limited. In some embodiments, the number of common members of the first and second teams may be limited (e.g., the second team may be denied or otherwise disallowed if the number of common members exceeds a threshold).

[0095] While some fantasy games may include more than one team, some fantasy games may include only a single team, and block 403 is provided as a non-limiting example of a game in which more than one team is part of the game. For example, members of each group may play an over / under game based on whether their selected team is over or under some scoring threshold.

[0096] In some embodiments, any number of players may be selected for any number of games. For simplicity, only two blocks are shown, but it is understood that any number may be used. By way of non-limiting example only, some examples are given for four, two, or other numbers. In the four-player example, two more players may select each team in a similar manner as the other teams are selected. These third and fourth teams may have the same characteristics as the first and second teams. These third and fourth teams may be from members of the first and second groups in group gaming embodiments (e.g., in games involving multiple players from each group, in different games played between members of the groups). These third and fourth teams may be from members of other groups in group gaming environments with more than two groups (e.g., between different sets of opposing groups, in a game involving four opposing groups). In various embodiments, these four teams may play in a single game, a tournament, and / or different games (e.g., 1 vs. 2, 3 vs. 4).

[0097] As indicated by block 405, some embodiments may include receiving an indication of information regarding a real-world event in which members of the first and second teams participated. Such information may describe events in one or more sports. For example, the statistics may relate to the past performance of one or more players of a sport. For example, the statistics may include the number of completed passes, the number of yards rushed in recent games, the number of games played in a career, a running average of points scored, free throw success percentage, and / or any desired information. Such indications may be received from an event source (e.g., from a historical database of the event source). It should be understood that in various embodiments, any information regarding one or more members of one or more teams may be received. Such information may include information regarding past games. It should be understood that any number of teams may be involved in such action, and that two teams is provided merely as a non-limiting example.

[0098] As indicated by block 407, some embodiments may include determining, based on the respective information, characteristics (e.g., payout percentages, spreads, other odds, minimum bet amounts, maximum bet amounts, etc.) related to the first fantasy team, the second fantasy team, and (e.g., in games involving more than one team) games involving the first fantasy team and / or the second fantasy team (which may be in response to receiving information about other teams in embodiments by the other teams).

[0099] The spread may include the amount of points a team must win against another team in order for that team to be considered the winner. The spread may be determined so that a team with players with relatively better statistics may have to win by at least a certain number of points in order to be considered the winning team.

[0100] Some embodiments may include determining characteristics related to the game and / or members (potential or actual) of a fantasy team. For example, some embodiments may include determining an expected number of points that a team and / or members may earn in a game. For example, a fantasy team selected by a player and / or casino may include multiple members. In some embodiments, the number of points that each team and / or member may earn on the fantasy team may be determined. In some embodiments, such prediction-based determinations may be used to determine odds, money lines, payout percentages, spreads, and / or other characteristics of a game.

[0101] In some embodiments, a skew may be intentionally introduced into the determination of such characteristics. Such a skew may include, for example, intentionally lowering the points that fantasy team members and / or the fantasy team as a whole are expected to earn than would be expected from statistics. Such a skew may encourage a player of a game to select members of a team that are performing better than they would normally select (e.g., if the player were to favor a losing team).

[0102] Determining the expected number of points for a member and / or team may include determining the number of points a member is expected to earn based on the player's historical performance. The data may include information indicative of a participant's ability to contribute performance in past events to multiple events. Historical performance may include all past games against opponents (e.g., teams, coaches, players), recent past games, and the member's performance in the next real game, which may be used as a basis for determining fantasy game results, home and / or away game history, etc. To make such determinations, various weightings may be assigned to historical information. For example, recent games may be weighted more heavily in determining expected points than less recent games. If the next game is an away game, the away game may be weighted more heavily than a home game. Multiple games against the same opponent may be weighted more heavily than games against different opponents. It should be understood that any combination of weightings and information may be used as desired in determining the expected number of points for a particular member, and the examples provided herein are non-limiting. In some embodiments, such information may be displayed through one or more interfaces.

[0103] In one particular, non-limiting example, Player X may have a certain number of points that he is expected to earn in an upcoming game. Over the past two seasons, Player X may have averaged 70 points per game. In the current season, this player may have earned 60 points in two of three games. One of these three games may be against Team A, and the player may have earned 80 points. In some embodiments, such information may be received. The expected points may be determined by an algorithm that takes such information into account. For example, the expected points may be determined to be equal to 70 times A (e.g., .33) + 70 times B (e.g., .33) + 60 times C (e.g., .1) + 60 times C (e.g., .1) + 80 times D (e.g., .13). In this exemplary embodiment, such an expected number of points may be 68.6. In some embodiments, such predictions may be intentionally lowered (eg, by a set percentage, by a number of points, above a threshold, etc.), for example, to 65 points.

[0104] In some embodiments, the total points earned by each member of a team may be used to determine the expected number of points for a team. For example, the total points earned by members of a team selected by a first player may be used to determine the expected number of points the first player's team will earn in a game. As another example, the total points earned by each member of a player's team may be used to determine the expected number of points earned in a game for a player's team.

[0105] Some embodiments may include determining characteristics for a game based on the team characteristics, as described above. For example, game characteristics may be determined based on the expected points of one or more teams and / or one or more members. For example, for a game involving two teams, a spread may be determined based on a comparison of the expected points for each team. For example, by way of non-limiting example, if a first team has 100 expected points and a second team has 110.5 expected points, the spread may be 10.5 points. Such a spread may include the amount of points a second team would need to win in order to win the game against that team. Such information may be presented to a user through an interface (e.g., an interface for selecting a team, an interface for playing a game, etc.). In some embodiments, a house edge may be added to one or more sides or teams, as desired.

[0106] In some embodiments, such expected points may be used (e.g., in combination with performance) to determine odds and / or payout ratios. For example, if the performance is achieving fewer points than expected, poor odds may be determined for the player, and if the performance is achieving more points than expected, good odds may be determined for the player.

[0107] Some embodiments may include determining information about a team and / or team members when a team is selected. For example, the interface may display, for a team, the projected point total at the time the team is selected, the amount of points each player will add to the team's projected point total in the selection interface, and / or other information to aid in team selection. Such information may be used, for example, to adjust teams, confirm games, etc. It should be understood, therefore, that the order of actions is provided by way of non-limiting example, and that various information may be determined and displayed to aid in the formation of teams for one or more players, and that such information may be used to determine game characteristics.

[0108] It should be understood that the various examples of characteristic determination are provided by way of non-limiting example only. Other embodiments may include any desired methodology. For example, in some embodiments, actual expected events of the actual game may be determined (e.g., expected passing yards, expected touchdowns) and expected points may be determined based on such expected events. As another example, some embodiments may include adjusting other game-based characteristics (e.g., if a majority of players believe a particular team will win, that team's expected points may be increased; if players with a winning record believe a team will win, an adjustment may be made to that team's expected points, etc.). In still other embodiments, such characteristics may not be determined at all.

[0109] Although points earned in a fantasy game are given as an example of information that may be used to determine characteristics, it should be understood that any desired characteristics may be determined based on any element of an event (e.g., game length, number of hits, etc.) that may or may not be converted into points by the rules of the game.

[0110] Although block 405 is exemplified with respect to a two-player game, it should be understood that such actions may be provided for games with any number of players. For example, a four-player game may be played and the actions described above may be applied to that game. Multiple two-player games may be played and the actions may be applied to each of those games.

[0111] For example, in a four-player game, an expected point number may be determined that is the lowest expected point among the expected points of each of the four teams. Each of the four teams with an expected point value higher than the minimum expected point value may be assigned a negative starting value for the amount by which their expected point value exceeds the minimum value. Thus, teams may be penalized for having a higher expected point amount so that teams can compete in a fairer manner. As another example, the highest (or any) expected performance value may be set as zero points. Other teams may have some starting bonus added to their score based on the difference between their score and the highest score, thereby balancing the difference in expected points. Some embodiments may have some additional bonus and some point deduction penalty if a score that is neither the highest nor the lowest is selected as zero points.

[0112] Some embodiments may take one or more actions to create or complete a game. For example, a player may join a league if the league and / or others are matched within a game. Accordingly, a fee (e.g., wager amount, contest entry fee, amount of money wagered, etc.) may be assessed to the player. If a game has a large number of players, the game may be created. If an insufficient number of players participate, the game may be canceled and the fee may be refunded to the player. In some embodiments, the fee may be assessed at a later point in time, such as when enough players participate, when the game is otherwise completed, such as after teams are selected, when a spread is set, etc. In some embodiments, a game may be completed when teams are set and / or features are established. Creating and / or completing a game may include notifying one or more players, adjusting account balances, creating entries in data structures used to track the game, and / or any desired action. In some embodiments, various game-related actions may be performed, such as debiting and / or crediting accounts, obtaining signed contracts, collecting tips or money, etc.

[0113] As indicated by block 407, some embodiments may include determining an outcome of one or more games. The outcome of the game may be determined based on the occurrence of one or more events. For example, as described above, events related to members of one or more teams may be used to determine points for each team. A comparison of points may be used to determine the outcome. In some embodiments, determining the outcome may include determining the outcome based on events in one or more games involving members of one or more fantasy teams. Some embodiments include receiving (e.g., from an event source) an indication of member performance.

[0114] As discussed above, some embodiments may use the results of one or more games as input to one or more other games. For example, a group game may be based on the results of individual games between opposing group members. Thus, some embodiments may include determining the outcome of the group game based on the results of one or more games.

[0115] Some embodiments may include transmitting instructions for payout amounts based on the outcome of one or more games and / or group games. Such payout amounts may be determined based on the outcome and / or characteristics (e.g., payout percentage) of the games. Such instructions may be provided to a client. In some embodiments, such instructions may include an indication that a payment has been made. In some embodiments, such instructions may be displayed on a display. In some embodiments, such instructions may include instructions to a staff member to pay an amount. In some embodiments, such instructions may include instructions to transfer an amount from one account to another.

[0116] It should be understood that the method of Figure 4 is provided by way of non-limiting example only, and other embodiments may include additional actions, alternative actions, actions in a different order, more actions, fewer actions, different actions, and / or the same actions, as desired.

[0117] Tournament Example In some embodiments, one or more games may be part of a tournament and / or may be based on events of a tournament. For example, in some embodiments, a fantasy game may be based on events of a real-life tournament (e.g., a playoff series game, an NFL playoff game, etc.).

[0118] In some embodiments, a team in a tournament may be expelled from the tournament if the team loses, and a team in a tournament may move to the next level of the tournament if the team wins. Thus, if a player of a game establishes a fantasy team for a tournament-based game and one or more of the real players in the tournament are on a team that loses a game of the tournament, the one or more players may no longer be eligible to earn points in the fantasy game (e.g., because they will no longer be playing in the real game). Different embodiments may approach this removal of real players in various ways.

[0119] For example, in some embodiments, a member of a team who is eliminated from a tournament in this manner may be replaced by a player in the game. The player may be notified of the eliminated member and required to select a replacement member from the set of members still active in the tournament. In some embodiments, constraints may be imposed on such replacement selection. For example, the replacement player may be required to have a lower and / or equal expected point total than the replaced player. This constraint prevents players from receiving improved fantasy teams as the tournament progresses. The game may continue from the current point total, with the replacement member, rather than the replaced player, earning points in the game.

[0120] As another example, in some embodiments, members of a team eliminated from a tournament in the manner described above may not be replaced. Players in the game may continue playing with the team simply earning fewer points since the elimination. Such rules may add an element of strategy to the initial player selection by including in the player selection calculation the possibility that a player may continue to play in the tournament.

[0121] Thus, players may play against each other with teams changing over time as real players drop out and / or return as the underlying tournament progresses.

[0122] As another example of a game, the game itself may be a tournament of multiple games, where winners may move up to a higher level of the tournament and losers may be kicked out of the tournament. In some embodiments, a game may end, but the game may be part of a tournament, and therefore the tournament may move on to the next round of the tournament. For example, one game may involve player 1 versus player 2, and a second game may involve player 3 versus player 4. Players 1 and 3 may win these games. The next round of the tournament may involve a game between player 1 and player 3, depending on the results of this first round.

[0123] In some embodiments, such a tournament may be played between two groups. For example, the first matchup of the tournament may be a player from group 1 against a player from group 2. When the tournament reaches a point where all remaining players have left a group, that group may become the group winner of the tournament. For example, if players 1 and 3 are from the same group, that group may win the tournament and may win any group prize money. In some embodiments, play among the players in the group may continue to determine who from that group will be the overall tournament winner.

[0124] The event or events underlying the tournament may include the elimination of real players and may or may not include a replenishment phase as discussed above.

[0125] Thus, play in the first round of a Player 1 vs. Player 2 and Player 3 vs. Player 4 tournament may involve multiple team pairs. Team members may drop out of play (e.g., during and / or after the round). Then, in subsequent rounds of the tournament (and / or in some embodiments, during a single round, if a player drops out during a round), player teams may be locked. If replacements are not made, these locked teams may have a reduced set of players. Thus, Player 1 and Player 3 may be matched in a game with unequal-sized teams. In some embodiments, any characterization may be based on full-sized teams (e.g., determining the team's expected points at the start of the tournament and using that number even if a player is eliminated, etc.). If replacements are made, players may add new members to their teams.

[0126] Determining the score projections (and / or any other characteristics) for later rounds of a tournament may take any form. For example, the determination may be based on the complete teams at the start of the tournament (e.g., par values, spreads for later rounds may be determined based on the players on the teams at the start of the tournament) and / or may be based on a possibly fewer or different set of players to be used for that round (e.g., par and / or spreads may be determined based on the current set of players). For example, the spread for round 1 of a fantasy tournament based on events in a real tournament may be determined based on the difference in projected points between two teams competing against each other in the first round of the tournament. The first team may win and move on to the second round of the tournament. Some players from the first team may have been eliminated from the real tournament that the fantasy tournament tracks. In round 2 of the tournament, the spread may be determined based on the original point projections of the first team, even though players have been eliminated.

[0127] A tournament may progress through any number of rounds until an endpoint is reached. Tournament-based games may be based on the entire tournament and / or portions of the tournament.

[0128] While various embodiments are described with respect to football, it should be understood that other embodiments are not limited to football. Some embodiments may include other sports and / or other events as desired, and may include different rules for different events as desired. For example, different sports may include different numbers of players, different game features, etc. It should be understood that fantasy sports tournaments are also provided as a non-limiting example, and that other examples may include any type of tournament involving any type of game (e.g., a poker tournament).

[0129] Examples of Surrender Some embodiments may include the ability to end a game earlier than normally scheduled. For example, a game may include a fantasy sports game based on the events of real sporting events over a weekend. A player of the fantasy sports game may wish to end the game before all events have concluded.

[0130] Some embodiments may include a first player of a fantasy sports game indicating to a gaming operator that they wish to offer another player of the fantasy sports game an option to end the game early. For example, the first player may offer a second player an amount to end the game now. The offered amount may be less than the amount the player would be awarded if the player wins the game.

[0131] The gaming operator may present the suggested player with information regarding the suggestion to end the game early (for example, information indicating the suggested amount, information indicating the current state of the game, etc.).

[0132] The proposed player may respond to such proposal through a user interface of the computing device. For example, the proposed player may accept, reject, and / or ignore the proposal. If the player rejects and / or ignores the proposal, the game may continue as if the proposal had not been made. If the player accepts the proposal, the proposed player may receive the proposed amount and the game may end. Such a proposal and the end of the game may also be referred to as a buyout.

[0133] Offers and / or buyouts may operate in a number of different ways. For example, some embodiments involve two players each paying a buy-in (e.g., $10) to play a game. The gaming operator may take a portion of the buy-in (e.g., $2, leaving a total of $18) as payment for playing the game. The remaining amount may be a prize pool for the game's winnings (e.g., $18). An offer to end a game may identify an amount of the prize pool that the proposed player would receive if they accepted the offer (e.g., a player may offer another player $5 of the $18 to end the game). The offered amount may be half the prize pool, more than half the prize pool, and / or less than half the prize pool. Some embodiments constrain players from making certain types of offers (e.g., constraining players to offer more than half the prize pool and accepting potential losses). In another embodiment, the proposed amount may be an amount above the midpoint of the prize pool (e.g., a $5 proposal may indicate that the proposed party will receive $5, more than 50% of the prize pool, or $14). The proposing party may receive all of the amount remaining in the prize pool after the proposed party has been awarded the proposed amount. The gaming operator may monitor proposals and acceptances and adjust accounts and form the prize pool accordingly.

[0134] Some embodiments may include negotiations between players to resolve a surrender or buyout option. For example, a first player may propose a buyout to a second player. The second player may respond through a gaming operator interface with a counterproposal. The process of counterproposals may proceed through any number of rounds as the game progresses. The proposals may change to reflect changing game conditions. In some embodiments, each player may enter the amount they will accept and / or propose as a buyout as the game progresses. Such amounts may or may not be shown to the opposing player. In some embodiments, if the amounts are matched and / or agreed upon, the game may end with the occurrence of the matched buyout. In some embodiments, a player may cancel and / or change a made proposal before acceptance and / or some time after the proposal is made.

[0135] Such offers may be available in any type of game involving any number of players, for example, a group game may involve offers between groups, a tournament game may involve offers at certain levels of the tournament (e.g., the winner of a round may be the player who takes more than half of the prize pool) and / or for the tournament as a whole (e.g., in the final round of the tournament), etc.

[0136] Examples of customizable games In some embodiments, one or more players may have influence over how a winner of a game is determined. For example, a player may establish the rules for a game and / or determine the inputs to the game that are used to determine the score for the game. In a fantasy sports game, for example, statistics related to and / or events in real sports may affect the score of the fantasy game. The specific statistics and / or events that contribute to points in a fantasy game may be selected by one or more players in the game.

[0137] For example, in some embodiments, a player may be presented with a list of possible statistics and / or events that may be included in a game. The user may select from the list those that should be included in determining the score of the game. The gaming operator may use this selection to determine the score of the game.

[0138] In some embodiments, a minimum number of statistics and / or events may be required to be selected (e.g., five). In some embodiments, no more than a certain maximum number (e.g., seven) may be selected. In some embodiments, more than one user may select such statistics and / or events (e.g., round-robin selection, each player may select several members, etc.). In some embodiments, a single player may select such statistics and / or events (e.g., the first player to join a game). In some embodiments, a group may select such events / events (e.g., round-robin selection), and such group selection may apply to all games played between the group.

[0139] As some examples, statistics and / or events may include three-point shooting percentage, yards run, yards passed, QB passing percentage, batter's on-base percentage, traditional events used in traditional fantasy games, any statistics and / or events that may occur in a real-life event, etc.

[0140] In some embodiments, a player may define how to assign points within certain statistics and / or incidents. In some embodiments, a gaming operator may determine how such statistics and / or incidents are converted into points. For example, the breakdown of points for a category such as QB Pass Success Rate may be as follows:

[0141] [Table 1]

[0142] It should be understood that the example statistics and / or events are given as non-limiting examples only. It should be understood that the example scoring is given as non-limiting examples only. It should be understood that the example selection of statistics and / or events is given as non-limiting examples only.

[0143] Raise Example Some embodiments include one or more players in a game increasing a wager in the game. For example, in a fantasy sports game, one user may propose to another user that they increase their wager in the game, and the other user may respond by accepting, rejecting, and / or varying the proposal to increase their wager.

[0144] By way of example, in some embodiments, two players may be playing a person-on-person game of fantasy sports. Either of the two players in the game may be able to offer the other player to double their bet in the game. A gaming operator may receive such an offer and, in response, present the offer to the other player in the game.

[0145] In some embodiments, if the receiving player does not accept the doubling or other raising proposal, the receiving party may lose the game. In other embodiments, if not accepted, the game may continue with the original bet. In some embodiments, the raising proposal may only be made before the game begins. In some embodiments, the raising proposal may be made at any time and / or before some percentage of the underlying event has occurred.

[0146] In some embodiments, if the receiving party accepts the raise, both players may assume the responsibility of the raise and contribute an additional amount to the prize pool. For example, if the initial buy-in for a game is $10 each, doubling may increase the buy-in to $20 each. In some embodiments, the gaming operator may take 10% of the increase and / or some other portion of the increase as a charge for playing the game.

[0147] In some embodiments, both users may have the ability to propose a raise (e.g., doubling). For example, either the first or second player in a game may have the option to propose a raise. In some embodiments, either player may have the option to make such a proposal.

[0148] In some embodiments, a raise may be offered more than once in a game. For example, a first player may offer a raise to a second player, and after the second player accepts, the bet may be doubled. The second player may have the option to offer the first player a further raise (e.g., another doubling). The first player may no longer have the option to raise. This second raise may behave the same as the first raise (e.g., may be required to accept or may forfeit the game). In some embodiments where more than two raises are allowed, this option may be given to players in rotation.

[0149] In some embodiments, there may be a limit on the number of times such a raise may occur (e.g., one by each player, 10 times in total). Such a limit may prevent wealthy players from locking out other players by proposing consecutive raises. In some embodiments, games that allow such options may be distinguished separately from games that do not allow such options, allowing users to know the type of game they are entering.

[0150] Par Game Example Some embodiments may include a game in which players strive to reach some par level. Achieving par may result in the player who reaches par being the winner. Thus, in some embodiments, multiple players may be winners. The winners may share a prize pool. In some embodiments, a secondary game may determine a winner from a set of winners. For example, the player with the highest score may win, the player who reaches par first may win, and / or any other secondary feature may be used to determine a winner from a set of winners. In some embodiments, if no one achieves par, there may be no winner. In some embodiments, if no one achieves par, a secondary feature may be used to determine a winner (e.g., the highest scoring player, etc.).

[0151] Some embodiments may include determining a par value for a game. Such par value may be based on the teams in the game. The game may include a fantasy sports game between any number of players. The par value may be determined based on the expected points that the teams will earn. For example, the par value may be equal to the average expected points, the lowest expected points, the highest expected points, etc. In some embodiments, teams may start with a certain number of points based on the expected points and / or par. For example, par may be set to the lowest expected point value, and each team may be assigned some negative number of starting points based on the difference between the par value and the expected points for that team. This offset value (which may be a positive number in some embodiments) may also be referred to as a handicap.

[0152] Some embodiments may include determining a team that meets par. For example, some embodiments may include determining all teams from a group of teams involved in a game that meet par. These teams may be the winning team and share a prize pool. As another example, some embodiments may include determining the team that first meets par, which may be the winning team. Determining the team that meets par may include determining the scores of these teams for the real event and comparing the scores to the par value. Some embodiments may include adding or subtracting a handicap value to such comparison.

[0153] Multi-access point example Some embodiments may include providing gaming services through multiple service providers. The gaming services may operate as white-label services, appearing to be provided directly through the service providers but actually being provided by the gaming provider. Such services by the gaming provider allow the gaming provider to seamlessly provide the services as part of a suite of services offered by the service provider. Customers may trust the service providers and / or have accounts with the service providers, and customers may use gaming services in an easier and / or more trusted environment through such service providers rather than directly provided by the gaming operator.

[0154] In some embodiments, a customer may establish an account with a service provider. A service provider may include a casino, a website, a poker site, a slot machine provider, a sportsbook, and / or any provider of any service, whether internet-based, physical-based, gaming, and / or other. Establishing an account may include any method of identifying a user to a service, such as may be known in the art. Establishing an account may include establishing a certain amount of money in a monetary account and establishing some identifying information, such as a login.

[0155] Some embodiments may not include such an account. For example, some embodiments may facilitate the ability to play games without an account and / or player identification through a storefront option. Such a storefront option may enable a user to play games at a storefront and / or in a physical environment without an account (e.g., by presenting gaming information to a service provider agent).

[0156] In some embodiments, the gaming operator may maintain an account for the user. For example, a single sign-in may be used between accounts for the gaming operator and the service provider, such that signing in to one is signing in to the other. Signing in to the service operator may act as signing in to the gaming operator, even if the user is unaware that multiple sign-ins are occurring. The service operator may facilitate signing in to the gaming operator by transmitting information to the gaming operator and / or may track player actions so that the player can be tracked as they take gaming actions.

[0157] Some embodiments may include providing a user with access to one or more services from a service provider. The one or more services may include any desired gaming and / or non-gaming services (e.g., those offered through a cloud service provider with access to the cloud through a cloud or portal). For example, a casino may offer a variety of commercial options to a user, which may include some gaming options. One of these options may include a service offered by a gaming operator. Such services may be offered through an interface of a device (e.g., a computing device, a mobile phone, a kiosk, etc.).

[0158] In some embodiments, such services may be provided through devices and / or personnel of a casino or other service provider. For example, in systems that do not involve accounts and / or otherwise offer point-of-sale gaming options, agents and / or devices of the service provider may provide an interface to such gaming and / or other services. For example, an agent at a point-of-sale may accept bets on games and transmit such information to a gaming operator for customers wishing to play the games.

[0159] In some embodiments, a user may access the service through a service provider's portal (e.g., API, user interface, website, kiosk). The service provider may receive information that the gaming operator can use to play games and may forward this information to the gaming operator. This information may be marked in some way to identify the user and / or gaming session. The gaming operator may respond with information identifying the gaming action and / or outcome. Such information may be forwarded to the user. The service provider may thus act as an access point to the gaming operator. In a point-of-sale gaming example, a kiosk and / or agent at the service provider may receive gaming actions, such as wagers on games, and enter that information into the gaming provider. The service provider may thus act as an agent or entry point for the gaming operator. The user may not be aware that the gaming operator is involved in the gameplay, but rather may assume that the service provider is providing gaming services.

[0160] The gaming operator may receive various information and use this information to facilitate gaming. The received information may be used to play games as discussed elsewhere herein. Results information may be transmitted to a service operator for display to users. Thus, the processing and playing of games may be performed by the gaming operator, while access and / or presentation may be performed by the service provider. It should be understood that the various examples of functionality breakdown are provided as non-limiting examples only.

[0161] A service provider may include one or more computing devices that provide functionality for the service provider. For example, such computing devices may provide account-based functionality, commerce functionality, display functionality, sign-in functionality, etc. A gaming operator may include one or more computing devices that may provide gaming operator functionality. The gaming operator and service provider devices may interact (e.g., through user computing devices) to provide gaming services to users.

[0162] In various options, funding may be implemented to encourage gaming as desired by the gaming operator and / or service provider. For example, in some embodiments, an account may be maintained by the gaming operator, and the user may need to log into that account (e.g., in addition to an account with the service provider) for some reasons. Money in this account may be restricted for use by the gaming operator. In another example, an account may be maintained by a service provider, and sign-in to this account by the service provider may also function as sign-in to the gaming operator. The service provider may transfer money to the gaming operator for use by the player in gaming with the gaming operator. Thus, money in a service provider's account may be used at the gaming operator and / or for any services offered by the service provider.

[0163] Various communications may occur between a gaming operator and a service provider and / or customer to facilitate gaming. The service provider may identify the customer in any manner, which may then be communicated to the service provider to properly identify the user and / or game. For example, each user may have an ID number, which may be communicated back and forth to indicate gaming actions, account transactions, payments, team selections, etc., associated with the user. Similarly, a game may be assigned an ID by a gaming operator, which may be communicated back and forth to indicate information related to the game. The service provider may be responsible for presenting and retrieving information. The gaming operator may be responsible for calculating the game and the results.

[0164] In some embodiments, the in-store option may not identify the player, but rather the game. For example, a player may not have any account and may pay to participate in a game through a storefront and / or kiosk. A ticket may track that particular game, and any winnings may be cashed out using this ticket. The ticket may be printed with a game ID that the gaming operator and / or service provider may use to take game actions and / or obtain information regarding the game's outcome. Payment may be made by the gaming operator and / or service provider based on the outcome of the game by looking up the outcome by referencing the game ID.

[0165] A service provider may deduct amounts entered into a gaming operator through point-of-sale and / or white-label methods. Some embodiments may include determining an allocation of such deductibles to the service provider and / or determining a similar deductible to the gaming operator. For example, a service provider may receive 50% of the commission charged by a gaming operator for providing customers to the gaming operator.

[0166] Customers from various service providers may interact through the gaming operator. Multiple customers with different access methods may interact through the gaming operator. Customers who are direct customers of the gaming operator may interact with indirect customers of the gaming operator. Players from different sources may interact to play games against each other. Thus, by offering such white label and / or storefront gaming options, a larger group of players may interact with each other. Different fees may be charged and / or distributed depending on the player's source for the game.

[0167] For example, players at different casinos may play games against one another at a storefront. These players may not know that they are playing against these other players and may think that they are playing games at that casino with other patrons of the casino. Players may not care who their opponents are, because the service provider and / or gaming provider may be trusted to properly resolve all games according to standard rules regardless of the player's source. As another example, players may play at a storefront against players who have accounts. Again, these players may not care how their opponents access the gaming service, since the results may be the same from their perspective. Enabling such various access methods and connections to a gaming operator increases a gaming operator's player base, thereby enhancing the playing options and experiences available through a particular gaming operator.

[0168] While several exemplary access methods and communications between access methods are described, it should be understood that such methods are provided by way of non-limiting example only, and other embodiments may include any method or structure for facilitating interoperability between service providers and gaming operators.

[0169] While exemplary games, systems, and methods are described, it should be understood that these examples are provided by way of non-limiting example only, and other embodiments may include any desired combination of the elements described herein and / or other elements as desired.

[0170] The following sections provide a guide for interpreting this application.

[0171] II. Terminology The term "product" means any machine, manufacture and / or composition of matter, unless otherwise specified.

[0172] The term "process" means any process, algorithm, method, etc., unless otherwise specified.

[0173] Each process (whether referred to as a method, algorithm, or otherwise) inherently includes one or more steps, and thus any reference to a "step" or "steps" of a process has inherent antecedent basis from the mere use of the term "process" or similar terminology. Accordingly, any reference in a claim to a "step" or "steps" of a process has sufficient antecedent basis.

[0174] The term "invention" and similar terms mean "one or more inventions disclosed in this application," unless otherwise specified.

[0175] The terms "an embodiment," "embodiment," "embodiments," "the embodiment," "the embodiments," "one or more embodiments," "some embodiments," "certain embodiment," "one embodiment," "another embodiment," etc. mean "one or more, but not all, embodiments of the disclosed invention(s)," unless expressly specified otherwise.

[0176] The term "variation" of an invention means an embodiment of that invention, unless otherwise specified.

[0177] A reference to "another embodiment" when describing an embodiment does not imply that the referenced embodiment is mutually exclusive with the other embodiment (e.g., an embodiment described before the above-referenced embodiment), unless expressly stated otherwise.

[0178] The terms "including," "comprising," and variations thereof, unless expressly stated otherwise, mean "including, but not necessarily limited to." So, for example, the statement "a portfolio includes a red widget and a blue widget" means that the portfolio includes a red widget and a blue widget, but may also include other things.

[0179] The term "consisting of" and variations thereof means "including and limited to," unless expressly stated otherwise. So, for example, the statement "a portfolio consists of red widgets and blue widgets" means that the portfolio includes red widgets and blue widgets, but nothing else.

[0180] The term "compose" and its variations, unless otherwise specified, means "to bring together components, elements, or members." Thus, for example, the statement "The red widget and the blue widget comprise a portfolio" means that the portfolio includes the red widget and the blue widget.

[0181] The term "exclusively compose" and variations thereof, unless otherwise specified, means "bringing together only component parts, elements, or members." Thus, for example, the statement "only red widgets and blue widgets comprise the portfolio" means that the portfolio consists of red widgets and blue widgets and nothing else.

[0182] The terms "a," "an," and "the" mean "one or more," unless otherwise specified.

[0183] The term "plurality" means "two or more" unless otherwise specified.

[0184] The term "herein" means "in this application, including anything that may be incorporated by reference," unless otherwise specified.

[0185] The phrase "at least one of," when used to modify multiple things (e.g., an enumerated list of things), means any combination of one or more of those things, unless expressly stated otherwise. For example, the phrase "at least one of a widget, a car, and a wheel" means (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a widget, or (vii) a widget, a car, and a wheel. The phrase "at least one of," when used to modify multiple things, does not mean "one of each of" those multiple things.

[0186] Numerical terms such as "one," "two," and the like, when used as a cardinal number to indicate a quantity of something (e.g., one widget, two widgets), mean the amount indicated by the numerical term, but not at least the amount indicated by the numerical term. For example, the phrase "one widget" does not mean "at least one widget," and thus "one widget" does not encompass, for example, two widgets.

[0187] The phrase "based on" does not mean "based only on," unless expressly specified otherwise. In other words, the phrase "based on" describes both "based only on" and "based at least on." The phrase "based at least on" is equivalent to the phrase "based at least in part on."

[0188] The term "represent" and similar terms are not exclusive unless expressly stated otherwise. For example, the term "represents" does not mean "represents only" unless expressly stated otherwise. In other words, the phrase "the data represents a credit card number" describes both "the data represents only a credit card number" and "the data represents a credit card number, and the data also represents something else."

[0189] The term "whereby" is used herein only before a clause or other group of words that states only the intended result, purpose, or consequence of something already stated. Thus, when the term "whereby" is used in a claim, the clause or other words that it modifies will not establish any further specific limitations on that claim or otherwise limit the meaning or scope of that claim.

[0190] The term "eg" and similar terms mean "for example," and thus do not limit the term or phrase they describe. For example, in the sentence "a computer transmits data (e.g., instructions, data structures) over the Internet," the term "eg" explains that "instructions" are an example of "data" that a computer may transmit over the Internet, and that a "data structure" is an example of "data" that a computer may transmit over the Internet. However, both "instructions" and "data structures" are merely examples of "data," and things other than "instructions" and "data structures" may also be "data."

[0191] The term "respective" and similar terms mean "taken individually." Thus, when two or more things have "respective" characteristics, each of those things has its own unique characteristic, and those characteristics may, but need not, differ from one another. For example, the phrase "two machines each have a respective function" means that the first machine has a function and the second machine likewise has a function. The function of the first machine may or may not be the same as the function of the second machine.

[0192] The term "ie" and similar terms mean "that is," and thus limit the term or phrase it describes. For example, in the sentence "a computer sends data (i.e., instructions) over the Internet," the term "ie" explains that the "instructions" are the "data" that a computer sends over the Internet.

[0193] Any given numerical range is intended to include integers and fractions within that range, e.g., the range "1 to 10" is intended to specifically include integers between 1 and 10 (e.g., 1, 2, 3, 4, ... 9) and non-integers (e.g., 1.1, 1.2, ... 1.9).

[0194] Where two or more terms or phrases are synonymous (e.g., by an express statement that the terms or phrases are synonymous), the use of one instance of such a term / phrase does not mean that another instance of such a term / phrase must have a different meaning. For example, if a statement makes the meaning of "including" synonymous with "including but not limited to," the mere use of the phrase "including but not limited to" does not mean that the term "including" has any different meaning from "including but not limited to."

[0195] III. Determining The term "determining" and its grammatical variants (e.g., to determine a price, determining a value, determine an object which meets a certain criterion) are used very broadly. The term "determining" encompasses a wide range of actions, and thus "determining" can include calculating, operating, processing, deriving, investigating, searching (e.g., searching in a table, database, or another data structure), ascertaining, and the like. "Determining" can also include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory), and the like. "Determining" can also include resolving, selecting, establishing, and the like.

[0196] The term "determining" does not imply certainty or absolute precision, and thus "determining" can include estimating, extrapolating, predicting, inferring, and the like.

[0197] The term "determining" does not imply that mathematical operations must be performed, nor does it imply that numerical methods must be used, nor does it imply that an algorithm or process must be used.

[0198] The term "determining" does not imply that any particular device must be used, for example, a computer does not necessarily have to perform the determining step.

[0199] IV. Sentence Form Where a limitation of a first claim encompasses both one feature and more than one feature (e.g., a limitation such as "at least one widget" includes both one widget and more than one widget), and in a second claim that depends from the first claim, the second claim refers to that limitation using the definite article "the" (e.g., "the widget"), this does not imply that the first claim encompasses only one feature, nor does it imply that the second claim encompasses only one feature (e.g., "the widget" can encompass both one widget and more than one widget).

[0200] When ordinal numbers (such as "first," "second," "third," etc.) are used as adjectives before a term, such numbers (unless otherwise specified) are used solely to indicate a particular feature, such as to distinguish the particular feature from another feature described by the same or a similar term. For example, a "first widget" may be so named solely to distinguish it from, e.g., a "second widget." Thus, the mere use of the ordinal numbers "first" and "second" before the term "widget" does not indicate any other relationship between these two widgets, nor similarly does it indicate any other characteristics of either or both of these widgets. For example, the mere use of the ordinal numbers "first" and "second" before the term "widget": (1) does not indicate that either widget comes before or after the other in order or position; (2) does not indicate that either widget exists or acts before or after the other in time; and (3) does not indicate that either widget is ranked higher or lower in importance or quality than the other. Furthermore, the mere use of an ordinal number does not define a numerical limit for the feature identified by the ordinal number. For example, the mere use of the ordinal numbers "first" and "second" before the term "widget" does not indicate that there must be no more than two widgets.

[0201] Where a single device, article, or other product is described herein, two or more devices / articles (whether or not working together) may be used in place of the single device / article described. Thus, functionality described as being possessed by a device may instead be possessed by two or more devices / articles (whether or not working together).

[0202] Similarly, when two or more devices, articles, or other products (whether or not they work together) are described herein, a single device / article may be substituted for the two or more described devices / articles. For example, multiple computer-based devices may be replaced with a single computer-based device. Thus, various functionality described as being possessed by two or more devices or articles may instead be possessed by a single device / article.

[0203] The functionality and / or features of a single device described may instead be embodied by one or more other devices that are described but are not explicitly stated to have such functionality and / or features. Thus, other embodiments need not include the above-described device itself, but may include one or more such other devices that would have such functionality and / or features in those other embodiments.

[0204] V. Examples and Terminology Disclosed are Non-Limiting Neither the title (which appears at the top of page 1 of this application) nor the Abstract (which appears at the end of this application) should be construed as limiting in any way the scope of the disclosed invention(s) and should not be used in interpreting the meaning of or limiting the scope of any claim. The Abstract is included in this application solely because required by 37 CFR § 1.72(b).

[0205] The title of this application and the section headings provided herein are for convenience only and are not to be construed as limiting the disclosure in any way.

[0206] Numerous embodiments are described in this disclosure, and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. The invention(s) disclosed herein are broadly applicable to numerous embodiments, as will be readily apparent from the present disclosure. Those skilled in the art will appreciate that the disclosed invention(s) may be implemented with various modifications and alterations, including structural, logical, software, and electrical modifications. Although particular features of the disclosed invention(s) may be described with reference to one or more specific embodiments and / or drawings, it should be understood that such features are not limited to use in the one or more specific embodiments and / or drawings referenced in describing those features, unless expressly stated otherwise.

[0207] While certain embodiments may be disclosed as including several features, other embodiments of the invention may include fewer than all of such features. Thus, for example, a claim may be directed to fewer than the entire set of features of a disclosed embodiment, and such claim may include no other features than those expressly recited in that claim.

[0208] No embodiment of a method step or product element described in this application constitutes, is essential to, or has equivalence in scope to the invention claimed in this application, unless expressly stated otherwise herein or expressly recited in the claims.

[0209] The preambles of the claims recite only the purposes, benefits, and possible uses of the claimed invention and do not limit the claimed invention.

[0210] This disclosure is not an exact description of every embodiment of one or more inventions, nor is this disclosure a listing of every feature of one or more inventions that must be present in every embodiment.

[0211] Not all disclosed embodiments are necessarily encompassed by the claims (including pending, amended, issued, and cancelled claims). Moreover, an embodiment may be encompassed (but not necessarily) by multiple claims. Thus, if a claim (whether pending, amended, issued, or cancelled) is directed to a particular embodiment, this does not excuse the scope of other embodiments from also encompassing that embodiment.

[0212] Devices described as communicating with each other need not be in continuous communication with each other unless otherwise specified. To the contrary, such devices need only transmit to each other as needed or desired, and may not actually be exchanging data most of the time. For example, a machine communicating with another machine over the Internet may not transmit data to the other machine for extended periods of time (e.g., weeks at a time). Furthermore, devices communicating with each other may communicate directly or indirectly through one or more intermediaries.

[0213] A description of an embodiment having multiple components or features does not imply that all of those components / features are required, or even that any of those components / features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of one or more of the present inventions. Unless otherwise specified, no component / feature is essential or required.

[0214] Although process steps, algorithms, and the like may be described or claimed in a particular sequential order, such processes may be configured to function in different orders. In other words, any sequence or order of steps, which may be explicitly described or claimed, does not necessarily indicate a requirement that those steps be performed in that order. The steps of processes described herein may be performed in any possible order. Furthermore, some steps may be performed simultaneously, despite being described as not occurring simultaneously or implied as such (e.g., because one step is described after another step). Furthermore, the illustration of a process by depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, nor does it imply that the illustrated process or any of its steps are required for one or more inventions, nor does it imply that the illustrated process is preferred.

[0215] Although a process is described as including multiple steps, this does not imply that all or any of these steps are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other processes that omit some or all of the described steps. Unless otherwise specified, no step is essential or required.

[0216] Although a process may be described in isolation, i.e., without reference to other products or methods, in some embodiments, the process may interact with other products or methods. For example, such interaction may include linking one business model with another. Such interaction may be provided to increase the flexibility or desirability of the process.

[0217] Although a product may be described as including multiple components, aspects, qualities, attributes, and / or features, this does not indicate that any or all of the multiple objects are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the multiple objects described.

[0218] An enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are mutually exclusive, unless expressly stated otherwise. Similarly, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are exhaustive with respect to any category, unless expressly stated otherwise. For example, the enumerated list "computer, laptop, PDA" does not imply that any or all of the three items in the list are mutually exclusive, nor does it imply that any or all of the three items in the list are exhaustive with respect to any category.

[0219] An enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are equivalent to one another or readily substituted for one another.

[0220] All embodiments are illustrative and do not imply that the invention or any embodiment, as the case may be, has been made or performed.

[0221] VI. Computing It will be readily apparent to those skilled in the art that the various processes described herein may be implemented, for example, by appropriately programmed general-purpose computers, special-purpose computers, and computing devices. Typically, a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from a memory or similar device) and executes these instructions to perform one or more processes defined by these instructions. The instructions may be embodied, for example, in one or more computer programs, one or more scripts, etc.

[0222] "Processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or similar devices, or any combination thereof, regardless of their architecture (e.g., chip-level microprocessor / multicore, RISC, CISC, microprocessor without interleaved pipeline stages, pipelined architecture, simultaneous multithreading).

[0223] Thus, a description of a process may be construed as a description of an apparatus for performing the process. An apparatus for performing a process may include, for example, a processor and suitable input and output devices for performing the process.

[0224] Furthermore, programs implementing such methods (and other types of data) may be stored and transmitted in numerous ways using a variety of media (e.g., computer-readable media). In some embodiments, hardwired circuitry or custom hardware may be used in place of, or in combination with, some or all of the software instructions that can implement the processes of various embodiments. Thus, instead of using software alone, various combinations of hardware and software may be used.

[0225] The term "computer-readable medium" refers to any medium, media, or combination of different media that participate in providing data (e.g., instructions, data structures) that can be read by a computer, processor, or similar device. Such media may take any form, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire, and fiber optics, including the wires that comprise a system bus coupled to a processor. Transmission media may include or carry acoustic waves, light waves, and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM, a DVD, any other optical medium, punch cards, paper tape, any other physical medium with a pattern of holes, RAM, PROM, EPROM, FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described below, or any other medium from which a computer can read.

[0226] Various forms of computer-readable media may be involved in carrying data (e.g., sequences of instructions) to a processor. For example, data may be: (i) delivered from RAM to the processor; (ii) carried over a wireless transmission medium; (iii) formatted and transmitted in accordance with numerous formats, standards, or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth, and TCP / IP, TDMA, CDMA, and 3G; and / or (iv) encrypted in any of a variety of ways known in the art to ensure privacy or prevent fraud.

[0227] Thus, a description of a process is likewise a description of a computer-readable medium storing a program for performing the process. The computer-readable medium can store (in any suitable format) the appropriate program elements for performing the method.

[0228] The description of various steps of a process does not imply that all described steps are required, and therefore apparatus embodiments include computers / computing devices operable to perform some, but not necessarily all, of the described processes.

[0229] Similarly, a description of various steps in a process does not imply that all described steps are required, and therefore, an embodiment of a computer-readable medium storing a program or data structure includes a computer-readable medium storing a program that, when executed, causes a processor to perform some (but not necessarily all) of the described process.

[0230] Where a database is described, those skilled in the art will understand that (i) alternative database structures to those described can be readily employed, and (ii) other memory structures besides a database can be readily employed. Any illustrations or descriptions of any sample databases presented herein are illustrative configurations of stored information representations. For example, any number of other configurations may be used other than those suggested by the tables shown in the figures or elsewhere. Similarly, those skilled in the art will understand that any illustrated database entries represent merely example information, and that the number and content of entries may differ from those described herein. Furthermore, regardless of any representation of a database as a table, other formats (including relational databases, object-based models, and / or distributed databases) can be used to store and manipulate the data types described herein. Similarly, methods or behaviors of objects in a database can be used to implement various processes, such as those described herein. Furthermore, databases may be stored locally or remotely from devices accessing data from said databases, in a known manner.

[0231] Various embodiments can be configured to operate in a network environment including a computer in communication with one or more devices (e.g., via a communications network). The computer may communicate directly or indirectly with the devices via any wired or wireless medium (e.g., the Internet, a LAN, a WAN or Ethernet, token ring, telephone lines, cable lines, radio channels, optical communications lines, commercial online service providers, bulletin board systems, satellite communications links, or any combination of the above). Each device may itself comprise a computer or other computing device, such as one based on an Intel® Pentium® or Centrino™ processor, suitable for communication with the computer. Any number and type of devices may communicate with the computer.

[0232] In some embodiments, a server computer or centralized device may not be necessary or preferred. For example, in some embodiments, the invention may be practiced on one or more devices without a centralized device. In such embodiments, any functions described herein as being performed by a server computer, or data described as being stored on a server computer, may instead be performed by or stored on one or more such devices.

[0233] When a process is described, in some embodiments the process may operate without any user intervention, while in other embodiments the process includes some human intervention (e.g., certain steps are performed by or with human assistance).

[0234] VII. Continuing Applications This disclosure provides one of ordinary skill in the art with an enabling description of several embodiments and / or inventions, some of which may not be claimed in this application, but may nevertheless be claimed in one or more continuing applications claiming benefit of priority to this application.

[0235] Applicant intends to file additional applications seeking patents on subject matter disclosed and enabled but not claimed in this application.

[0236] VIII. U.S.C. 112(6) In a claim, a claim limitation containing the phrase "means for" or the phrase "step for" means that 35 U.S.C. 112, paragraph 6 applies to that limitation.

[0237] Any claim limitation that does not include the phrase "means for" or "step for" means that 35 U.S.C. §112, paragraph 6 does not apply to that limitation, regardless of whether the limitation recites a function without reciting the structure, materials, or acts for performing it. For example, merely using the phrase "step for" or "steps for" in a claim to refer to one or more steps of that claim or of another claim does not mean that 35 U.S.C. §112, paragraph 6 applies to that step or steps.

[0238] Pursuant to 35 U.S.C. § 112, paragraph 6, with respect to means or steps for performing a specified function, the corresponding structure, material, or acts described in the specification, and their equivalents, may perform additional functions and the specified function.

[0239] Computers, processors, computing devices, and similar products are structures capable of performing a wide variety of functions. Such products may operate to perform specific functions by executing one or more programs, such as programs stored in a memory device of the product or a memory device accessed by the product. Unless otherwise specified, such programs need not be based on any particular algorithm, such as any particular algorithm that may be disclosed in this application. Those skilled in the art will recognize that a particular function may be implemented by multiple different algorithms, and that any of a number of different algorithms is merely a design choice for performing the particular function.

[0240] Thus, under 35 U.S.C. § 112, paragraph 6, with respect to means or steps for performing a specified function, structure corresponding to a specified function includes any product programmed to perform that specified function. Such structure includes any product programmed to perform that function, whether programmed with (i) the disclosed algorithm for performing that function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing that function.

[0241] Where a method recites means for performing a function, a structure for performing the method includes a computing device (e.g., a general-purpose computer) programmed to perform the function and / or configured with suitable hardware for performing the function.

[0242] Also included are computing devices (e.g., general-purpose computers) programmed to perform the above functions with other algorithms and / or configured with suitable hardware to perform the above functions with other algorithms, as will be understood by those skilled in the art.

[0243] IX. Waiver Multiple references to a particular embodiment do not indicate a disclaimer or denial of additional different embodiments, and similarly, references to a description of all embodiments including a particular feature do not indicate a disclaimer or denial of embodiments that do not include that particular feature. Any explicit disclaimer or denial in this application shall be preceded by the phrase "does not include" or the phrase "cannot perform."

[0244] X. Incorporation by Reference Any patents, patent applications, or other documents referenced herein are incorporated by reference into this patent application as part of this disclosure, but solely for purposes of written description and enablement requirements under 35 U.S.C. § 112, paragraph 1, and shall in no way be used to limit, define, or otherwise interpret any terms herein, except to the extent that their ordinary meaning would not be ascertainable by one of ordinary skill in the art without such incorporation by reference. Such skilled artisans need not be limited in any way by any of the embodiments provided by such references.

[0245] Unless expressly stated to the contrary in this application, any incorporation by reference per se, or any incorporation by reference alone, does not imply any approval, ratification, or acquiescence of any statements, opinions, arguments, or features contained in any incorporated patent, patent application, or other document.

[0246] XI. Review Process In interpreting this application (including the claims), a person skilled in the art shall refer to the prosecution history of this application, and not to the prosecution history of any other patent or patent application, regardless of whether there are any other patent applications that may be considered related to this application and regardless of whether there are any other patent applications that share a claim of priority with this application.

[0247] XII. Trump Playing cards have been around for a long time. While there are many types of playing cards played in many different types of games, the most common type of playing card consists of 52 cards, divided into four different suits (i.e., spades, hearts, diamonds, and clubs), with the suit printed or indicated on one side, or face, of each card. In a standard deck, each of the four suits consists of 13 cards, numbered 2 through 10 or marked with the letters A (Ace), K (King), Q (Queen), or J (Jack), which are also printed or indicated on the face of each card. Thus, each card includes a suit design on its face, along with a number or letter designation. Kings, queens, and jacks usually also include some type of design on the face of the card, which are sometimes called face cards. While other types of playing cards are described herein, it should be understood that various topics may apply to any, some, and / or all types of playing cards.

[0248] In some cases, a standard playing deck of 52 cards also includes some special cards, sometimes called jokers, that may have some use or meaning depending on the particular game being played with the deck. For example, if a card game includes jokers, when a player receives a joker in their "hand," the player may use the joker as any card in the deck. If a player has the 10 of spades, the jack, the queen, and the king of spades and the joker, the player would use the joker as the ace of spades. In this way, the player would have a royal flush (10 of spades through Ace of spades).

[0249] Many different games can be played with a standard deck of playing cards. Games played with a standard deck of playing cards may include other items such as a game board, chips, etc., or the game may only require the deck of playing cards itself to be played. In most games played with a standard deck of playing cards, each card is assigned a value. This value may be different for different games.

[0250] Card values ​​typically begin with a 2 card as the lowest value and increase as the numbers increase up to 10, followed by jacks, queens, kings, and aces. In some games, an ace may have a value lower than 2, and in games where a particular card is designated a wild card, i.e., a card of any value, that card may have the highest value. For example, in a card game where deuce, i.e., the 2, is a wild card, a player holding a deck containing a 2 can use the 2 as any other card, making a 9 and a 2 equivalent to two 9s.

[0251] Additionally, the four different suits indicated on the cards may have specific values ​​depending on the game: the seven of spades may have a higher value than the seven of hearts under game rules where one suit, i.e., spades, has a higher value than another suit, i.e., hearts.

[0252] It is easy to imagine that many different games can be played using different card numbers and suit values. In a particular game, it is the combination of cards that a player gets that determines whether that player beats one or more other players. Typically, the more difficult the combination is to get, the higher the value of that combination, and the player who gets the more difficult combination (taking into account the value of the cards) wins the game.

[0253] For example, in a game of poker, each player may end up with five cards. A player who gets three cards with the same face-up number, i.e., the four of hearts, the four of diamonds, and the four of clubs, will beat a player who has only two cards of the same value, i.e., the king of spades and the king of hearts. However, a player with five cards, all of which include clubs (commonly known as a flush), will beat a player who has three cards of the same suit.

[0254] A standard deck of playing cards is often used to create gaming machines in which a player inserts coins to play a particular card game, such as poker, with imitations of standard playing cards on a video screen in an attempt to win and win back more money than they originally inserted into the machine.

[0255] Another form of gambling with playing cards utilizes a different table than what is known as a table game. A table game utilizes a table and a dealer, with players sitting or standing around the table. Players place their bets on the table, and the dealer deals cards to each player. The number of cards dealt, or whether the cards are dealt face up or face down, will depend on the particular table game being played.

[0256] Additionally, imitations or depictions of standard playing cards are used in many handheld electronic games, such as poker and blackjack, as well as in many computer and Internet games. Using handheld electronic games or computer terminals that may or may not be connected to the Internet, players receive imitation playing cards and play card games against a computer or other players. Furthermore, many of these games can be played on a computer in conjunction with gambling.

[0257] There are also many televised game shows that use a deck of playing cards in game play, where the cards are usually enlarged or shown on a video screen or monitor for easier viewing. In these televised game shows, participants play card games, usually against each other, for prizes or money, and an individual acts as a host who oversees the action.

[0258] There are also lottery tickets that players purchase and play by "scratching off" an opaque layer to see if they have won money or a prize. The opaque layer prevents the player from knowing the outcome of the lottery ticket before purchasing and scratching off the layer. Some of these lottery tickets use playing cards underneath the opaque layer, and players may need to match several identical cards to win a prize or money.

[0259] XIII. Card Game Rules Poker Rules In a basic game of poker, played with a standard 52-card deck, each player is dealt five cards. All five cards in each player's hand are evaluated as a single hand, with various combinations present, such as pairs, three of a kind, and straights. The determination of which combinations outperform other combinations is made by reference to a table containing the ranking of the combinations. The ranking in most tables is based on the probability of each combination occurring in a player's hand. Regardless of the number of cards in a player's hand, the value assigned to the cards, and the probability, the method for evaluating all five cards in a player's hand is the same.

[0260] Poker is a popular skill-based card game in which players with fully or partially hidden cards place bets into a central pot. The pot is awarded to the player or players with the best card combination or to the player who makes an uncalled bet. Poker can also refer to video poker, a single-player game similar to slot machines found in casinos, or other games that use the ranking of poker hands.

[0261] Poker is played in many variations, most of which follow the same basic pattern of play.

[0262] The right to deal cards in each hand is typically rotated among players and marked with a symbol called a "dealer" button or back. In casinos, a house dealer deals the cards for each hand, but a button (typically a white plastic disk) is passed clockwise among players to indicate the nominal dealer for determining the order of betting.

[0263] For each game, one or more players are required to make a mandatory bet to generate an initial jackpot for which the players will compete. The dealer shuffles and cuts the cards and deals the appropriate number of cards to the players, one at a time. Cards may be dealt face up or face down, depending on the variant of poker being played. After the initial deal, the first of what may be several betting rounds begins. Between rounds, players' hands grow in some way, usually by being dealt additional cards or replacing cards already dealt. At the end of each round, all bets are collected in a central pot.

[0264] At any point during a betting round, a player makes a bet, requiring opponents to fold, call, or raise. If a player bets and no opponent chooses to match the bet, the bet ends immediately, the bettor is awarded the pot, and the next round begins without having to show any cards. The ability to win the pot without showing a hand allows for so-called bluffing. Bluffing is a key feature of poker and distinguishes it from other competitive games and from other games that utilize the ranking of poker hands.

[0265] If two or more players remain at the end of the last separate round, a showdown occurs, in which these players reveal their hidden cards and evaluate their hands. The player with the best hand, depending on the poker variant being played, wins the pot.

[0266] Some of the most popular poker variants include:

[0267] Draw Poker In Five Card Draw, each player receives five or more cards, all hidden, and can exchange one or more of these cards a certain number of times.

[0268] Stud Poker Players receive cards one at a time, some of which are revealed to other players at the table. The main difference between stud poker and "draw" poker is that players cannot discard or exchange any cards.

[0269] Community Card Poker Players combine individually dealt cards with several "community cards" that are dealt face up and shared by all players. The most popular variants, Texas Hold'em and Omaha Hold'em, may deal two or four individual cards, respectively.

[0270] Poker Hand Ranking Straight Flush A straight flush is a poker hand such as the Q of spades, J of spades, 10 of spades, 9 of spades, or 8 of spades, which contains five consecutive cards, all of the same suit. Two such hands are compared by their high card in the same way as a straight. The low-ace rule also applies, in which case: 5 of diamonds, 4 of diamonds, 3 of diamonds, 2 of diamonds, and Ace of diamonds is a five-high straight flush (also known as a "steel wheel"). An ace-high straight flush such as the A of clubs, K of clubs, Q of clubs, J of clubs, or 10 of clubs is known as a royal flush and is the highest ranking standard poker hand (except for five of a kind).

[0271] example: The 7 of Hearts, 6 of Hearts, 5 of Hearts, 4 of Hearts, and 3 of Hearts beat the 5 of Spades, 4 of Spades, 3 of Spades, 2 of Spades, and Ace of Spades. J of clubs, 10 of clubs, 9 of clubs, 8 of clubs, and 7 of clubs will tie with J of diamonds, 10 of diamonds, 9 of diamonds, 8 of diamonds, and 7 of diamonds.

[0272] Four of a Kind A four-of-a-kind or quads is a poker hand, such as the 9 of clubs, 9 of spades, 9 of diamonds, 9 of hearts, and J of hearts, that contains four cards of one suit and one card that does not match them. It ranks above a full house and below a straight flush. Higher-ranking quads beat lower-ranking quads. Between two identical fours of a kind (which can occur in wild card and community card games), the kicker determines the winner.

[0273] example: The 10 of clubs, 10 of diamonds, 10 of hearts, 10 of spades, and 5 of diamonds ("four tens" or "quad tens") beat the 6 of diamonds, 6 of hearts, 6 of spades, 6 of clubs, and K of spades ("four sixes" or "quad sixes"). The 10 of clubs, 10 of diamonds, 10 of hearts, 10 of spades, and Q of clubs ("Four Tens, Queen Kicker") beats the 10 of clubs, 10 of diamonds, 10 of hearts, 10 of spades, and 5 of diamonds ("Four Tens with a Five").

[0274] Full house A full house, also known as a boat or full boat, is a poker hand, such as the 3 of clubs, 3 of spades, 3 of diamonds, 6 of clubs, or 6 of hearts, that contains three matching cards of one suit and two matching cards of another suit. It ranks below a four of a kind and above a flush. Between two full houses, the hand with the higher ranking set of three wins. If two full houses have identical sets of three cards (as can occur in wild card and community card games), the hand with the higher pair wins. Full houses are described with three of a kind (e.g., Q-Q-Q) and pairs (e.g., 9-9), as "queens over nines" (which is also used to describe two pair), "queens full of nines," or simply "queens full."

[0275] example: The 10 of spades, 10 of hearts, 10 of diamonds, 4 of spades, and 4 of diamonds ("tens full") beat the 9 of hearts, 9 of clubs, 9 of spades, Ace of hearts, and Ace of clubs ("nines full"). The K of Spades, K of Clubs, K of Hearts, 3 of Diamonds, and 3 of Spades ("King's Full") beat the 3 of Spades, 3 of Hearts, 3 of Diamonds, K of Spades, and K of Diamonds ("Three's Full"). The Queen of Hearts, the Queen of Diamonds, the Q of Clubs, the Eight of Hearts, and the Eight of Clubs ("Queen of Eights") beats the Queen of Hearts, the Q of Diamonds, the Q of Clubs, the Five of Spades, and the Five of Hearts ("Queen of Fives").

[0276] flash A flush is a poker hand, such as the Queen of Clubs, the Ten of Clubs, the Seven of Clubs, the Six of Clubs, or the Four of Clubs, that contains five non-consecutive cards of the same suit. It ranks above a straight and below a full house. Two flushes are compared as if they were high-card hands. In other words, the highest card of each flush is compared to determine the winner. If both full houses have the same high card, the next-highest card is compared, and so on. Suits have no value, and two flushes with the same five cards are a draw. Flushes are described by their highest card, such as a "queen-high flush."

[0277] example: The Ace of Hearts, the Q of Hearts, the Ten of Hearts, the Five of Hearts, and the Three of Hearts (an "Ace-High Flush") beat the K of Spades, the Q of Spades, the J of Spades, the Nine of Spades, and the Six of Spades (a "King-High Flush"). The Ace of Diamonds, K of Diamonds, 7 of Diamonds, 6 of Diamonds, and 2 of Diamonds ("Flush, Ace-King High") beats the Ace of Hearts, Q of Hearts, 10 of Hearts, 5 of Hearts, and 3 of Hearts ("Flush, Ace-Queen High"). The Queen of Hearts, Ten of Hearts, Nine of Hearts, Five of Hearts, and Two of Hearts (a "heart flush") draws with the Queen of Spades, Ten of Spades, Nine of Spades, Five of Spades, and Two of Spades (a "spade flush").

[0278] straight A straight is a poker hand, such as the Queen of clubs, the J of spades, the Ten of spades, the Nine of hearts, or the Eight of hearts, that contains five cards of different consecutive suits. It ranks above three of a kind and below a flush. Two straights are ranked by comparing their high cards. Two straights with identical high cards are of equal value and share any winnings (straights are the most common hands that break ties in poker, especially in community card games). Straights are described by their highest card, such as a "queen-high straight" or a "straight to the queen."

[0279] A hand such as the Ace of Clubs, the K of Clubs, the Q of Diamonds, the J of Spades, and the 10 of Spades is an Ace-high straight, ranking higher than a King-high straight such as the K of Hearts, the Q of Spades, the J of Hearts, the 10 of Hearts, and the 9 of Diamonds. However, the Ace may also function as a one card in a hand such as the 5 of Spades, the 4 of Diamonds, the 3 of Diamonds, the 2 of Spades, and the Ace of Clubs, which is called a wheel or five-high straight and ranking lower than a six-high straight such as the 6 of Spades, the 5 of Clubs, the 4 of Clubs, the 3 of Hearts, and the 2 of Hearts. Aces cannot be "wrap around," i.e., they cannot function as both a high and a low card in the same hand. The 3 of Clubs, the 2 of Diamonds, the Ace of Spades, the K of Spades, and the Q of Clubs are not straights but simply Ace-high no-pairs.

[0280] example: The 8 of spades, 7 of spades, 6 of hearts, 5 of hearts and 4 of spades (an "eight-high straight") beats the 6 of diamonds, 5 of spades, 4 of diamonds, 3 of hearts and 2 of clubs (a "six-high straight"). The 8 of spades, 7 of spades, 6 of hearts, 5 of hearts, and 4 of spades will tie with the 8 of hearts, 7 of diamonds, 6 of clubs, 5 of clubs, and 4 of hearts.

[0281] Three of a Kind Three of a kind, also called trips, set, or prill, is a poker hand such as the 2 of diamonds, 2 of spades, 2 of hearts, K of spades, or 6 of spades. It contains three cards of the same value and two cards that don't match. It ranks above two pair and below a straight. A higher three of a kind beats a lower three of a kind. When two hands have the same three of a kind (which can occur in wild card or community card games), kickers are compared to break the tie.

[0282] example: The 8 of spades, 8 of hearts, 8 of diamonds, 5 of spades, and 3 of clubs (the "three-eights") beat the 5 of clubs, 5 of hearts, 5 of diamonds, Queen of diamonds, and 10 of clubs (the "three-fives"). The 8 of spades, 8 of hearts, 8 of diamonds, Ace of clubs, and 2 of diamonds ("Three-Eights, Ace-Kicker") beats the 8 of spades, 8 of hearts, 8 of diamonds, 5 of spades, and 3 of clubs ("Three-Eights, Five-Kicker").

[0283] Two Pair Poker hands such as the J of hearts, J of clubs, four of clubs, four of spades, or nine of spades are called two pairs, which contain two cards of the same value, two cards of a different value (which match each other but don't match the first pair), and one mismatched card. This ranks above one pair and below three of a kind. Between two hands containing two pairs, the higher pair from each hand is compared first, and the higher pair wins. If both hands have the same top pair, the second pair from each hand is compared. Finally, if both hands have two identical pairs, a kicker determines the winner. Two pairs are described as "Kings over nines," "Kings and nines," or simply "Kings up," depending on the higher pair (e.g., K of hearts or K of clubs) and the lower pair (e.g., 9 of spades or 9 of diamonds).

[0284] example: The K of Hearts, K of Diamonds, 2 of Clubs, 2 of Diamonds, and J of Hearts ("Kings up") beat the J of Diamonds, J of Spades, 10 of Spades, 10 of Clubs, and 9 of Spades ("Jacks up"). The 9 of clubs, 9 of diamonds, 7 of diamonds, 7 of spades, and 6 of hearts ("nines and sevens") beat the 9 of hearts, 9 of spades, 5 of hearts, 5 of diamonds, and K of clubs ("nines and fives"). The four of spades, four of clubs, three of spades, three of hearts, and king of diamonds ("fours and threes, king kicker") beats the four of hearts, four of diamonds, three of diamonds, and ten of spades ("fours and threes with ten").

[0285] One Pair A pair is a poker hand such as the four of hearts, four of spades, king of spades, ten of diamonds, or five of spades, which contains two cards of the same value and three mismatched cards. It ranks higher than any high-card hand, but lower than all other poker hands. A higher-value pair beats a lower-value pair. If two hands have pairs of the same value, the unpaired card (kicker) in each hand is compared to determine the winner.

[0286] example: The 10 of clubs, 10 of spades, 6 of spades, 4 of hearts, and 2 of hearts ("pairs of tens") beat the 9 of hearts, 9 of clubs, Ace of hearts, Q of diamonds, and 10 of diamonds ("pairs of nines"). The 10 of hearts, 10 of diamonds, J of diamonds, 3 of hearts, and 2 of clubs ("Tens with Jack Kicker") beats the 10 of clubs, 10 of spades, 6 of spades, 4 of hearts, and 2 of hearts ("Tens with Six Kicker"). The 2 of diamonds, 2 of hearts, 8 of spades, 5 of clubs, and 4 of spades ("juice eight-five-four") beats the 2 of clubs, 2 of spades, 8 of clubs, 5 of hearts, and 3 of hearts ("juice eight-five-three").

[0287] High Card A high-card or unpaired hand is a poker hand, such as the King of Hearts, the Jack of Clubs, the Eight of Clubs, the Seven of Diamonds, or the Three of Spades, in which no two cards are of the same value, no five cards are consecutive, and no five cards are of the same suit. It is also called "nothing" or "garbage," and numerous other terms denoting low value. This hand ranks below all other poker hands. Two such hands are ranked by comparing: the highest card if they are equal; the next-highest card if they are equal; the third-highest card if they are equal. Unpaired hands are described by the one or two highest cards in the hand, such as "king-high" or "ace-queen-high," or by the number of cards needed to break a tie.

[0288] for example: The Ace of diamonds, the Ten of diamonds, the Nine of spades, the Five of clubs, and the Four of clubs ("Ace-high") beat the King of clubs, the Queen of diamonds, the J of clubs, the Eight of hearts, and the Seven of hearts ("King-high"). The Ace of Clubs, the Queen of Clubs, the Seven of Diamonds, the Five of Hearts, and the Two of Clubs ("Ace-Queen") beat the Ace of Diamonds, the Ten of Diamonds, the Nine of Spades, the Five of Clubs, and the Four of Clubs ("Ace-Ten"). The 7 of spades, 6 of clubs, 5 of clubs, 4 of diamonds, and 2 of hearts ("seven-six-five-four") beats the 7 of clubs, 6 of diamonds, 5 of diamonds, 3 of hearts, and 2 of clubs ("seven-six-five-three").

[0289] Bug-based decks Using the joker as a glitch creates slight variations in gameplay. When introduced into a standard poker game, the joker acts as a fifth ace, or can be used as a card for a flush or straight (although it can also be used as a wild card). Casino draw poker variants usually use the joker, so the best possible hand is a five of a kind, such as Ace of hearts, Ace of diamonds, Ace of clubs, Ace of spades, and a joker.

[0290] Caribbean Stud Rules Caribbean Stud™ Poker is played as follows: The player and dealer are each dealt five cards. If the dealer has a poker hand worth less than the Ace-King combination, the player automatically wins. If the dealer has a poker hand worth the Ace-King combination or more, the higher hand wins: the player's hand or the dealer's hand. If the player wins, the player may receive an additional bonus payout based on the poker ranking of their hand. In commercial game play, side bets are required to allow for progressive jackpot opportunities. In Caribbean Stud™ Poker, it is the dealer's hand that must qualify. Because the dealer's hand is partially hidden during play (typically only one card at most is revealed to the player before the player's bet is complete), players must always be aware that a player's hand of the same ranking can be defeated by the dealer's hand, and that bonuses are generally only paid for hands ranking flush or higher unless a side bet is placed.

[0291] Blackjack Rules Several versions of blackjack are now described. Blackjack hands are scored according to the point total of the cards in the hand. The hand with the highest total wins if it is 21 or less. If the total is greater than 21, it is called a "bust." Number cards 2 through 10 have a point value equal to their face value, and face cards (jacks, queens, and kings) are worth 10 points. Aces are worth 11 points unless the hand is busted, in which case they are worth 1 point. Players play against the dealer and win by having a higher point total, not exceeding 21. If the player busts, the player loses, even if the dealer also busts. If the player and dealer have hands with the same point value, this is called a "push," and neither party wins the game.

[0292] After initial bets are placed, the dealer deals cards from one or more, but typically two, decks of cards in hand, or from a "shoe" containing multiple decks of cards, generally at least four and typically more. Games in which one or more decks of cards are in hand are known as "pitch" games. "Pitch" games are not generally played in casinos. When played with more than two decks, the decks are shuffled together to make it more difficult to remember which cards have been dealt and which have not. The dealer deals two cards to each player and to himself. Typically, one of the dealer's two cards is dealt face up so that all players can see it, and the other is dealt face down. The face-down card is called the "hole card." In European variants, the "hole card" is dealt after all players' cards have been dealt and all players' hands have been played. Player cards are dealt face up from the shoe, or face down in pitch games.

[0293] A two-card hand with a point value of 21 (i.e., an ace and a face card or a 10) is called a "blackjack" or "natural" and automatically wins. A player with a "natural" traditionally receives a 3:2 payout on their bet, although some Las Vegas casinos began playing at 6:5 in 2003, typically in games that use only a single deck.

[0294] After the first two cards are dealt to each player and the dealer, if the dealer has a "natural" and the player does not, the dealer automatically wins. If the player has a "natural" and the dealer does not, the player automatically wins. If both the dealer and the player have a "natural," neither party wins the game.

[0295] If neither side has a "natural," each player plays their hand until the end. Once all players have finished, the dealer plays their hand.

[0296] Playing a hand typically involves a combination of four possible actions: "hit," "stand," "double down," or "split" your hand. Sometimes another action called "surrender" is added. "Hit" means taking another card. "Stand" means taking no more cards. "Doubling down" means doubling your bet, taking exactly one more card, and then "stand." If a player has cards of equal value, such as a pair of eights, they can "split" by placing an additional bet and playing each card as the first card of two new hands. "Surrender" means giving up your hand, losing half of your bet. "Surrender" is not an option in most casino blackjack games. Once a player "stands," "busts," or "doubles down," their turn ends. If a player "busts," they lose even if the dealer later busts. This is a house advantage.

[0297] After all players have played their hands, the dealer reveals his hole cards and plays his own hand. According to house rules (commonly used casino rules), the dealer must hit until his point total is at least 17, regardless of the players' point totals. In most casinos, the dealer must also hit on a "soft" 17 (such as an ace and a six). In casinos, the felt on the blackjack table is marked to indicate whether the dealer hits or stands on a soft 17. If the dealer "busts," all remaining players win. Bets are usually paid at 1:1 odds.

[0298] Four common rule variations are one-card split ace, early surrender, late surrender, and double-down restriction. In the first variation, one card is dealt for each ace and the player's turn ends. In the second variation, the player has the option to surrender before the dealer checks for blackjack. In the third variation, the player has the option to surrender after the dealer checks for blackjack. In the fourth variation, doubling down is only allowed for certain card combinations.

[0299] Insurance Insurance is a commonly offered betting option that allows players to bet both ways by betting that the dealer will win the hand. If the dealer's "up card" is an ace, the player is offered the option to purchase insurance before the dealer checks his or her "hole cards." If the player wishes to accept insurance, the player can bet up to half of their original bet. Insurance bets are placed separately on a special portion of the table, which is usually marked with the words "Insurance Pays 2:1." A player who purchases insurance is betting that the dealer's "hole card" will be worth 10 (i.e., a 10, a jack, a queen, or a king). Because the dealer's up card is an ace, a player who purchases insurance is betting that the dealer will have a "natural."

[0300] If a player originally bets $10 and the dealer shows an ace, the player can purchase insurance by betting up to $5. Assume a player places a $5 insurance bet and is dealt two cards that total a player's hand of 19. If the dealer's hole card is revealed to be a 10 after the insurance bet period has expired (the player checks that the dealer is "natural" before playing their hand), the player loses the original $10 bet but wins the $5 insurance bet at 2:1 odds, winning $10 and breaking even. In the same situation, if the dealer's hole card is not worth a 10, the player immediately loses the $5 insurance bet. However, if the player chooses to stand on 19 and the dealer's hand has a total value of less than 19 at the end of the dealer's turn, the player wins the original $10 bet and has a net profit of $5. In the same situation, if the dealer's hole card is not worth 10, the player again immediately loses the $5 insurance bet, and if the dealer's hand has a higher total value than the player's hand at the end of both the dealer's and player's turns, i.e., if the player stands on 19 and the dealer ends his turn on 20, the player loses both the original $10 bet and the $5 insurance bet.

[0301] Basic Strategy Blackjack players can increase their expected winnings through several means, one of which is "basic strategy." "Basic strategy" exists merely as a matter of common practice and not official endorsement. "Basic strategy" determines when to hit and when to stand, and when doubling down or splitting is optimal. Basic strategy is based on the player's point total and the dealer's visible cards. Under certain conditions (e.g., playing with a single deck according to Downtown Las Vegas rules), the house advantage against players using basic strategy can be as low as 0.16%. Casinos offering options such as surrender and double-after-split rely on players making mistakes to provide a house advantage, instead of potentially giving players using basic strategy a statistical advantage.

[0302] A number of optional rules can benefit experienced players, such as: when doubling down is allowed on any two cards that are not naturals; when "doubling down" is allowed after splitting; when early surrender (losing half the bet on a face-up card or face-up ace before the dealer checks for blackjack) is allowed; when late surrender is allowed; when re-split aces (a player splits when they have three or more cards in their hand and have just been dealt a second ace); when drawing two or more cards on a split ace is allowed; when five or more cards totaling less than 21 are automatic wins (known as "Charlies").

[0303] Other optional rules can be detrimental to experienced players, such as: when a "natural" pays less than 3:2 (e.g., single-deck blackjack on the Las Vegas Strip pays 6:5 for a "natural"); when a hand can only be split once (resplitting is allowed except for aces); when doubling down is limited to certain totals (e.g., 9 11 or 10 11); when aces cannot be resplit; when the rules are for "no-peek" (or European) blackjack (which causes a player to lose against a dealer with a "natural" if they split or "double down" their hand (because the dealer does not check this automatically winning hand until the player plays their own hand)); when a player ties with the dealer, and neither the player nor the dealer wins, so the player loses instead of keeping their original bet.

[0304] Card Counting Unlike some other casino games, where one play does not affect any subsequent plays, a hand of blackjack removes cards from the deck. As cards are removed from the deck, the probability of each remaining card being dealt changes (and the same card cannot be dealt). If the proportion of 10-value cards and aces among the remaining cards increases, the player is more likely to be dealt a natural, which is to the player's advantage (because the dealer wins even money if the dealer has a natural, while the player wins at 3:2 odds if the player has a natural). If the proportion of lower-value cards, such as 4s, 5s, and 6s, among the remaining cards increases, the player is more likely to bust, which is to the dealer's advantage (because if the player busts, the dealer wins even if the dealer later busts).

[0305] The house advantage in blackjack is relatively small initially. By keeping track of which cards have been dealt, a player can take advantage of the changing proportion of remaining cards by betting higher if the proportion of cards valued at 10 increases and lower if the proportion of lower-value cards increases. Over time, the deck will often become more unfavorable than favorable for the player, but the player can overcome this inherent disadvantage by adjusting the amount they bet. Players can also use this information to refine their basic strategy. For example, if the dealer's face-up card is a 10, basic strategy calls for hitting on a 16, but if the player knows that a disproportionate number of lower-value cards remain in the deck, the odds may change to favor standing on a 16.

[0306] There are many card counting schemes, all of which depend on the player's ability to remember a rough or detailed count of the cards played. The more detailed the count, the more accurate the count, but the more difficult it is to remember. Card counting is not illegal, but casinos will eject or ban players who are found to be good at counting cards.

[0307] Shuffle tracking is a more uncertain and difficult method of attempting to shift the odds in a player's favor: players track groups of cards during play of a multi-deck shoe, attempting to follow these groups through the shuffle, hoping that the same groups will re-emerge from the new shoe, and playing and betting accordingly.

[0308] XIV. Casino Countermeasures Some methods of discouraging card counters include using multiple decks. Shoes containing six or eight decks are common. The more cards there are, the less variability there is in the percentage of remaining cards and the more difficult it is to count the remaining cards. Shuffling cards more frequently also reduces players' profits, but this reduces the time available for actual play and therefore reduces casino revenue. Some casinos now use shuffling machines; some of these shuffling machines shuffle one set of cards while another is being played, while others shuffle cards continuously. Distractions in the gaming floor environment and complimentary alcoholic beverages also act as a discouragement for card counters. Some methods of discouraging card counters include using various payout structures, such as a 6:5 blackjack payout, which is a disadvantage to players compared to the standard 3:2 blackjack payout.

[0309] XV. Video Gaming Games Video gambling games are designed to mimic table games using adaptations of the rules and cards of the table games.

[0310] In some versions of video poker, a player can inspect five cards randomly selected by a computer. These cards are displayed on a video screen, and the player selects which, if any, cards they wish to keep. If a player wishes to keep all of the cards, that player presses the STAND button. If the player wishes to keep only some of the cards, the player selects the cards to be held by pressing the HOLD key located directly below each card displayed on the video screen. After selecting the HOLD cards, the player presses the DEAL button, which automatically and simultaneously replaces the unselected cards with additional cards randomly selected from the remainder of the deck. After pressing the STAND button or after the cards are exchanged, the final hold is evaluated by the gaming machine's computer, and the player receives a payout of play credits or coins determined from a payout table. This payout table is stored in the machine's computer memory and displayed on the machine's screen. Hands with higher values ​​are awarded more credits or coins. Extremely unusual poker hands are awarded payouts of 800 to 1 or more.

[0311] XVI. Devices for playing via communication systems 1 shows an apparatus for playing a game. There are multiple player units 40-1 to 40-n connected via a communication system 41 such as the Internet, and the game playing system comprises an operating unit 42, a player register 43, and a game unit 45. Each unit 40 is typically a personal computer having a display unit and control means (keyboard and mouse).

[0312] When a player logs onto the game playing system, the player identifies himself to the operating unit at his unit 40. The system keeps player details in a register 43, which contains a separate player registration unit 44-1 to 44-n for every potential player, i.e., every member of the system.

[0313] Once a player is identified, the player is assigned to a gaming unit 45. The gaming unit includes a set of player data units 46-1 to 46-6, a dealer unit 47, a control unit 48 and a random distribution unit 49.

[0314] Up to seven players can be assigned to a game unit 45. As shown, there can be multiple such units, allowing multiple games to be played simultaneously if there are more than eight members of the system logged on at the same time. The assignment of player units 40 to player data units 46 can be arbitrary or random, resulting in unused player data units 46 and game units 45 accordingly. Each player data unit 46 reads from a corresponding player registration unit 44, contains essentially the same details as its corresponding player unit 40, and communicates with the player unit 40 to keep the player data unit and player data unit content updated with each other. Additionally, appropriate portions of the content of other player data units 46 and dealer units 47 are sent to the player unit 40 for display.

[0315] A logic unit 48 of the game unit 45 provides the game unit with steps to initiate dealer actions and await appropriate responses from the player units 40 throughout the various stages of play. A random distribution unit 49 essentially randomly deals cards to the dealer unit 47 and the player data unit 46. At the end of a game, the logic unit sends the game results, i.e., wins and / or losses, to the player data unit 46 and informs the players of their results. The operations unit 42 also obtains these results and updates the player registration unit 44 accordingly.

[0316] The player unit 40 is arranged to show a display. The player's position is highlighted to identify the player. As play progresses, the player selects various boxes, places bets in these boxes, etc., and the results of these actions are displayed. As cards are dealt, a series of overlapping card symbols is displayed in the bonus box. If the player exercises the option, cards can be displayed in a row below the box, as well as cards dealt to the dealer. At the end of the game, a message is displayed informing the player of the results of their bet, i.e., the amount won or lost.

[0317] XVII.Alternative technologies It will be understood that the techniques described herein for making, using, or implementing various embodiments are merely a subset of possible techniques that may be used for the same or similar purposes. The particular techniques described herein are not to be construed as limiting. Rather, various embodiments contemplate alternative techniques for making, using, or implementing various embodiments.

[0318] XVIII. References cited The following patents and patent applications are incorporated herein by reference for all purposes: U.S. Patent No. 6,579,181; U.S. Patent No. 6,299,536; U.S. Patent No. 6,093,103; U.S. Patent No. 5,941,769; U.S. Patent No. 7,114,718; U.S. Patent Application No. 10 / 622,321; U.S. Patent No. 4,515,367; U.S. Patent No. 5,000,453; U.S. Patent No. 7,137,630; and U.S. Patent No. 7,137,629.

[0319] [Appendix 1] determining, by the computing device, a first player group to which the first player belongs; determining, by the computing device, a second player group to which the second player belongs; determining, by the computing device, based on the first group and the second group being rival groups, that the first player may play a game against the second player, wherein the first player may not play a game against other members of the first group; matching, by the computing device, the first player with the second player to play the game; and determining, by said computing device, a winner of said game; A method comprising: [Appendix 2] 2. The method of claim 1, comprising determining that the first player belongs to the first group based on a position of the first player. [Appendix 3] 2. The method of claim 1, comprising determining that the first player belongs to the first group based on characteristics of the first player. [Appendix 4] The features are: the first player is a fan of the first team; the first player is a student at a first school; the first player is an alumnus of the first school; the first player is a patron of a first commercial entity; the first player resides in a first location; and said first player is of a first gender; 4. The method of claim 3, comprising at least one of: [Appendix 5] 2. The method of claim 1, wherein the game comprises a fantasy sports game. [Appendix 6] 2. The method of claim 1, comprising the steps of: requesting the first player to select at least one member of a first fantasy sports team for the game from a first set of players specific to the first group; and requesting the second player to select at least one member of a second fantasy sports team for the game from a second set of players specific to the second group. [Appendix 7] 2. The method of claim 1, wherein determining the first group includes assigning the first player to the first group without a request from the first player to be assigned to the first group. [Appendix 8] 2. The method of claim 1, further comprising forming the first group, the first group being defined to include players having a particular first characteristic. [Appendix 9] 9. The method of claim 8, wherein forming the first group includes forming the first group in response to a request from a sponsor of the first group to form the group defined by the first characteristic. [Appendix 10] 2. The method of claim 1, including determining the outcomes of a plurality of other games, each of the other games being between a respective member of the first group and a respective member of the second group. [Appendix 11] 11. The method of claim 10, comprising determining an outcome of a group game based on the outcome of the game and the plurality of other games. [Appendix 12] 12. The method of claim 11, wherein the first group wins the group game if the total number of games won by members of the first group among the first game and the plurality of other games exceeds the total number of games won by members of the second group among the first game and the second game. [Appendix 13] 12. The method of claim 11, wherein the group that wins the group game is based on the total number of points earned by players in the first group across the first game and the plurality of other games compared to the total number of points earned by players in the second group across the first game and the plurality of other games. [Appendix 14] 12. The method of claim 11, comprising allocating a prize to a group that wins the group game. [Appendix 15] 15. The method of claim 14, wherein allocating the prize money includes making payments to the accounts of each player in the group who wins the group game. [Appendix 16] 15. The method of claim 14, wherein allocating the prize includes making a payment to an account of a sponsor of the group that won the group game. [Appendix 17] 17. The method of claim 16, wherein the sponsor is not the player of the group that wins the group game. [Appendix 18] 17. The method of claim 16, wherein the sponsor comprises a charity selected by the player of the group who wins the group game. [Appendix 19] the game includes a fantasy game based on a real tournament; 2. The method of claim 1, wherein in the fantasy game, players in the tournament are eliminated as the tournament progresses and are not replaced within the fantasy game based on the tournament, thereby preventing some members of each fantasy team in the game from earning points after being eliminated from the tournament. [Appendix 20] 2. The method of claim 1, further comprising encouraging the first player to propose a buyout to the second player during play of the first game. [Appendix 21] receiving from the first player an indication of an amount to be awarded to the second player if the second player accepts the buyout; and presenting said amount to said second player in an offer to end said game. 21. The method of claim 20, comprising: [Appendix 22] receiving an acceptance of the proposal; and in response to receiving the acceptance, awarding the amount to the second player and awarding a second amount to the first player, the second amount comprising the amount minus the prize pool amount for the game. 22. The method of claim 21, comprising: [Appendix 23] 2. The method of claim 1, including presenting the first player with the option of offering the second player a double-blind game before the game begins. [Appendix 24] 2. The method of claim 1, comprising receiving from at least one of the first player and the second player a selection of statistics related to real-world events to be used in scoring the game. [Appendix 25] the first player accessing the game through a gaming operator that determines the outcome of the game; 2. The method of claim 1, wherein the second player accesses the game through a service provider that provides at least one of white label and in-store access to the game. [Appendix 26] a computing device; and A non-transitory medium on which a number of instructions are recorded An apparatus comprising: When the instructions are executed by the computing device, the apparatus: determining a first player group to which the first player belongs; determining a second player group to which the second player belongs; determining, based on the first group and the second group being rival groups, that the first player may play a game against the second player, wherein the first player may not play a game against other members of the first group; matching the first player with the second player to play the game; A device for determining a winner of the game.

Claims

1. by at least one processor, receiving a first positioning signal from a first mobile computing device of a first user via a communications network; determining, based on the continuous monitoring of the first positioning signal, whether an amount of time spent by the first user within a predetermined geographic region is equal to or exceeds a predetermined threshold; determining that the first user belongs to a first group if the amount of time spent by the first user within the predetermined geographic region is determined to be equal to or greater than the predetermined threshold time; determining a second group to which the second user belongs; determining that the first group is a rival group to the second group; matching the first user with the second user in a fantasy sports game based on the first group being a rival group to the second group; displaying, via the communications network, on an interface of the first mobile computing device, first team selection information excluding players for selection onto a first fantasy sports team of the first group, the first team selection information such that a number of common players selectable onto the first fantasy sports team and a number of second fantasy sports teams selectable onto the second group do not exceed a threshold, the first team selection information indicating at least one first player selectable onto the first fantasy sports team for the fantasy sports game from a first set of real players specific to the first group; transmitting, via the communications network on an interface of a second mobile computing device of the second user, second team selection information excluding players for selection onto the second fantasy sports team, the second team selection information indicating at least one second player selectable onto the second fantasy sports team for the fantasy sports game from a second set of real players specific to the second group; based at least in part on the performance of each of the at least one first player and the at least one second player in at least one real sporting event; determining a winner of the fantasy sports game from a first user and a second user; [0033] including controlling method.

2. 2. The method of claim 1, further comprising controlling, by the at least one processor, a step of determining the second group based on at least one of the following: the second user being a fan of a second team, the second user being a student at a second school, the second user being an alumnus of a second school, the second user being a patron of a second commercial entity, or the second user being a second gender.

3. 2. The method of claim 1, wherein the first player is assigned to the first group without a request from the first player to be assigned to the first group.

4. 2. The method of claim 1, further comprising controlling, by the at least one processor, forming the first group, the first group being defined to include predetermined users proximate to the predetermined geographic area.

5. 2. The method of claim 1, further comprising controlling, by the at least one processor, a step of determining outcomes of a plurality of other fantasy sports games played between each user in the first group and each user in the second group.

6. 10. The method of claim 1, wherein the fantasy sports game is based on a real tournament, and real sports players in the real tournament are eliminated from the real tournament as the real tournament progresses and are not replaced in the fantasy sports game, thereby preventing some players on each of the first fantasy sports team and the second fantasy sports team from earning points after being eliminated from the real tournament.

7. 2. The method of claim 1, further comprising controlling, by the at least one processor, facilitating the first user offering the second user a buyout for the fantasy sports game during play of the fantasy sports game.

8. by the at least one processor, receiving, via the communications network, from the first mobile computing device, an indication from the first user regarding an amount to be awarded to the second user if the second user accepts the buyout; presenting the amount to the second user at the second mobile computing device via the communications network as an offer to terminate the fantasy sports game; The method of claim 7 , further comprising controlling:

9. 10. The method of claim 1, further comprising controlling, by the at least one processor, at the first mobile computing device via the communications network, presenting to the first user, prior to initiation of the fantasy sports game, an option to offer a double-blind glade of the fantasy sports game to the second user.

10. receiving a first positioning signal from a first mobile computing device of a first user via a communications network; determining, based on the continuous monitoring of the first positioning signal, whether an amount of time spent by the first user within a predetermined geographic region is equal to or exceeds a predetermined threshold; determining that the first user belongs to a first group if the amount of time spent by the first user within the predetermined geographic region is determined to be equal to or greater than the predetermined threshold time; determining a second group to which the second user belongs; determining that the first group is a rival group to the second group; matching the first user with the second user in a fantasy sports game based on the first group being a rival group to the second group; displaying, via the communications network, on an interface of the first mobile computing device, first team selection information excluding players for selection onto a first fantasy sports team of the first group, the first team selection information such that a number of common players selectable onto the first fantasy sports team and a number of second fantasy sports teams selectable onto the second group do not exceed a threshold, the first team selection information indicating at least one first player selectable onto the first fantasy sports team for the fantasy sports game from a first set of real players specific to the first group; transmitting, via the communications network on an interface of a second mobile computing device of the second user, second team selection information excluding players for selection onto the second fantasy sports team, the second team selection information indicating at least one second player selectable onto the second fantasy sports team for the fantasy sports game from a second set of real players specific to the second group; based at least in part on the performance of each of the at least one first player and the at least one second player in at least one real sporting event; determining a winner of the fantasy sports game from a first user and a second user; at least one processor configured to control Device.