Fantasy Gaming
By determining player groups based on affiliations or characteristics and matching them for competitive games, the method addresses the lack of dynamic group-based gaming in fantasy sports, enhancing player engagement and competition.
Patent Information
- Application Number
- JP2023119836
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2013-03-07
- Filing Date
- 2023-07-24
- Publication Date
- 2025-06-16
- Estimated Expiration
- 2034-03-06
AI Technical Summary
Existing systems for organizing and facilitating fantasy sports games do not effectively allow players to compete against opposing groups based on specific affiliations or characteristics, leading to a lack of dynamic and engaging group-based gaming experiences.
A method utilizing a computing device to determine player groups based on affiliations or characteristics, match players from opposing groups for competitive games, and determine winners, thereby enabling dynamic group-based fantasy sports competitions.
This approach enhances player engagement by creating competitive environments based on specific group affiliations, allowing for more dynamic and interactive fantasy sports experiences.
Smart Images

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Abstract
Description
Technical Field
[0001] Cross - reference to related applications This application claims the benefit of U.S. Patent Application No. 13 / 788,412, filed on March 7, 2013.
[0002] Some embodiments relate to sports events, games based on player actions in live sports events, other types of events, and / or other types of games.
Background Art
[0003] Gambling can include wagering an amount of money on whether an event will occur or not. Fantasy sports can include one or more games related to events occurring in real - world sports games.
Summary of the Invention
Problems to be Solved by the Invention
[0004] The present invention is for solving the problems of the background art.
Means for Solving the Problems
[0005] The following should be understood as embodiments rather than claims.
[0006] A method comprising: determining, by a computing device, a first player group to which a first player belongs; determining, by the computing device, a second player group to which a second player belongs; determining, by the computing device, that the first player may play a game against the second player based on the first group and the second group being opposing groups, wherein the first player cannot play the game against other members of the first group; matching, by the computing device, the first player and the second player who play the game; and determining, by the computing device, a winner of the game.
[0007] The method of claim A, comprising the step of determining that a first player belongs to a first group based on the position of the first player. The method of claim A, comprising the step of determining that a first player belongs to a first group based on the characteristics of the first player. The method of claim A.2, wherein the characteristics include at least one of: the first player being a fan of a first team, the first player being a student of a first school, the first player being an alumnus of a first school, the first player being a patron of a first commercial entity, the first player living at a first location, and the first player being of a first gender. The method of claim A, wherein the game includes a fantasy sports game. The method of claim A, comprising the step of requesting the first player to select at least one member of a first fantasy sports team for the game from a set of first 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 set of second players specific to the second group. The method of claim A, wherein the step of determining the first group includes the step of assigning the first player to the first group without a request from the first player to assign to the first group. The method of claim A, comprising the step of forming the first group, wherein the first group is defined to include players having a specific first characteristic. The method of claim A.6, wherein the step of forming the first group includes the step of forming the 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, comprising the step of determining the results of a plurality of other games, each of which is between a member of the first group and a member of the second group. A.7.1. The method of claim A.7, comprising the step of determining the result of a group game based on the results 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 the members of the first group in the first game and the plurality of other games exceeds the total number of games won by the members of the second group in 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 the players of the first group through the first game and the plurality of other games compared to the total number of points earned by the players of the second group through the first game and the plurality of other games. A.7.1.3. The method of claim A.7.1, comprising the step of assigning 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 assigning a prize includes the step of making a payment to the account of each player in the group that wins the group game. A.7.1.3.2. The method of claim A.7.1.3, wherein the step of assigning a prize includes the step of making a payment to the account of the sponsor of the group that wins 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 wins 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 the players in the group that wins the group game.
[0009] A.8. The game includes a fantasy game based on a real tournament, in which players in the tournament drop out as the tournament progresses and do not substitute within the fantasy game based on the tournament, so that several of the members of each fantasy team in the game do not earn points after being excluded from the tournament, the method of claim A. A.9. The method of claim A, including the step of promoting the first player to propose a buyout to the second player during the play of the first game. A.9.1. The method of claim A.9, including the step of receiving, from the first player, an indication of the amount to be given to the second player if the second player accepts the buyout; and presenting the amount to the second player in a proposal to end the game. A.9.1.1. The method of claim A.9.1, including the step of receiving acceptance of the proposal; and in response to receiving the acceptance, giving the amount to the second player and giving a second amount to the first player, where the second amount includes the amount obtained by subtracting the amount from the amount of the prize pool for the game. A.10. The method of claim A, including the step of presenting to the first player an option to propose a doubling rate for the game to the second player before the start of the game. A.11. The method of claim A, including the step of receiving a selection of statistics related to a real event to be used for scoring the game from at least one of the first player and the second player. A.12. The first player accesses the game through a gaming operator who determines the result of the game, and the second player accesses the game through a service provider who provides at least one of white-labeled access to the game and over-the-counter access to the game, the method of claim A.
[0010] B. A device comprising a computing device and a non - transient medium having a plurality of instructions recorded thereon, wherein when the computing device executes the plurality of instructions, the device: determines a first player group to which a first player belongs; determines a second player group to which a second player belongs; based on the first group and the second group being opposing groups, determines that the first player may play a game in opposition to the second player, where the first player may not play a game in opposition to other members of the first group; matches the first player and the second player who play the game; and determines a winner of the game.
[0011] Any of the above - described exemplary embodiments may be combined in any manner.
Brief Description of the Drawings
[0012]
Figure 1
Figure 2
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Modes for Carrying Out the Invention
[0013] I. Exemplary Embodiments Orally, gaming is also referred to as wagering, but embodiments are not limited to the legal definition of wagering that is limited to probabilistic games, and may include mind sports, fantasy games, probabilistic games, and / or any other type of game. Thus, when discussing some embodiments, the term "gaming" may be used instead of the term "wagering". Gaming may include wagering an amount of money on the occurrence of some event. Such wagering may be skill and / or risk-based, may be in a bookmaker format and / or a pari-mutuel format, and / or may take any desired form. Gaming may include the step of paying a fee to participate in a contest based on the occurrence of an event. A prize (e.g., money based on the total amount of contest entry fees) may be provided to the winner of such a contest. Here, "wagering" may be used to refer to skill or risk-based gaming as described above, and should not be understood to be limited to either type of gaming unless otherwise specified. Gaming may include wagering, betting, money bets, paying contest entry fees, 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] Examples of Fantasy Gaming In some embodiments, a gaming operator can facilitate gameplay among a plurality of 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 the examples are presented in a non-limiting manner with respect to fantasy games. Further, embodiments may include any fantasy or non-fantasy game, or an event that is the subject of gambling, as desired. Accordingly, U.S. Patent Application No. 61 / 479,539, U.S. Patent Application No. 12 / 605,826, U.S. Patent Application No. 13 / 160,746 and U.S. Patent Application No. 61 / 668,245 are incorporated herein by reference. 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 presented as merely non-limiting examples. The various features discussed may be combined with any fantasy game, in any way or combination.
[0015] With respect to popular variations of fantasy events, namely fantasy sports, various examples are provided, but it should be understood that various embodiments may include any fantasy event. In some embodiments, fantasy sports may provide participants with a way to assume roles similar to those of a coach and / or general manager. In some embodiments, participants may be given the ability to select, create, trade, dissolve and / or otherwise manage fantasy teams.
[0016] Events, participants, and / or team members to which a fantasy event may be related may include any desired events, participants, and / or team members. For example, events may include political events (e.g., elections), sports events (e.g., football, baseball, basketball, hockey, soccer, rugby, golf, tennis, auto racing, animal races), competitions (poker, tests, stone-throwing, tree growing), and other events. 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 the competitions of fantasy events may be configured based on any type of activity. For example, a fantasy competition may be configured based on an activity in which participants in the fantasy competition can indirectly compete based on observations or statistics regarding some activity (e.g., wind speed, elections, tree growth, baseball, etc.) underlying it.
[0017] A fantasy team related to an activity may include one or more members, each of whom corresponds to one or more actual and / or active participants in the activity. For example, a fantasy team related to sports may include one or more players of that sport. The players may include active players in a real sports league. The players may include active league players from one or more real sports leagues.
[0018] In some embodiments, the members of a team may include a portion of an actual team. For example, in some embodiments, in addition to, and / or instead of, specific members of a team selected for a fantasy team, a portion of a team may be selected for a fantasy team. For example, the defensive side of a football team may be selected for a fantasy team regardless of the actual members of the defensive side team. Thus, the score of such a team may be related to the actions and / or performance of the entire team rather than a single member of the defensive side team.
[0019] In some embodiments, the members of a fantasy team may include any event related to an actual team that is not an actual player of the actual team. For example, in some embodiments, fans of a team may be part of a fantasy team, the head coach of an actual team may be part of a fantasy team, and / or any other non-player related to the actual team may be part of a fantasy team. The gaming operator may score a fantasy team with such non-player members using actions and / or statistics related to such non-player members. For example, points may be given to a fan based on their attendance, the noise they generate, and / or any other measurable characteristics. Points may be given to a head coach based on their 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 score earned by the non-player. The gaming operator may receive the information and convert this information into a score assigned to the fantasy team.
[0020] In some embodiments, participants in a fantasy sports game may select members to form a fantasy team for a sport. In some embodiments, a participant may select, i.e., "draft", currently active real players to form a fantasy team. Thus, a fantasy team for a sport may include a plurality of members each corresponding to a respective player of the sport. In some embodiments, the members selected for a fantasy team may include groups of players (e.g., the defense of a particular football team may be well as members of the fantasy team, the outfield of a particular baseball team may be well as members of the fantasy team, etc.) and / or groups of non-players (e.g., fans, head coaches).
[0021] In some embodiments, a plurality of participants may form a fantasy league and may select players in the fantasy league. Each player in the league may pay a fee to join the league. This fee may be pooled by the gaming operator for use in paying out prizes, may be booked by the gaming operator as a wager, and / or may be paid to the gaming operator as a fee. A fantasy league is also called a fantasy game, and a participant who wins within the league may receive some prize money (e.g., from the gaming operator, from a pooled fund held by the gaming operator, based on the fees 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 teams and pay a fee (e.g., $10) to be part of the league. Based on the performance of the selected players in a real sports event, a participant can earn points within the fantasy sports league, a winner is determined, and that winner may be paid a prize (e.g., an amount with a certain rake taken by the gaming operator from $20).
[0022] It should be understood that the form of the wager and / or the relationship between the parties involved in such a game and / or between the gaming operator may take any form. Terms such as "form a game" are used in a broad sense to refer to any such form. For example, wagering may be established directly between two participants, separate contractual obligations may be established between the gaming operator and each participant, a pari-mutuel pool into which money may be deposited may be established, a book of bets into which money may be deposited may be formed, and / or any desired method of forming a game may be used. In some embodiments, each participant in the game may pay an entry fee to participate in the contest in order to form the game. Such fees may be pooled and used for payment to the winner. The 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 the rules regarding a fantasy sports game. Such a central authority may include a casino, server, house, bookmaker, website, and / or any other desired gaming operator. Such a central authority may also be referred to as a commissioner and / or a treasurer. In some embodiments, multiple entities (e.g., one treasurer and one commissioner) may function as separate parts of such a central authority. In some embodiments, the central authority may be configured to determine the outcome of the game, accept wagers, adjust balances, receive money, determine whether game conditions are met, establish leagues, maintain accounts, make payments to the winners, and implement methods for facilitating the functionality described herein. The central authority may include one or more computing devices (e.g., servers, processors, mobile devices, etc.) configured to perform one or more actions to facilitate gaming.
[0024] An example of a game that may be used in some embodiments may include Cantor5 (or Cantor (any number)) provided by CantorGaming and / or Cantor Data Services. In such a game, the league may be public (e.g., by players and / or operators). Without limiting examples for a two-player league, the league may be any number of users (e.g., 2, 5, 10, etc.). If the league is full (e.g., the maximum number of players has joined), the league may be closed and a game may be formed among the players who have joined the league. Thus, for example, a user may wish to play a $50 Cantor5 game, in which case, by entering information through a website, a two-player Cantor5 league may be formed with a $50 buy-in (e.g., wager amount, contest entry fee). A second user may view the formed league through the website and may join the league. At this point, these players may together participate in the $50 game. Cantor may obtain a portion from the buy-in for providing the fantasy service and the remainder of the buy-in may be used to pay a prize to the winner of the game. Cantor may pool the buy-ins into a pool that may be used to provide some prize to the winner.
[0025] At some point before the game starts and / or at the time of some other closing trigger, each player may need to select members for their fantasy team. The members may be selected in any way (e.g., round robin, independently, etc.). In some embodiments, each player can select a team independently so that one player's team does not affect another player's team and each player can have some or completely the same players on their team. A gaming operator (e.g., Cantor) may set the total expected points for each team (based on the performance history of each player on the team). To set such a total of expected points, Cantor may deliberately skew the numbers to encourage players to select more highly performing players. Based on the set expected values for each team, a spread can be generated 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 2-point spread can be formed between these teams. The winner of the game can be determined based on the play of the actual game. Thus, for example, if Team B wins by a margin of more than 2 points, Team B has overcome the spread and Team B is the winner.
[0026] In some embodiments, a system for providing fantasy sports contest related information to one or more participants may be configured. 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 a list of one or more participants, the ranking of a participant in one or more fantasy sports contests, the point record related to a participant in one or more fantasy sports contests, information regarding the number of trades a participant can make, information regarding the amount of fantasy money available to a participant to contract players for a certain list, information regarding the deadline for making trades or performing any other suitable tasks related to one or more fantasy sports contests, the results of the fantasy game, and / or any other suitable information.
[0027] In some embodiments, a system for providing information related to one or more real-world games to one or more participants may be configured. Such information may include information about real-world athletes (e.g., name, statistics, etc.), real-world sports leagues (e.g., game schedule, ranking, etc.), real-world sports events (e.g., baseball games, golf tournaments, tennis matches, etc.), sports arenas, weather information, information related to sports commentary, or any other suitable information related to real-world sports or events.
[0028] In some embodiments, various types of fantasy games may be played. For example, in some embodiments, a head-to-head type of game may be played. A head-to-head type of game may include a participant competing against one or more participants (e.g., another player, a casino, or other gaming operator) within the game (e.g., over the course of a week, over the course of a season, etc.). In some embodiments, the fantasy team that accumulates the most points during the game period based on 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, the participants associated with each fantasy team compete head-to-head against each of the other teams in the league to accumulate a win-loss record. The winner of such a system may be determined based on the performance of active real-world athletes in the actual game. It should be understood that any desired game type and / or scoring system may be used in various embodiments.
[0029] In some embodiments, playoff-type games may be played. For example, participants may play one or more games during the regular season of a fantasy game, which may or may not correspond to the regular season of the underlying sport. In some embodiments, participants may be removed during the regular season. Participants may earn points and / or wins during the regular season. The participants remaining at a given point in the game with the most points and / or wins at that point in the game may qualify for the playoff-type game. The playoff game may be the same as and / or different from the "regular season" game. For example, a participant may be able to select members for their playoff team and participate in the playoff game using the selected fantasy team. The win in the playoffs may be greater than the win in the regular season. The players who may be selected may be limited to those participating in the playoffs of the underlying game. Various rules regarding budget, uniqueness, and / or scoring may be used for the playoff game.
[0030] One or more games may include user-specific performance. For example, a group of players (e.g., head-to-head, pool, rotisserie league, etc.) may play a group game. Each player may identify a performance and a team. The team may win if the above performance is achieved. Each player on the winning team may be the winner of that game. The gaming operator may set some features that determine a way to divide the money based on the difficulty of achieving the performance (e.g., a player with a more difficult performance may receive more money from the pool, etc.). There may also be a game played by a single player, in which the odds or other features may similarly be determined by the house that facilitates the play of the game.
[0031] Some embodiments may include a pari-mutuel pool for a league. For example, each player entering a team into the league may pay money. The winner of the league may be able to win at least a portion of the money pool.
[0032] It should be understood that fantasy sports games need not be limited or constrained with respect to time. For example, a fantasy sports contest may last for an entire season, a portion of a season, a defined period (e.g., one month, two weeks, three days, one hour, etc.), the duration of a particular event (e.g., Wimbledon, etc.), a portion of a particular event, or any other suitable period.
[0033] In some embodiments, a fantasy sports contest may include event game options. For example, a fantasy sports contest may involve participants wagering on whether a particular outcome will occur (e.g., whether a particular golfer will make the next shot). Such games may be played against the house, another participant (e.g., a participant who is 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 manner of fantasy gaming and / or other gaming / gambling may be used as desired.
[0035] Discussion of an exemplary interface Some embodiments may include presenting an interface through which a player can form a team for a game as described above and / or receive / input any information regarding the game. Such an interface may identify whether one or more selectable members are selected as part of a casino team and / or other teams (e.g., thereby, in some embodiments, selection by a player for a game against a particular team may be removed). In some embodiments, if adding a member to a team is prevented by the rules of such an embodiment (e.g., the member is on another team; there are already a large number of members common to multiple teams and adding a member would exceed the maximum threshold of common members; the member is considered injured, etc.), the member as described above 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 of money bet on a team having a member and / or against the team. Information regarding the interface may be set 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 regarding a game involving a player's team, a casino team, and / or any number of other teams may be determined based on the members and / or performance of each team selected by the player. For example, in some embodiments, odds, a money line, a point spread, a handicap, and / or any desired characteristic may be determined for a game of one team against another team based on the expected performance of the members of the one team as compared to the members of the other team. Various examples of characteristic determination are provided herein.
[0037] In some embodiments, the above information may be displayed on an interface related to team selection. For example, handicaps or other information (such as odds, payout ratios, etc.) may be displayed on an interface related to team selection. Such information can identify how the selection of a certain player or another player affects the handicap, or how adding such a player to the team affects the handicap. For example, the handicap can identify the current handicap in the current composition of the team even if the team has not yet been completed or finalized. As members are added and / or changed, the handicap can be adjusted to reflect the next state of the team.
[0038] In some embodiments, in response to the selection of a player's team and / or the opponent's team, the above-described features may be displayed to the player via an interface. For example, in response to the formation of the player's team and the player's selection to participate in the game by setting the team based on the performance achieved by the team, the player can identify an indication of the odds (or other features) related to the game through the interface. The interface enables the player to execute actions such as acceptance, modification, amount setting, rejection, etc. for the game with the identified features. For example, the interface can identify that the player may participate in the game by requiring the player's team to earn 8.5 points to win a game with odds of 3:1. The player can choose to achieve a performance with the same or different odds or not achieve the performance. In response to the above indication, the player can input a certain amount of dollars through the interface to play the game, press the acceptance button to participate in the game, reject the participation in the game, and / or take any other action.
[0039] The user may perform, through the above interface, selection of team members, viewing of odds, selection of the side to advance the game, confirmation of the game, etc. The user may select a player team. A point handicap may be determined (for example, the player team has an advantage of 1 point), and / or a money line may be determined (for example, $115 must be wagered to win $100). Some embodiments may include tournament elements, group elements, raise elements, submission elements, and / or any other elements that may be described herein or elsewhere. The interface may display control and / or information regarding the above elements to facilitate play.
[0040] While some embodiments are described with respect to games against a casino and / or gambling against a casino, it should be understood that other embodiments may include games against another player and / or games involving a team formed by another player and / or a casino. The elements of one embodiment may apply to another embodiment in any combination (for example, an interface including information such as a handicap regarding a possible opposing team may be included in multiple embodiments).
[0041] Exemplary System U.S. Patent No. 6,371,855 by Gavriloff describes one exemplary fantasy sports system, which is incorporated herein by reference. U.S. Patent No. 7,001,279 by Barber describes another exemplary fantasy sports system, which is incorporated herein by reference. U.S. Published Patent Application No. 2008 / 0287198 by Callery describes yet another example of a fantasy sports system, which is incorporated herein by reference. U.S. Patent No. 7,351,150 by Sanchez describes an example of a fantasy sports system that may include additional interactive elements, which is incorporated herein by reference. U.S. Published Patent Application No. 2005 / 0064937 by Ballman describes one variation of a fantasy sports game, which is incorporated herein by reference. U.S. Published Patent Application No. 2007 / 0060380 by McMonigle describes an example of a fantasy sports betting system that can provide additional advice to players, which is incorporated herein by reference. U.S. Published Patent Application No. 2008 / 0200254 by Cayce describes an exemplary commissioner system for a fantasy sports system, which is incorporated herein by reference. U.S. Published Patent Application No. 2008 / 0215168 by Charchian describes an exemplary system for managing assets and transactions related to a fantasy sports system, which is incorporated herein by reference. U.S. Published Patent Application No. 2009 / 0023495 by Koustas describes an example of pari-mutuel wagering related to fantasy sports, which 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 configurations or approaches may be used. Further, it will 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 exemplary fantasy sports system 200 is shown in FIG. 2. As illustrated, the fantasy sports system 200 may include a gaming system 201, an event server 203, a network 205, a client computing device 207, a staff computing device 209, a mobile device 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 (such as performance, team, money, group, raise, surrender, etc.). The gaming system 201 may perform player matching for a game, game formation, game inspection, game result determination / providing, data transfer for an interface, acting as a treasurer or house for a game, providing gaming opportunities, implementing methods such as the methods described herein, etc. In some embodiments, the gaming system 201 enables 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, the gaming system 201 may include an exchange-based gaming system. One exemplary exchange-based gaming system is described in U.S. Patent Application No. 10 / 831,375 by Burgis, titled "System and method for managing risk associated with product transactions", which is hereby incorporated by reference into this application. In some embodiments, bids and / or applications regarding a game may be received, and a game may be formed based on the bids and / or applications.
[0046] It should be understood that the above examples of the gaming system are merely non-limiting examples. 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 form a game defined by teams and performance. Such a game may include one or more characteristics (e.g., odds, payout tendencies, handicaps, etc.) defined by the gaming system, which may be based on the teams and / or performance.
[0047] In some embodiments, a casino or other hosting location may function as an intermediary (e.g., a gaming server) between players. For example, a casino may participate in two offsetting games by two players. In some embodiments, a time window may be set for a particular gaming opportunity (e.g., a gaming opportunity regarding a particular team). The gaming server may accept several games that offset each other, thereby minimizing the risk for the gaming server. 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 hereby incorporated by reference into this application.
[0048] The event server 203 may be configured to receive and / or process information regarding events. The events may include real sports events. For example, the events may include hits, base runs, successful passes, unsuccessful passes, interceptions, catches, stolen bases, blocks, three-point shots, steals, fumbles, scored shots, and / or any other information. The events may include events in the current game and / or events from a game that is not current. The events may be received substantially simultaneously with the occurrence of the events.
[0049] The event server 203 may be configured to determine fantasy sports results and / or points based on the events. For example, in an embodiment where a participant receives points when a real 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 the event server receives a signal identifying that the player has scored a touchdown. In some embodiments, the event server 203 may be configured to maintain a history record of event information. Such information may be used periodically to determine results 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 the reception and processing of event information are described in U.S. Patent Application No. 12 / 367,566 by Plott, entitled "Mobile Gaming Alert", which is hereby incorporated by reference into this application.
[0051] Network 205 may include any desired one or more communication networks. Network 205 may include a wired connection portion and / or a wireless connection portion. Network 205 may include a local network, the Internet, and / or any desired network. Through Network 205, multiple parts of System 200 can communicate with each other and / or with external systems.
[0052] Client computing device 207 may include any desired computing device. The client computing device may be configured to enable a participant to input information regarding a fantasy sports game and / or access the above information. For example, client computing device 207 may include a network-connected computer at a casino, a remote location, and / or any desired location. Client computing device 207 may include a special-purpose computer configured to display on one or more displays (displaying an interface such as those described herein) sports-related statistics, game feeds, game options, etc. Client computing device 207 may include input and / or output elements for money related to one or more games (such as a ticket intake / issuance device, a credit card device, a cash dispenser, a cash intake element, etc.). Client computing device 207 may communicate with one or more other elements of System 200, such as gaming system 201, to present or receive information. 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] The staff computing device 209 may include a computing device configured to be operated by a staff member of a gaming facility such as a casino. The staff computing device 209 may include a device in a sports book, in which a participant may inquire of a staff member regarding a desired game, and the staff member may input information for generating games, bids for games, fantasy sports teams, performance, etc.
[0054] The mobile device 211 may include any desired mobile computing device. For example, the mobile device 211 may include a mobile long-distance communication device such as a mobile phone, a portable gaming device, etc. An exemplary portable gaming device is described in U.S. Patent Application No. 11 / 868,013 by Lutnick, titled "Game of Chance Processing Apparatus", which is hereby incorporated by reference into this application. Other exemplary portable gaming devices may include a tablet computer, a smart phone, etc. The mobile device 211 can communicate via a wireless network such as a part of the network 205. With the mobile device 211, a participant can input and / or receive information regarding fantasy sports teams and / or games.
[0055] The event source 213 may include any desired source of information regarding an event. For example, the event source 213 may include a television, an rss feed, a news feed, a newspaper publication, an announcer, a website, an event log, a telephone system, a television, etc. The event source 213 may be part of the system 200 or may be separated from the system 200 (for example, a system driven by a sports league or TV channel such as ESPN, NFL.com, etc.). The event source may be connected to the Internet and may provide information regarding the event to the system 200.
[0056] Various elements of the system may be considered as modules. For example, an interface module may receive, transmit, and / or perform any action for enabling any type of interface; a gaming module may perform any action for making decisions on information, processing games, determining results, and / or realizing gaming functionality; an accounting module may function to manage accounts; and / or in some embodiments, any set of modules (which may or may not be compatible with elements and / or functional parts described herein) may be used.
[0057] It should be understood that system 200 is merely given as a non - limiting example. Various embodiments may include additional components, alternative components, fewer components, different components, etc., 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 and 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 by implementing one or more of the methods described herein or otherwise. In some embodiments, for example, the system may be part of a cloud computing environment, an in - store gambling environment, and / or a white - label gaming service environment.
[0058] Examples of player grouping Some embodiments may include gaming among multiple groups of players. Figure 3 shows an exemplary process that may be implemented to facilitate group-based gaming as described above in some embodiments. Process 300 may begin at block 301 and / or in some other manner (e.g., using a registration process that may be discussed elsewhere in this specification). Process 300 may be implemented by one or more components of system 200 such as system 200 and / or gaming system 201, event server 203, processor, and / or any other device.
[0059] As shown 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 determination may be performed for each player in response to a request from a player who wishes to join a group, in response to some characteristic of the player, in response to a request from another person who wishes 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 university campus, and / or any desired location. Various location determination techniques may be used to make such a determination, and these techniques 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 the position (or similarity of any feature) to a group may be determined. Such similarity may be established randomly, according to the requirements of the gaming operator, in response to a request from a player, etc., according to the requirements. For example, the owner of a position may request that the position be associated with a group, the gaming operator may determine, based on the game history, that a user is within a certain group, the player may form a group having a predetermined feature through the user interface, etc.
[0062] The position or other feature may be the current position / feature and / or the past position / feature. For example, in some embodiments, the position may include the current position, whereby all and / or some of the players at a particular position may be determined to be within the first group defined by the above position. In some embodiments, the position may include the past position, whereby the players who were at the above position are determined to be within the above group.
[0063] As another example, the position may include one or more past positions associated with the player. For example, a player who has been at a position for more than a certain time threshold may be determined to be within that group, a player who has visited that position more than a certain number threshold may be determined to be part of that group, a player who has visited that position more than some other positions may be determined to be within that group, and / or membership in one or more groups may be determined by any use of the history and / or current position information.
[0064] Although some embodiments have been described as including location-based groups, it should be understood that such examples are non-limiting. A group can be defined by any desired characteristic. For example, a group can be defined as, optionally, fans of a band, fans of a team, school alumni, people with a particular name, people with a particular gender, people accessing a particular network, people with children, or people having any characteristic, whether intentional or not.
[0065] Such group definitions can be determined by a request (e.g., from a group establisher / 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 a group. For example, a group for a bar can be formed in response to a request by the bar owner and / or bar patrons for the gaming operator to form a group so that the bar can play group games against another bar that also has a group. The location can be defined by the building of the bar defined by GPS coordinates, a location near the GPS coordinates of the bar (e.g., within a certain distance), within a geop fence encompassing the building of the bar, a connection to a Wi-Fi network encompassing the bar (e.g., in some embodiments, players connecting to a particular Wi-Fi network can be assigned to a group associated with that Wi-Fi network), and / or in any other manner. Similarly, any characteristic (e.g., based on discontinuous or continuous measurements) can be defined as desired by group members, those who generated the group, the gaming operator, etc., whereby the group is defined.
[0066] Some embodiments may include receiving a request to join a group. For example, a player having a certain location or other characteristic may be eligible to join a group based on the location or characteristic, but needs to make a request to join the group. A player who makes a request without having the above characteristic may be denied access to the group. The gaming operator may make a determination regarding eligibility as described above by determining the presence of the above characteristic.
[0067] In some embodiments, a player may be placed in a group without making a request as described above. For example, the gaming operator may form groups based on gaming patterns (e.g., those betting on the Bears are fans of the Bears, those betting on the Packers are fans of the Bears, etc.). A player may or may not be asked to confirm joining a particular group.
[0068] As understood as a non-limiting example from the above discussion, an exemplary embodiment in which a first player determines that each is part of a first group may include determining a first group defined by a first location, determining that the first player is and / or was at the first location, and determining based on these determinations that the first player belongs to the first group, including one or more of these steps.
[0069] As shown in block 303, some embodiments may include determining a second group for each of a second set of players. The second set of players may include any number of players. The determination of the group, the determination of the characteristics defining the group, the determination of a player's membership in the group, and / or any other actions related to block 303 may take a form similar to those discussed above with respect to block 301.
[0070] As understood as a non-limiting example from the above discussion, certain exemplary embodiments in which a second player determines that each is part of a second group may include determining a second group defined by a second position (or a second feature that may be of the same or different type as the first feature defining the first group), determining that each second player is at and / or was at the second position (and / or has and / or had the second feature), and determining, based on these determinations, that each second player belongs to the second group. One or more of these steps may be included.
[0071] As shown in block 305, some embodiments may include, in one or more games, matching one or more of a first set of players against one or more of a second set of players based on one or more of the first set of players being within a first group and one or more of the second set of players being within a second group. Players may be matched in fantasy games and / or any other games.
[0072] It may be determined that the first group and the second group are opposing groups. For example, these groups may be associated with opposing teams, opposing positions, opposing features, opposing bars, etc. In some embodiments, a request for the start of an opposing relationship may be made from one or more of these groups (e.g., one or more members of the first group may challenge the second group to participate in the game). In some embodiments, the gaming operator may initiate an opposing relationship based on such a request or, in other cases, without such a request. Based on such a determination, matching between members of the groups may be performed. The gaming operator may track the opposing relationships and may enable or disable the ability to play the game based on these opposing relationships. In some embodiments, all groups may be enemies of all other groups.
[0073] Matching can take various forms. For example, in some embodiments, matching may include the step of actively engaging a player in the game to oppose another player (e.g., the step of forming a game within a data structure by a gaming operator). In other embodiments, matching may include the step of causing a player to participate in the game to oppose another player, the step of removing restrictions on a player participating in the game to oppose another player, the step of counting a game between two players as part of a group challenge, and / or any other type of action that can facilitate 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 from opposing groups may be permitted to play against each other. In some embodiments, any player may play against each other, but such play may only be eligible as some type of group challenge if the players playing against each other are in opposing groups. The gaming operator may manage such group play restrictions by tracking, monitoring, enforcing, implementing, and / or other means.
[0074] Thus, in some embodiments, the position of a player may determine other players against whom that player may play based on the positions of those other players. For example, a group of people at a first bar may be matched to oppose players at a second bar to play a bar-versus-bar fantasy sports game. This type of group-based matching can enable bar-versus-bar, school-versus-school, country-versus-country, etc. challenges in a gaming environment.
[0075] As another example of matching that may be used in some embodiments, the 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 be the representative of the group. The representative player may be selected by a vote from the group, by records in other games, by the gaming operator (e.g., randomly), by the group operator, etc. The gaming operator may facilitate such representative selection or other group team selection.
[0076] As shown in block 307, some embodiments may include steps to facilitate the play of one or more games in which one or more players from a first set of players and one or more players from a second set of players are involved. The games may include any type of game, whether it is a gambling game or otherwise. Some embodiments will be discussed with respect to fantasy - type games. The games may include individual games and / or group - based games. In some embodiments, individuals from each group may play a plurality of individual games. These games may be used to determine the outcome of a group - to - group game. The outcome may be determined in various ways, such as those discussed herein or otherwise known in the art (e.g., based on events within an event that the gaming operator monitors to determine the outcome of a fantasy sport). The winner may be given some prize (e.g., based on the buy - in amount).
[0077] In some embodiments, the game may include individual games and / or group challenges. For example, separate players within each group may play against players in another group in an individual game. Multiple individual games may be totaled in some way to form a group game. For example, a group challenge may be played where the number of wins by individuals within each group is totaled and the group with the most wins wins the group challenge. For example, if more people in Group 1 win in a game against people in Group 2, Group 1 wins the group game. As another example of totaling results, the group that wins the highest total amount of money may win the group challenge. For example, if Group 1 wins more money than the players in Group 2, Group 1 may win the group challenge. Or as another example, if the team in Group 1 beats Group 2 by a certain spread with a higher total amount, Group 1 may win the group challenge. Whatever method of totaling result elements is used, the result of the group challenge as described above may be determined, and it should be understood that these exemplary totals are given as merely non-limiting examples. The gaming operator may monitor the games and groups to determine the totaling of results of the group challenge as described above.
[0078] In some embodiments, the group game may be a game played by all or some of the group members (e.g., the group members involved in a group - against - group game) and / or other players. For example, in some embodiments, a third party may take the position of the group that will win the group challenge (e.g., may place a bet on the totaling of results). The gaming operator may receive information regarding such a game, may seek opponents for such a game, and / or may book a wager on such a game, monitor the group event, and determine the result based on the group event.
[0079] As another example, group - to - group games may be funded by buy - ins from members of one group to members of another group for the game. For example, if a $10 buy - in is made by a member of Group 1 and a member of Group 2 respectively to play a head - to - head personal game, some portion of the total $20 buy - in may be used to fund the group - to - group game. The winning group may claim a pool that aggregates multiple portions of such subgroup buy - ins. For example, a $1 buy - in per person may be used as the group pool. Thus, if 100 members play, the group pool can be $100. The winning group may claim this $100. The amount won may be divided among group members even if an individual group member loses, may be allocated to a group account, and / or alternatively, may be credited to the profit of the winning group. Thus, in some embodiments, a player in a group may win money even if that player loses the game.
[0080] In some embodiments, a group sponsor may earn from the group's winning prize. For example, if a bar is the group sponsor, upon a win for the group, a credit entry may be made to an account maintained for the bar. The gaming operator may track group sponsors through a data structure, track group sponsor accounts, and make credit entries to such accounts based on group gaming events. The group sponsor may use this money in any way the sponsor and the group have agreed upon (e.g., as payment for sponsorship, purchase of free drinks for patrons, equipment upgrades, donations to charities, etc.). The gaming operator may facilitate a vote by group members to determine how such group winning prizes are used.
[0081] In some embodiments, the group may select the recipient of the group game's winning prize. For example, group members may select (e.g., by entering information into an interface) for a charity to receive the group game's winning prize. The group members may indicate to the gaming operator that the charity should receive the group game's winning prize. The gaming operator may facilitate the payment of the group game's winning prize to the charity (e.g., by crediting an account, sending a receipt, etc.).
[0082] Some embodiments may include the step of establishing a team for one or more of the games. For example, independent players from Group 1 may be matched to play against independent players from Group 2, and when playing each game against the independent players from Group 2, the players of 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 own team for the game. Various examples of the step of selecting a team are described herein and / or are known in the art and may be used in various embodiments.
[0083] Some embodiments may include the step of imposing constraints and / or requirements on team selection based on group membership. It should be understood that various examples of these constraints and / or requirements are given as non-limiting examples. Such constraints and / or requirements may be combined in any way. The gaming operator may impose such constraints and / or requirements. The gaming operator may provide information identifying such constraints and / or requirements through an interface. The information of such an interface may be updated as actions related to the constraints and / or requirements are performed.
[0084] For example, in some embodiments, the group as a whole must meet certain selection requirements. The group as a whole may be required to use all the players of an actual sports team at least once. For example, if the group partners with a specific football team, the members of the group may be required to use all the members of the football team at least once when the members of the group form a team for a series of games. The interface may provide information to the members of the group indicating the required players that still have to be played. When a member of the group selects a player, the interface for another member of the group may be updated by the gaming operator to indicate that the player has been played. If not all players have been played, the group may lose, the group may receive a penalty, the members of the group may be notified that they must correct an error, and / or any action may be taken. Although an example is given regarding using the entire team, it should be understood that any manner of in-group team selection may be used. For example, each player on the team may be required to be used at least a certain number of times above 1, and the members of the team as a whole may be required to be used at least some number of times by not requiring each member to be used, etc.
[0085] As another example of constraints and / or requirements, some embodiments may prohibit a group of players from selecting members from one or more specific teams and / or may require that a group of players select at least some members from one or more teams. For example, in some embodiments, each team from the members of Group 1 may need to include at least three members of Team 1 that partners with Group 1. As another example, each team from the members of Group 1 may be prohibited from including members from Team 2 that partners with Group 2 against which Group 1 is playing a game.
[0086] It should be understood that the various examples of group gaming cited with respect to FIG. 3 are merely non-limiting examples. Such examples may be combined in any manner. Other embodiments may include different, the same, more, fewer, etc. functionalities as desired.
[0087] Examples of gameplay Some embodiments may include the play of one or more games. The gaming operator may take one or more actions to facilitate gameplay in which one or more competitors within the game participate. In some embodiments, such gameplay may include the play of a fantasy game (e.g., a fantasy sports game) among two or more competitors (e.g., players, groups, members of opposing groups, etc.). FIG. 4 shows 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, 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 respective player of a sport. Such a team may be received from the members of the first group discussed above in embodiments involving group gaming.
[0089] In some embodiments, the instructions may include instructions for each member of the fantasy team. In some embodiments, the instructions may include instructions for a position (e.g., quarterback) for one or more of the members of the fantasy team. In some embodiments, the instructions for the fantasy team may include instructions for the results of the selection. In some embodiments, the instructions for the fantasy team may include instructions for the selection of the members of the fantasy team (e.g., by the casino as part of the selection of one or more casino teams by the participants in the fantasy sports game). Various examples of the step of forming the team have been described above, and it should be understood that such instructions for formation may be received in any number of ways in some embodiments.
[0090] Some embodiments may include requirements and / or constraints for team selection (e.g., based on uniqueness, group membership, other group members, etc.). Various examples of such requirements are listed herein and / or are known in the art. Some embodiments may include the step of verifying that the team meets the requirements and / or the step of providing information regarding the requirements and / or constraints to the competitors.
[0091] In some embodiments, at least two of the first plurality of members may correspond to the same first player of the sport. In various embodiments, it should be understood that any number of the members may correspond to the same first player, or none of the members may correspond to the same first player. In various embodiments, the members may be assigned the same or different positions relative to each other and / or relative to the actual players. As an example, all of the members of a team may correspond to the same first player. In some embodiments, two or more members of a team may correspond to each player playing in the same position in the sports event, even if only one person can play in that position in that sport at a time. For example, in some embodiments, a fantasy team may include a plurality of members corresponding to a player playing as a quarterback.
[0092] Some embodiments may include the step of assigning a member to a position, and it should be understood that some embodiments may not include the step of assigning a member to a position. Such assignment to a position may or may not be affected by non-unique members. In some embodiments, non-unique members may not be assigned a position at all and may earn points based on the actions of a player regardless of the position the player plays. In some embodiments, non-unique members may be assigned a position and may earn points based on the actions of the player associated with each assigned position. As discussed above, some embodiments may include non-player members of a fantasy team, such as a head coach and / or fans of the team.
[0093] As shown in block 403, some embodiments may include receiving an indication of a second fantasy team for the game. Such a receiving step may be substantially the same as the receiving step of block 401. The second fantasy team may include a second plurality of members, each corresponding to a respective player of 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. For example, in some embodiments, 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 the first player is included may not be limited. In some embodiments, the total number of times the first player is included may be limited. In some embodiments, the number of common members of the first team and the second team may be limited (e.g., the second team may be denied or otherwise disallowed if the number of common members exceeds a threshold).
[0095] Although there may be fantasy games that include two or more teams, there may also be fantasy games that include only a single team, and block 403 is provided as a non-limiting example of a game in which two or more teams are part of the game. For example, the members of each group may play an over under game based on whether the team selected by each member exceeds or falls below some score threshold.
[0096] In some embodiments, any number of players can be selected for any number of games. For simplicity, only two blocks are shown, but it should be understood that any number can be used. As merely non-limiting examples, some examples are given with respect to 4 or 2 or other numbers. In the example of four players, two additional players may select each team in a manner similar to how 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 a group gaming embodiment (e.g., in a game involving multiple players from each group, in multiple different games played among members of the group). These third and fourth teams may be from members of other groups in a group gaming environment with three or more groups (e.g., between different sets of opposing groups, in a game involving four opposing groups). In various embodiments, such four teams may play in a single game, tournament, and / or multiple different games (e.g., 1 vs. 2, 3 vs. 4).
[0097] As shown in block 405, some embodiments may include receiving an indication of information regarding an actual event in which members of a first and a second team participated. Such information may describe an event in one or more sports. For example, the statistics may relate to the past performance of one or more players in a sport. For example, the statistics may include the number of successful passes, the number of yards run in a recent game, the number of games played in a career, the current average of earned points, the free throw success rate, and / or any desired information. Such an indication 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 associated with such an action, and that two teams are given as a merely non-limiting example.
[0098] As shown in block 407, some embodiments may include determining, based on each information, features regarding a first fantasy team, a second fantasy team, (e.g., in a game in which two or more teams are involved) a game in which the first fantasy team and / or the second fantasy team is involved (e.g., payout tendency, spread, other odds, minimum bet amount, maximum bet amount, etc.) (which may be in response to receiving information regarding other teams in embodiments by other teams).
[0099] The spread may include the amount of points that a team must win over another team in order to be considered the winning team. The spread may be determined such that a team with relatively good 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 steps of determining characteristics of (potential or actual) members of a game and / or fantasy team. For example, some embodiments may include steps of determining the expected number of points that a team and / or member can earn in a game. For example, a fantasy team selected by a player and / or a casino may include a number of members. In some embodiments, each team and / or member may determine the number of points that can be earned in the fantasy team. In some embodiments, such prediction-based determinations may be used to determine odds, money lines, payout odds, spreads, and / or other characteristics of the game.
[0101] In some embodiments, a skew may be deliberately introduced into the determination of characteristics as described above. Such a skew may include, for example, steps of deliberately lowering the points expected to be earned by members of a fantasy team and / or the fantasy team as a whole, compared to what is expected from statistics. Such a skew may encourage a player of the game to select members of a team with higher performance than they would normally select (for example, if the player selects members of the losing team).
[0102] The step of determining the expected number of points for a member and / or team may include the step of determining the number of points expected to be earned by the member based on the performance in the player's history. The data may include information indicating the participant's ability to assign performance in past events to multiple events. The historical performance includes all past games against opponents (e.g., teams, coaches, players), the performance of the member from the most recent past games for the next actual game to be played, which may be used as a basis for determining the results of fantasy games, the history of home and / or away games, etc. Various weightings may be given to the historical information for making such a determination. For example, the most recent games may be given a stronger weighting than non-recent games in the step of determining the expected points. If the next game is an away game, the away game may be given a stronger weighting than the home game. Multiple games against the same opponent may be given a stronger weighting than games against different opponents. It should be understood that any combination of weighting and information may be used as desired in the step of determining the expected number of points for a particular member, and the examples given here 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 expected to be earned in the next game. In the past two seasons, Player X may have earned an average of 70 points per game. In the current season, this player may have earned 60 points in 2 out of 3 games. One of these 3 games may be against Team A, and the member may have earned 80 points. In some embodiments, such information may be received. The determination of the expected points may be performed by an algorithm that takes such information into account. For example, the determination of the expected points may be made such that the expected points are equal to 70 times A (e.g., 0.33) + 70 times B (e.g., 0.33) + 60 times C (e.g., 0.1) + 60 times C (e.g., 0.1) + 80 times D (e.g., 0.13). In this exemplary embodiment, such an expected number of points may be 68.6. In some embodiments, such an expectation may be intentionally lowered, for example, up to 65 points (e.g., by a set percentage, by the number of points, when a threshold is exceeded, etc.).
[0104] In some embodiments, the total points of each member of a team may be used to determine the expected number of points for a certain team. For example, the total points expected to be earned by the members of a team selected by a first player may be used to determine the expected number of points that the first player's team will earn in the game. As another example, the total of the expected points for each member of a player team may be used to determine the expected number of points that a certain player team will earn in a game.
[0105] Some embodiments may include determining game-related features based on the characteristics of the teams as described above. For example, the features of the game may be determined based on the predicted points of one or more teams and / or one or more members. For example, for a certain game involving two teams, a spread may be determined based on a comparison of the predicted points for each team. As a non-limiting example, for instance, if the predicted points of the first team are 100 and the predicted points of the second team are 110.5, the spread may be 10.5 points. Such a spread may include the amount of points by which the second team needs to win by that much difference for the game against the second team to be a winning game. Such information may be presented to the user through an interface (such as an interface for selecting a team, an interface for conducting 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 predicted points may be used to determine odds and / or payout tendencies (e.g., in combination with performance). For example, if the performance is the achievement of points below the predicted points, poor odds may be determined for that player, and if the performance is the achievement of points above the predicted points, good odds may be determined for that player.
[0107] Some embodiments may include determining information about a team and / or the team as a member when a team is selected. For example, the interface may display, for a team, the total expected points at the time the team is selected, the amount of points that each player will add to the total expected points of that team within the selection interface, and / or other information that aids in the selection of the team. Such information may be used, for example, to adjust the team, review the game, etc. Thus, it should be understood that the order of actions is given as a non-limiting example, and various information may be determined and displayed to assist in forming a team for one or more players, and such information may be used to determine the characteristics of the game.
[0108] It should be understood that the various examples of feature determination are given as merely non-limiting examples. Other embodiments may include any desired methodology. For example, in some embodiments, the actual expected events of an actual game may be determined (e.g., the number of yards of an expected pass, the number of expected touchdowns), and based on such expected events, expected scores may be determined. As another example, some embodiments may include adjusting features based on other games (e.g., if a large number of players think a particular team will win, the expected points of that team may be increased; if a player with a win record thinks a team will win, that team may be adjusted with respect to expected points, etc.). In still other embodiments, such features may not be determined at all.
[0109] The points earned in a fantasy game are given as an example of information that may be used to determine features, but it should be understood that any desired features may be determined based on any element of an event (e.g., the length of the game, the number of hits, etc.) that may or may not be converted to points by the rules of the game.
[0110] Although an example of block 405 is given with respect to a game for two players, it should be understood that such an action may be provided for games with any number of players. For example, a game for four players may be played, and an action as described above may be applied to the game. A number of games for two players may be played, and this action may be applied to each of the games.
[0111] For example, in a four-player game, the number of predicted points, which is the lowest predicted point among the predicted points of each of the four teams, may be determined. Each of the four teams having a predicted point value higher than the lowest predicted point value may be assigned a negative starting value with respect to the amount by which the predicted point value of the team exceeds the lowest value. Thus, each team may be penalized for having a higher predicted point amount so that the teams can compete in a more fair manner. As another example, the highest (or any value) predicted performance value may be set to zero points. The other teams may have some starting bonus with respect to the difference between their score and the highest score, which is added to their score, thereby balancing the difference in predicted scores. Some embodiments may have some additional bonus and some deduction penalty when 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 form or complete a game. For example, a player may participate in a league if matched within the league and / or other games. Accordingly, a fee (e.g., a bet amount, a contest entry fee, an amount of money wagered, etc.) may be imposed on the player. If the game has a large number of players, the game may be formed. If an insufficient number of players participate, the game may be cancelled and the fee may be refunded to the players. In some embodiments, the fee may be imposed at a later time, such as when a sufficient number of players have participated, when the game is otherwise completed after a team is selected, when a spread is set, etc. In some embodiments, the game may be completed when a team is set and / or when features are established. The steps of forming and / or completing the game may include the steps of notifying one or more players, adjusting the account balance, creating an entry into a data structure used to track the game, and / or any desired actions. In some embodiments, various game-related actions may be performed, such as debiting and / or crediting an account, obtaining a signed contract, collecting a tip or money, etc.
[0113] As shown in block 407, some embodiments may include the step of determining the result of one or more games. The result of the game may be determined based on the occurrence of one or more events. For example, as described above, points for each team may be determined using events related to the members of one or more teams. The result may be determined using a comparison of points. In some embodiments, the step of determining the result may include determining the result based on events in one or more games in which members of one or more fantasy teams participate. Some embodiments include the step of receiving an indication of the performance of a member (e.g., from an event source).
[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. Accordingly, some embodiments may include determining the result of a group game based on the results of one or more games.
[0115] Some embodiments may include transmitting an instruction for a payout amount based on the results of one or more games and / or group games. Such a payout amount may be determined based on the results and / or characteristics of the game (e.g., dividend potential). Such an instruction may be directed to a client. In some embodiments, some instructions may include an indication that a payment has been made. In some embodiments, such an instruction may be displayed on a display. In some embodiments, such an instruction may include an instruction to a staff member to pay a certain amount. In some embodiments, such an instruction may include an instruction to transfer a certain amount from one account to another account.
[0116] It should be understood that the method of FIG. 4 is provided as a merely non-limiting example. 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] Example of a Tournament In some embodiments, one or more games may be part of a tournament and / or may be based on an event of a tournament. For example, in some embodiments, a fantasy game may be based on events of a real tournament (e.g., games of a playoff series, NFL playoff games, etc.).
[0118] In some embodiments, a team in a tournament may be eliminated 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 the game establishes a fantasy team for a game based on the tournament and one or more of the actual players in this tournament are on a team that loses a game of this tournament, the one or more players may no longer be eligible to earn points in the fantasy game (e.g., because he or she no longer plays in the actual game). Different embodiments may approach the elimination of this actual player in various ways.
[0119] For example, in some embodiments, a member of a team eliminated from the tournament in such a manner may be replaced by a player of the game. The player may be requested to receive notice of the eliminated member and select a replacement member from a group of members still active within the tournament. In some embodiments, there may be restrictions imposed on such replacement selections. For example, the replacement player may be required to have an expected point total that is lower than and / or equal to that of the player being replaced. This restriction prevents a player from receiving an improved fantasy team as the tournament progresses. The game may continue by having the replacing member, rather than the player being replaced, earn points in that game from the points at that time.
[0120] As another example, in some embodiments, a member of a team eliminated from the tournament in the manner described above may not be replaced. After the elimination, the player of the game may continue the game with the points earned by the team simply reduced. Such a rule may add an element of strategy to the player selection calculation with respect to the initial player selection by allowing the player the possibility of continuing to play in the tournament.
[0121] Accordingly, as the underlying tournament progresses and real players drop out and / or re-enter, players can play against each other with changing teams over time.
[0122] As another example of a game, the game itself may be a tournament of multiple games, in which the winner may move to a higher level of the tournament and the loser may be expelled from the tournament. In some embodiments, the game may end, but the game may be part of a tournament, and thus the tournament may move on to the next round of the tournament. For example, one game may involve Player 1 vs. Player 2, and a second game may involve Player 3 vs. 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 between a player from Group 1 and a player from Group 2. When the tournament reaches the point where all remaining players are from one group, that group may become the group winner of the tournament. For example, if Players 1 and 3 are players in the same group, that group may win the tournament and claim some group prize money. In some embodiments, the play of the group's players may continue to determine who in the group will be the overall winner of the tournament.
[0124] One or more events underlying the tournament may include the elimination of real players and may or may not include a replenishment stage as discussed above.
[0125] Accordingly, play in the first round of the tournament between player 1 vs. player 2 and player 3 vs. player 4 may be by a plurality of team combinations. Team members may drop out of play (e.g., during and / or after that round). And in the next round of the tournament (and / or in some embodiments, if a player drops out during a round, within a single round), the player teams may be locked. If substitutions are not made, the set of players on these locked teams may decrease. Thus, player 1 and player 3 may be matched in a game by teams of different sizes. In some embodiments, any feature determination may be based on teams of full size (e.g., determining the expected points of a team at the start of the tournament and using that number even if players are eliminated, etc.). If substitutions are made, players may add new members to their teams.
[0126] Determination of score prediction (and / or any other feature) in subsequent rounds of the tournament may take any form. For example, the determination may be based on the full teams at the start of the tournament (e.g., par values, spreads for subsequent rounds may be determined based on the players of the team at the start of the tournament), and / or may be based on a smaller or different set of players that will be used in that round (e.g., determining par and / or spread based on the current set of players). For example, the spread in round 1 of a fantasy tournament based on real tournament events may be determined based on the difference in expected points of the two teams competing against each other in the first round of that tournament. The first team may win and move on to the second round of the tournament. Some players from the first team may be eliminated from the real tournament that the fantasy tournament is tracking. In round 2 of the tournament, the spread may be determined based on the original point prediction of the first team, even if players are eliminated.
[0127] The tournament may proceed through any number of rounds until a finish point is reached. A game based on the tournament may be based on the entire tournament and / or a portion 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 characteristics, etc. Fantasy sports tournaments are also provided as non-limiting examples, and it should be understood that other examples may include any form of tournament (e.g., a poker tournament) involved in any form of game.
[0129] Examples of Surrender Some embodiments may include the ability to end a game earlier than normally scheduled. For example, the game may include a fantasy sports game based on the events of a real sports event over a weekend. Players of this fantasy sports game may wish to end the game before all events are completed.
[0130] Some embodiments may include a first player of a fantasy sports game instructing the gaming operator that they desire to propose an option to another player of the fantasy sports game to end the game earlier. For example, the first player may propose an amount to the second player to end the game currently. The amount proposed may be less than the amount that the player would receive if the player wins the game.
[0131] The gaming operator may present the proposed player with information regarding a proposal to end the game early (e.g., information indicating the proposed amount, information indicating the current state of the game, etc.).
[0132] The proposed player may respond to such a proposal through the 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 are sometimes also referred to as a buyout.
[0133] Proposals and / or buyouts may operate in a number of different ways. For example, some embodiments include two players who each pay 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 remainder may be a prize pool for the game's prize (e.g., $18). A proposal to end the game may identify the amount of the prize pool that the proposed player would receive if that player accepts the proposal (e.g., a player may propose $5 of the $18 to another player to end the game). The amount proposed may be half of the prize pool, more than half of the prize pool, and / or less than half of the prize pool. Some embodiments constrain the player to make some type of proposal (e.g., constrain by recognizing a potential loss for proposing more than half of the prize pool). In another embodiment, the amount proposed may be an amount that exceeds the midpoint of the prize pool (e.g., a $5 proposal may indicate that the proposed group would receive $5, more than 50% of the prize pool, or $14). The proposing group may receive all of the amount remaining in the prize pool after the proposed group is given the proposed amount. The gaming operator may monitor proposals and acceptances and adjust accounts and form prize pools 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 with a counter - proposal through the gaming operator interface. The process of repeating counter - proposals may proceed through any number of rounds as the game progresses. The proposals may change to reflect the changing game situation. In some embodiments, each player may input the amount that they would receive as a buyout and / or propose as a buyout as the game progresses. Such amounts may or may not be shown to opposing players. In some embodiments, if the amounts match and / or an agreement is reached, the game may end with the occurrence of the matched buyout. In some embodiments, a player may cancel and / or change a proposal made, either before acceptance and / or after a certain amount of time has passed after the proposal was made.
[0135] Such proposals may be available in any form of game involving any number of players. For example, in group games, proposals between groups may be involved; in tournament games, proposals at a certain level of the tournament (e.g., the winner of a certain round may be a player who takes more than half of the prize pool), and / or proposals for the entire tournament (e.g., in the final round of the tournament), etc. may be involved.
[0136] Examples of customizable games In some embodiments, one or more players may have an influence on how the winner of the game is determined. For example, a player may establish the rules regarding the 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 real sports and / or events in real sports may affect the score of the fantasy game. The specific statistics and / or events that are points in the fantasy game may be selected by one or more players within 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 the game. The user may select a set from the list that should be included in order to determine 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 (e.g., 5) of statistics and / or events may be required to be selected. In some embodiments, a number not exceeding a certain maximum number (e.g., 7) may be selectable. In some embodiments, two or more users may select such statistics and / or events (e.g., in a round-robin selection, each player may select some members, etc.). In some embodiments, a single player may select such statistics and / or events (e.g., the first player participates in the game). In some embodiments, a group may select such an event / event (e.g., in a round-robin manner), and such group selection may apply to all games played between groups.
[0139] As some examples, the statistics and / or events may include 3-point shoot success rate, yards run, yards of passes, QB pass success rate, batter's on-base percentage, conventional events used in conventional fantasy games, any statistics and / or events that may occur in real events, etc.
[0140] In some embodiments, a player may define a method of assigning scores within a certain statistic and / or event. In some embodiments, a gaming operator may determine a method of converting such a statistic and / or event into a score. For example, the breakdown of scoring for a category such as QB pass completion rate may be as follows.
[0141]
Table 1
[0142] It should be understood that the examples of statistics and / or events are merely non - limiting examples. It should be understood that the exemplary scoring is merely a non - limiting example. It should be understood that the examples of the selection of statistics and / or events are merely non - limiting examples.
[0143] Examples of raises Some embodiments include steps where one or more players within a game increase the stakes of that game. For example, in a fantasy sports game, a user may propose to another user to increase the stakes of the game. The other user may then respond by accepting, rejecting, and / or proposing to increase the stakes in a different manner.
[0144] As an example, in some embodiments, two players may play a head - to - head fantasy sports game. Either of the two players within this game may propose to double the stakes of the game to the other. The gaming operator may receive such a proposal and, in response, present this proposal to the other player within the game.
[0145] In some embodiments, if the receiving group does not accept the doubling or other raise proposal, the receiving group may lose the game. In other embodiments, if not accepted, the game may continue with the original stakes. In some embodiments, raise proposals may be made only before the start of the game. In some embodiments, raise proposals may be made at any time and / or before some percentage of the underlying event has occurred.
[0146] In some embodiments, if the receiving group accepts the raise, both players may take responsibility for the raise and contribute additional amounts to the prize pool. For example, if the initial buy-in for a game is $10 each, this buy-in may be increased to $20 each by doubling. In some embodiments, as a charge for playing the game, the gaming operator may take 10% of the increase and / or some other portion of the increase.
[0147] In some embodiments, both users may have the ability to propose a raise (e.g., doubling). For example, the first or second player participating in the 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, raise proposals may be made more than once in a game. For example, if the first player proposes a raise to the second player and the second player accepts, the stakes may be doubled. The second player may have the option to propose a further raise (e.g., another doubling) to the first player. The first player may no longer have the raise option. This second raise may act in the same way as the first raise (e.g., may require acceptance or else the player may lose the right to the game). In some embodiments where more than three raises are permitted, this option may be given to the players alternately.
[0149] In some embodiments, there may be a limit to the number of times such a raise may occur (e.g., once per player, for a total of 10 times). Such a limit may prevent wealthy players from squeezing out other players by continuously proposing raises. In some embodiments, games that allow the above options may be separately identified from games that do not allow such options, whereby a user can know the type of game they are about to enter.
[0150] Example of a par game Some embodiments may include games where players strive to reach some par level. By achieving the par, the player who reaches the par may become the winner. Thus, in some embodiments, multiple players may become winners. The winners may split a prize pool. In some embodiments, a secondary game may be used to determine a winner from the group of winners. For example, the player with the highest score may win, the player who achieves the par first may win, and / or any other secondary feature may be used to determine a winner from the group of winners. In some embodiments, if no one achieves the par, the winner may be absent. In some embodiments, if no one achieves the par, a secondary feature may be used to determine a winner (e.g., the player with the highest score, etc.).
[0151] Some embodiments may include the step of determining a par value for a game. Such a par value may be based on teams within the game. The game may include a fantasy sports game among any number of players. The par value may be determined based on the expected scores that these teams should earn. For example, the par value may be equal to the average of the expected points, the lowest of the expected points, the highest of the expected points, etc. In some embodiments, the teams may start with a certain number of points based on the expected points and / or par. For example, the par may be set to the lowest expected point value, and each team may be assigned some negative starting points based on the difference between the par value and the expected points of that team. This offset value (which may be a positive number in some embodiments) is sometimes also called a handicap.
[0152] Some embodiments may include the step of determining the teams that meet the par value. For example, some embodiments may include the step of determining all teams that meet the par value from a group of multiple teams participating in the game. These teams may become the winning teams and may split a prize pool. As another example, some embodiments may include the step of determining the first team to meet the par value, and this team may become the winning team. The step of determining the teams that meet the par value may include the step of determining the scores of these teams for the actual event and the step of comparing this score to the par value. Some embodiments may include the step of adding or subtracting a handicap value for such a comparison.
[0153] Examples of Multi - Access Points Some embodiments may include providing a gaming service through a plurality of service providers. The gaming service may appear to be provided directly through the service provider, but may actually operate as a white label service provided by the gaming provider. Such a service by the gaming provider can seamlessly provide the service by the gaming provider as part of a series of services provided by the service provider. A customer may trust the service provider and / or may have an account with the service provider, and the customer may use the gaming service in an easier and / or more reliable environment by such a service provider rather than being provided directly by the gaming operator.
[0154] In some embodiments, a customer may establish an account with a service provider. The service provider may include any provider of any service, whether internet-based, physical-based, gaming and / or otherwise, such as a casino, website, poker site, slot machine provider, sportsbook, and / or the like. Establishing the account may include any method of identifying the user to the service, such as methods known in the art. Establishing the account may include establishing a certain amount of money in a financial account and establishing some identification information such as a login.
[0155] Some embodiments may not include such an account. For example, in some embodiments, an in-store option may facilitate the ability to play a game without an account and / or player identification. Such an in-store option may allow a user to play a game in-store and / or in a physical environment without using an account (e.g., by presenting gaming information to an agent of the service provider).
[0156] In some embodiments, the gaming operator may maintain an account for the user. For example, a single sign-in may be used between the accounts for the gaming operator and the service provider, such that signing in to one results in signing in to the other. Even if the user is unaware that multiple sign-ins are occurring, signing in to the service operator may act as signing in to the gaming operator. The service operator may facilitate signing in to the gaming operator by transmitting information to the gaming operator and / or may track the player's actions such that it can track players taking gaming actions.
[0157] Some embodiments may include providing the user access to one or more services by a service provider. The one or more services may include any desired gaming and / or non-gaming services (such as those provided through a cloud service provider accessible through the cloud or a portal). For example, a casino may present the user with various profit-making options that may include some gaming options. One of these options may include a service provided by the gaming operator. Such a service may be presented through an interface of a device (such as a computing device, mobile phone, kiosk, etc.).
[0158] In some embodiments, such services may be provided through the devices and / or staff of the casino or other service provider. For example, in a system that provides over-the-counter gaming options without an account and / or in other ways, the agents and / or devices of the service provider may provide an interface to such gaming and / or other services. For example, an agent present at the counter may accept wagers on a game and may transmit such information to the gaming operator for a customer who wishes to play the game.
[0159] In some embodiments, a user may access the service through a service provider's portal (e.g., an API, a user interface, a website, a kiosk). The service provider may receive information that a gaming operator can use to play the game and transfer this information to the gaming operator. By marking this information in some way, the user and / or the gaming session may be identified. The gaming operator may respond with information that identifies gaming actions and / or results. Such information may be transferred to the user. Thus, the service provider may function as an access point to the gaming operator. In an example of in-store gaming, a service provider's kiosk and / or agent may receive gaming actions such as wagering in the game and input that information to the gaming provider. Thus, the service provider may function as an agent or entry point for the gaming operator. The user may not know that the gaming operator is involved in the game play and may rather believe that the service provider is providing the gaming service.
[0160] The gaming operator may receive various information and use this information to facilitate gaming. The received information may be used to play the game as discussed elsewhere herein. Result information may be sent to the service operator for display to the user. Thus, the gaming operator may perform the processing and play of the game, while the service provider may perform the access and / or presentation. It should be understood that the various examples of the breakdown of functionality are provided as merely non-limiting examples.
[0161] The service provider may include one or more computing devices that provide functionality to the service provider. For example, such computing devices may provide account-based functions, commercial transaction functions, display functions, sign-in functions, etc. The gaming operator may include one or more computing devices that can provide gaming operator functions. The gaming operator and service provider devices may interact to provide gaming services to the user (e.g., through a user computing device).
[0162] In various options, accumulation may be performed to promote gaming as desired by the gaming operator and / or the service provider. For example, in some embodiments, the gaming operator may maintain an account and the user may need to log in to that account for some reason (e.g., in addition to the service provider's account). The money in this account may be restricted for use by the gaming operator. In another example, the service provider may maintain an account, and signing in to this account by the service provider may similarly function as signing in to the gaming operator. The service provider may transfer money to the gaming operator for use by the player in gaming by the gaming operator. Thus, the money account by the service provider may be used in the gaming operator and / or for any service provided by the service provider.
[0163] Various communications may be made between a gaming operator and a service provider and / or a customer to facilitate gaming. The service provider may identify the customer in any way, whereby the customer is communicated to the service provider and the user and / or the game can be appropriately identified. For example, each user may have an ID number, and by transmitting this ID number bidirectionally, it may represent gaming actions, account transactions, payments, team selections, etc. related to the above user. Similarly, the gaming operator may assign an ID to the game, and by transmitting this ID bidirectionally, it may represent information related to the above game. The service provider may be responsible for presenting and obtaining information. The gaming operator may be responsible for calculating the game and the results.
[0164] In some embodiments, in the in-store option, it may not be necessary to identify the player, rather it may be possible to identify the game. For example, the player may not have any account at all and may make a payment to participate in the game through the store and / or kiosk. A ticket may track that specific 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 gaming actions and / or obtain information regarding the results of the game. The payment may be made from the gaming operator and / or service provider based on the results of the game by checking the results by referring to the game ID.
[0165] The service provider may reduce the amount input by the gaming operator by an in-store method and / or a white-label method. Some embodiments may include steps of determining such an allocation of the reduction to the service provider and / or steps of determining a similar reduction to the gaming operator. For example, 50% of the fee charged by the gaming operator for providing the customer to the gaming operator may be allocated to the service provider.
[0166] Customers from various service providers may interact through a gaming operator. Multiple customers with different access methods may interact through a gaming operator. A customer who is a direct customer of a gaming operator may interact with an indirect customer of the gaming operator. Players from different sources may interact to play games against each other. Thus, by providing such white label and / or over-the-counter gaming options, a larger group of players can interact with each other. Different fees may be billed and / or allocated depending on the source of the players to the game.
[0167] For example, players at different casinos may play games against each other over the counter. These players need not know that they are playing against such other players, and they may think that they are playing games with other patrons of the casino at that casino. Since the service provider and / or gaming provider may be trusted to appropriately resolve all games according to standard rules regardless of the source of the players, the players need not care who their opponents are. As another example, a player may play over the counter against a player who has an account. Again, these players need not care how their opponents access the gaming service. This is because the result may be the same from their perspective. By enabling such various access methods and connections to the gaming operator, the player base of the gaming operator increases, thereby enhancing the play options and experiences available through a particular gaming operator.
[0168] Although several exemplary access methods and communications between access methods are described, it should be understood that such methods are presented as merely non-limiting examples. Other embodiments may include any method or structure for facilitating interoperability between a service provider and a gaming operator.
[0169] Exemplary games, systems, and methods are described, but it should be understood that these examples are merely non-limiting examples. Other embodiments may include any desired combination of the elements described herein and / or other elements as desired.
[0170] The following sections provide guidance for interpreting this application.
[0171] II. Terms The term "product" means any machine, manufactured article, and / or composition, unless otherwise specified.
[0172] The term "process" means any process, algorithm, method, etc., unless otherwise specified.
[0173] Each process (however called, such as method, algorithm, or other name) inherently includes one or more steps, and thus all references to a "step" or "steps" of a process have an inherent antecedent basis in the mere use of the term "process" or a similar term. Thus, any reference in a claim to a "step" or "steps" of a process has a 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, unless otherwise specified, "one or more (but not all) embodiments of one or more of the disclosed inventions".
[0176] The term "variation" of an invention means, unless otherwise specified, an embodiment of that invention.
[0177] References to "another embodiment" when describing an embodiment do not, unless otherwise specified, imply that the recited embodiment is mutually exclusive with another embodiment (e.g., an embodiment described earlier than the recited embodiment).
[0178] The terms "including", "comprising" and variations thereof mean, unless otherwise specified, "including but not necessarily limited to". Thus, for example, the sentence "The portfolio includes red widgets and blue widgets" means that the portfolio includes red widgets and blue widgets and may also include something else.
[0179] The term "consisting of" and its variations mean "including and limited to" unless otherwise specified. Thus, for example, the statement "The portfolio consists of red widgets and blue widgets" means that the portfolio includes red widgets and blue widgets and nothing else.
[0180] The term "compose" and its variations mean "to bring together components, elements or members" unless otherwise specified. Thus, for example, the statement "Red widgets and blue widgets compose the portfolio" means that the portfolio includes red widgets and blue widgets.
[0181] The term "exclusively compose" and its variations mean "to bring together only components, only elements or only members" unless otherwise specified. Thus, for example, the statement "Only red widgets and blue widgets compose the portfolio" means that the portfolio consists of red widgets and blue widgets and nothing else.
[0182] The terms "a" 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 any matter incorporated by reference" unless otherwise specified.
[0185] The phrase "at least one of..." means, when this phrase modifies a plurality of things (for example, a list enumerating things), any combination of one or more of these things, unless otherwise specified. For example, the phrase "at least one of widget, passenger car, and wheel" means (i) a widget, (ii) a passenger car, (iii) a wheel, (iv) a widget and a passenger car, (v) a widget and a wheel, (vi) a passenger car and a wheel, or (vii) a widget, a passenger car, and a wheel. The phrase "at least one of..." does not mean "one of each of" these plurality of things when this phrase modifies a plurality of things.
[0186] Terms related to numbers such as "one", "two", etc., when used as cardinal numbers to indicate the quantity of something (for example, one widget, two widgets), mean the quantity indicated by the term related to that number, but not in the sense of at least the quantity indicated by the term related to that number. For example, the phrase "one widget" does not mean "at least one widget", and thus "one widget" does not include, for example, two widgets.
[0187] The phrase "based on..." does not mean "based only on..." unless otherwise specified. In other words, the phrase "based on..." explains 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 otherwise specified. For example, the term "represent" does not mean "represents only" unless otherwise specified. In other words, the phrase "the data represents a credit card number" describes both "the data represents only the credit card number" and "the data represents the credit card number and also represents something else".
[0189] The term "whereby" is used in this specification only before a clause or other group of words that state only the intended result, purpose, or consequence of something already specified. Thus, when the term "whereby" is used in a claim, the clause or other group of words modified by the term "whereby" does not establish a further specific limitation to the claim, nor does it otherwise limit the meaning or scope of the claim.
[0190] The term "e.g." and similar terms mean "for example" and thus do not limit the terms or phrases they explain. For example, in the sentence "A computer transmits data (e.g., instructions, data structures) over the Internet", the term "e.g." explains that "instructions" are an example of "data" that a computer can transmit over the Internet, and also that "data structures" are an example of "data" that a computer can transmit over the Internet. However, both "instructions" and "data structures" are merely examples of "data", and other things besides "instructions" and "data structures" can also be "data".
[0191] The term "respective" and similar terms mean "taken individually". Thus, when two or more things have "respective" characteristics, each of these things has its own characteristic, and these characteristics may or may not be different from each other. For example, the phrase "each of the two machines has its respective function" means that the first machine has a certain function and the second machine also has a certain function. The function of the first machine may or may not be the same as the function of the second machine.
[0192] The term "i.e." and similar terms mean "that is", and thus they limit the terms or phrases they explain. For example, in the sentence "A computer transmits data (i.e., instructions) via the Internet", the term "i.e." explains that "instructions" are the "data" that the computer transmits via the Internet.
[0193] Any given numerical range shall be construed to include the integers and fractions within that range. For example, the range "1 to 10" is specifically construed to include the integers (e.g., 1, 2, 3, 4,... 9) and non-integers (e.g., 1.1, 1.2,... 1.9) between 1 and 10.
[0194] When two or more terms or phrases are synonymous (e.g., by an explicit statement that these terms or phrases are synonymous), an example of one such term / phrase does not mean that an example of another such term / phrase must have a different meaning. For example, if a description states that the meaning of "including" is 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 some meaning different from "including but not limited to".
[0195] III. Determining Step The term "determining step" and its grammatical variants (e.g., "to determine a price", "determining a value", "determine an object which meets a certain criterion") are used in a very broad sense. The term "determining step" encompasses a wide range of actions, and thus the "determining step" can include steps of calculating, operating, processing, deriving, investigating, searching (e.g., searching within a table, database or another data structure), confirming, etc. Also, the "determining step" can include steps of receiving (e.g., receiving information), accessing (e.g., accessing data in a memory), etc. Further, the "determining step" can include steps of solving, selecting, establishing, etc.
[0196] The term "determining step" does not imply certainty or absolute accuracy, and thus the "determining step" can include steps of estimating, extrapolating, predicting, speculating, etc.
[0197] The term "determining step" does not imply that a mathematical process must be carried out, nor does it imply that a numerical method must be used, nor does it imply that an algorithm or process is used.
[0198] The term "determining step" does not imply that any particular device must be used. For example, a computer does not necessarily have to perform this determining step.
[0199] IV. Sentence form If the limitation in the first claim is to include one feature and two or more features (for example, a limitation such as "at least one widget" includes one widget and two or more widgets), and in a second claim that depends on the first claim, the second claim refers to the limitation using the definite article "the" (for example, "the widget"), this does not imply that the first claim includes only one feature, nor does it imply that the second claim includes only one feature (for example, "the widget" can include both one widget and two or more widgets).
[0200] When an ordinal number (such as "first", "second", "third", etc.) is used as an adjective before a term, such an ordinal number is (unless otherwise specified) used simply 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, "the first widget" may be so named simply to distinguish it, for example, from "the second widget". Thus, simply using the ordinal numbers "first" and "second" before the term "widget" does not indicate any other relationship between these two widgets, nor does it indicate any other features of one or both of these widgets. For example, simply using the ordinal numbers "first" and "second" before the term "widget" does not indicate that: (1) either widget comes before or after the other in order or position; (2) either widget exists or acts before or after the other with respect to time; and (3) either widget is ranked above or below the other in importance or quality. Further, the mere use of an ordinal number does not define a numerical limit on the number of features identified by the ordinal number. For example, simply using the ordinal numbers "first" and "second" before the term "widget" does not indicate that there must be two or fewer widgets.
[0201] When describing a single device, article, or other product herein, two or more devices / articles (regardless of whether they cooperate) may be used instead of the single device / article described. Thus, the functionality described as being possessed by a certain device may instead be possessed by two or more devices / articles (regardless of whether they cooperate).
[0202] Similarly, when describing two or more devices, articles, or other products (regardless of whether they cooperate) herein, a single device / article may be used instead of the two or more devices / articles described. For example, a plurality of computer-based devices may be replaced by a single computer-based device. Thus, the various functionalities 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 the described single device may instead be embodied by one or more other devices that are not expressly stated to have such functionality and / or features. Thus, other embodiments need not include the device itself as described above, and may include one or more of the other devices that will have such functionality and / or features in these other embodiments.
[0204] V. The disclosed examples and terminology are not limiting The title of the invention (described at the beginning of the first page of this application) or the abstract (described at the end of this application) shall not be construed as limiting the scope of any of the disclosed inventions in any way, shall not be used in construing the meaning of any claim, nor shall it be used in limiting the scope of any claim. The abstract is included in this application solely because it is required by 37 C.F.R. § 1.72(b).
[0205] The title of the invention of this application and the headings of the sections provided in this application are merely for convenience and should not be construed as limiting the disclosure in any way.
[0206] This disclosure describes a number of embodiments, which are presented merely for illustrative purposes. The described embodiments are not limiting in any sense and are not intended to be limiting. One or more inventions disclosed herein can be widely applied to a number of embodiments as will be readily apparent from this disclosure. It will be understood by those skilled in the art that one or more of the disclosed inventions may be practiced with various modifications and alterations, such as structural, logical, software, and electrical modifications. Specific features of one or more of the disclosed inventions may be described with reference to one or more specific embodiments and / or drawings, but it should be understood that such features are not limited to use in the one or more specific embodiments and / or drawings referred to when describing such features, unless otherwise specified.
[0207] An embodiment may be disclosed as including certain features, but other embodiments of the invention may include a smaller number of such features. Thus, for example, a claim may be directed to a smaller number of features than the entire combination of features of a particular disclosed embodiment, and such a claim does not include features other than those expressly recited in the claim.
[0208] Embodiments of the method steps or product elements described in this application do not constitute, are not essential for, or do not have an equivalent scope to the invention claimed in this application, unless otherwise specified herein or expressly recited in the claims.
[0209] The preamble of the claim only lists the purpose, benefits, and possible uses of the claimed invention, and does not limit the claimed invention.
[0210] This disclosure is not an exact description of all embodiments of one or more inventions. Nor is this disclosure a list of a plurality of features of one or more inventions that must exist in all embodiments.
[0211] All disclosed embodiments are not necessarily covered by the claims (including pending claims, amended claims, issued claims, and deleted claims). Further, an embodiment may be covered by a plurality of claims (but not necessarily). Thus, if a claim (regardless of whether it is a pending claim, an amended claim, an issued claim, or a deleted claim) is directed to a particular embodiment, this does not provide a basis for excluding the scope of other embodiments from including the above embodiment.
[0212] Devices described as communicating with each other do not necessarily need to communicate continuously with each other, unless it is specified otherwise. On the contrary, such devices only need to transmit to each other as necessary or desired, and may not actually exchange data most of the time. For example, a machine communicating with another machine via the Internet does not need to transmit data to the other machine for a long period (e.g., several weeks at a time). Further, devices communicating with each other may communicate directly or indirectly through one or more relay points.
[0213] The description of an embodiment having a plurality of components or features does not imply that all of these components / features are required, or even that any of these components / features are required. On the contrary, various optional components are described to illustrate one or more broad possible embodiments of the present invention. Unless it is specified otherwise, none of the components / features are essential or required.
[0214] Process steps, algorithms, etc. may be described or claimed in a specific sequential order, but such processes may be configured to function in a different order. In other words, any sequence or order of steps that may be explicitly described or claimed does not necessarily indicate a requirement to perform these steps in that order. The steps of the processes described herein may be performed in any possible order. Further, although some steps are described or implied as not occurring simultaneously (for example, because one step is described after another), they may be performed simultaneously. Additionally, an illustration of a process in the drawings does not imply that the illustrated process is free of other variations and modifications, nor does it imply that any of the illustrated process or its steps are necessary for one or more inventions, nor that the illustrated process is preferred.
[0215] A process is described as including a plurality of steps, but this does not imply that all or any of these steps are preferred, essential, or required. Other various embodiments within the scope of one or more of the described inventions include other processes that omit some or all of the described steps. Unless otherwise specified, no step is essential or required.
[0216] A process may be described alone, i.e., without reference to other products or methods, but in some embodiments, the process may interact with other products or methods. For example, such interaction may include steps of linking one business model to another business model. Such interaction may be provided to enhance the flexibility or desirability of the process.
[0217] A product may be described as including a plurality of components, aspects, qualities, characteristics, and / or features, but this does not indicate that any or all of the above plurality of items are preferred, essential, or required. Other various embodiments within the scope of one or more of the described inventions include other products that omit some or all of the above plurality of items that are described.
[0218] (Optionally numbered) lists of items do not imply that any or all of these items are mutually exclusive, unless it is explicitly stated otherwise. Similarly, (optionally numbered) lists of items do not imply that any or all of these items are exhaustive with respect to any category, unless it is explicitly stated otherwise. For example, the listed list "computer, laptop, PDA" does not imply that any or all of these three items in the above list are mutually exclusive, nor does it imply that any or all of these three items in the above list are exhaustive with respect to any category.
[0219] (Optionally numbered) lists of items do not imply that any or all of these items are equivalent to each other or are easily substitutable for each other.
[0220] All embodiments are illustrative and do not imply, in any case, that the invention or any embodiment has been made or implemented.
[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 a general-purpose computer, a special-purpose computer, and a computing device that are appropriately programmed. 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 a similar device) and executes these instructions to perform one or more processes defined by these instructions. The instructions may be embodied, for example, by one or more computer programs, one or more scripts.
[0222] "Processor" means one or more microprocessors, a central processing unit (CPU), a computing device, a microcontroller, a digital signal processor, or a similar device, or any combination thereof, regardless of its architecture (e.g., chip-level microprocessor / multicore, RISC, CISC, microprocessor without concatenated pipeline stages, pipelined configuration, simultaneous multithreading).
[0223] Therefore, the description of a process is similar to the description of an apparatus for performing the process. The apparatus for executing the process may include, for example, a processor, as well as an input device and an output device suitable for executing the above process.
[0224] Furthermore, programs implementing such methods (and other types of data) may be stored and transmitted in a number of ways using various media (e.g., computer-readable media). In some embodiments, instead of some or all of the software instructions capable of implementing the processes of the various embodiments, or in combination with some or all of the above software instructions, wired circuit configurations or custom hardware may be used. Therefore, instead of using only software, various combinations of hardware and software may be used.
[0225] The term "computer-readable medium" refers to any medium, multiple media, or combination of different media related to the provision of 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 includes, for example, optical or magnetic disks and other permanent memories. Volatile media includes dynamic random access memory (DRAM), which typically constitutes main memory. Transmission media includes coaxial cables, copper wire, and fiber optics, including wires that form part of a system bus connected to a processor. Transmission media may include or carry electromagnetic radiation such as sound waves, light waves, and those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, floppy (registered trademark) disks, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROM, DVD, any other optical media, punch cards, paper tape, any other physical media having a pattern of multiple holes, RAM, PROM, EPROM, FLASH-EEPROM, any other memory chip or cartridge, carrier waves as described later, or any other media readable by a computer.
[0226] Various forms of computer-readable media may be involved in carrying data (e.g., a sequence of instructions) to a processor. For example, data may be: (i) delivered from RAM to a processor; (ii) carried via a wireless transmission medium; (iii) formatted and transmitted according to a number of formats, standards, or protocols such as Ethernet (registered trademark) (or IEEE802.3), SAP, ATP, Bluetooth (registered trademark), 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] Accordingly, a description of a process is similar to a description of a computer-readable medium that stores a program for implementing the process. The computer-readable medium can store program elements suitable for implementing the method (in any suitable format).
[0228] Since a description of various steps of a process does not imply that all the described steps are required, embodiments of an apparatus include a computer / computing device operable to perform some (but not necessarily all) of the described processes.
[0229] Similarly, since a description of various steps of a process does not imply that all the described steps are required, embodiments of a computer-readable medium that stores a program or data structure include a computer-readable medium that stores a program that, when executed, can cause a processor to perform some (but not necessarily all) of the described processes.
[0230] When a database is described, it will be understood by those skilled in the art that (i) it is possible to easily adopt a database structure that is an alternative to what is described, and (ii) it is possible to easily adopt other memory structures other than the database. Any illustration or description regarding any sample database presented in this specification is an illustrative configuration of the information representation being stored. For example, any number of other configurations may be used other than those proposed by the tables shown in the figures or elsewhere. Similarly, it will be understood by those skilled in the art that any entry in the illustrated database shows merely exemplary information, and that the number and content of the entries may differ from those described in this specification. Further, regardless of any representation of the database as a table, other formats (including relational databases, object-based models, and / or distributed databases) may be used to store and manipulate the data types described in this specification. Similarly, various processes such as those described in this specification can be implemented using the object methods or behaviors of the database. Further, the database may be stored locally on, or remotely from, a device that accesses the data of the database in a known manner.
[0231] Various embodiments can be configured to operate in a network environment that includes a computer that communicates with one or more devices (e.g., via a communication 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, wireless channels, optical communication lines, commercial online service providers, electronic bulletin board systems, satellite communication links, any combination of the foregoing). 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 any type of device may communicate with the computer.
[0232] In some embodiments, a server computer or a centralized device may not be necessary or may be undesirable. For example, in some embodiments, the present invention may be implemented on one or more devices without using 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 or stored by one or more of the above-described devices.
[0233] When describing a process, in some embodiments, the process may operate without any user intervention. In another embodiment, the process may include some human intervention (e.g., certain steps may be performed with or using the assistance of a human).
[0234] VII. Continued Applications This disclosure provides those skilled in the art with descriptions enabling multiple embodiments and / or inventions. Some of these embodiments and / or inventions may not be claimed in this application, but nevertheless may be claimed in one or more continued applications claiming the benefit of the priority of this application.
[0235] The applicant intends to file additional applications to seek patents for subject matter that is disclosed and enabled in this application but not claimed.
[0236] VIII. 35 U.S.C. § 112, Paragraph 6 In a claim, a limitation of a claim that includes the phrase "means for" or the phrase "step for" means that 35 U.S.C. § 112, Paragraph 6 applies to that limitation.
[0237] In the claims, a limitation of a claim that does not include the phrase "means for..." or the phrase "steps for..." means that 35 U.S.C. § 112(f) does not apply to this limitation, whether or not this limitation recites the structure, material, or acts for performing the function. For example, in the claims, simply using the phrase "steps for..." or the phrase "steps for..." in referring to one or more steps of the claim or another claim does not mean that 35 U.S.C. § 112(f) applies to this one or more steps.
[0238] With respect to a means or step for performing a particular function under 35 U.S.C. § 112(f), the corresponding structure, material, or acts described in the specification, and equivalents thereof, may perform additional functions and the particular function.
[0239] Computers, processors, computing devices, and similar products are structures that can perform a wide variety of functions. Such products can be made to operate to perform a particular function by executing one or more programs, such as a program 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 algorithms, such as any particular algorithms disclosed in the present application. It is known to those of ordinary skill in the art that a particular function may be implemented by different algorithms, and that any of a number of different algorithms is merely a design choice for performing the particular function.
[0240] Accordingly, with respect to means or steps for performing a particular function under 35 U.S.C. § 112(f), the structure corresponding to the particular function includes any product programmed to perform the particular function. Such structure includes a programmed product that performs the function by (i) the disclosed algorithm for performing the function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing the function, regardless of whether the product is programmed by any of these algorithms.
[0241] If means for performing a function that is a method are recited, 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 hardware suitable for performing the function.
[0242] Also included are computing devices (e.g., general purpose computers) programmed by other algorithms to perform the function and / or configured with hardware suitable for performing the function by other algorithms, as would be understood by one of ordinary skill in the art.
[0243] IX. Disclaimers A number of references to a particular embodiment do not indicate abandonment or disavowal of additional different embodiments, and similarly, a reference to a description of all embodiments that include a particular feature does not indicate abandonment or disavowal of embodiments that do not include the particular feature. An express disclaimer or disavowal in this application shall be deemed to begin with the phrase “does not include” or the phrase “cannot perform”.
[0244] X. Incorporation by Reference Any patent, patent application, or other document referred to in this specification is hereby incorporated by reference into this patent application only for the purpose of satisfying the written description and enablement requirements of 35 U.S.C. § 112, paragraph 1, and is not to be used for the purpose of limiting, defining, or otherwise interpreting any term of this application, unless the ordinary meaning of such term cannot be ascertained by a person of ordinary skill in the art without such incorporation by reference. A person of ordinary skill in the art is not to be limited by any of the embodiments provided by such reference.
[0245] Unless otherwise specified in this application, no incorporation by reference, by itself or alone, implies any approval, endorsement, or acquiescence of any description, opinion, argument, or feature contained in any of the incorporated patents, patent applications, or other documents.
[0246] XI. Prosecution History In interpreting this application (including the claims), whether or not there are other patent applications considered relevant to this application and whether or not there are other patent applications sharing a claim of priority with this application, a person of ordinary skill in the art is to refer to the prosecution history of this application and not to the prosecution history of any other patent or patent application.
[0247] XII. Trump Trump cards have existed for a long time. There are many types of trump cards played in a number of different games, but the most common type of trump cards consists of 52 cards, which are divided into four different suits (i.e., spades, hearts, diamonds, and clubs), and the above suits are printed or indicated on one side of each card, i.e., the surface. In a standard deck, each of the four suits of cards consists of 13 cards, which are numbered from 2 to 10, or printed with the letters A (ace), K (king), Q (queen), or J (jack), and these numbers or letters are also printed or indicated on the surface of each card. Therefore, each card will include a suit indication along with a number or letter indication on its surface. Kings, queens, and jacks usually also include some kind of design on the surface of the card, which may be called picture cards. Although other types of trump cards are described in this specification, it should be understood that various topics may apply to any, some, and / or all types of trump cards.
[0248] In some cases, a standard playing deck of 52 cards may also include some special cards, sometimes called jokers, that may have some usage or meaning depending on the particular game played with this deck. For example, if a card game includes jokers, when a player receives a joker in their "hand", that player may use the joker as any card in the deck. If a player has the 10, jack, queen, and king of spades and a joker, this player can use the joker as the ace of spades. In this way, the player will have a royal flush (10 - A of spades) in their hand.
[0249] A large number of different games can be played using a standard deck of playing cards. Games played using a standard deck of playing cards may include other items such as a game board, chips, etc., or the game being played may only require the deck of playing cards itself. In most games played using a standard deck of playing cards, a value is assigned to each card. This value may vary for different games.
[0250] The value of a card usually starts with the two of clubs as the lowest value and increases as the number goes up to 10, followed by jack, queen, king, and ace in ascending order of value. Depending on the game, an ace may have a lower value than a two, and in games where a particular card is a wild card, i.e., can be determined to have any value, that card may have the highest value. For example, in a card game where the deuce, i.e., the two, is a wild card, a player holding a trump card including a two can use the two as any other card, making a nine and a two equivalent to two nines.
[0251] Furthermore, the four different suits indicated on the card may have specific values depending on the game. Under the rules of a game where one suit, i.e., spades, has a higher value than another suit, i.e., hearts, the seven of spades may have a higher value than the seven of hearts.
[0252] It is easy to imagine that a large number of different games can be played using the values of different card numbers and suits. In a particular game, determining whether a player has beaten one or more other players is based on the combination of cards the player obtains. Usually, the more difficult it is to obtain that combination, the higher its value, and the player who obtains a more difficult combination wins the game (taking into account the value of the cards).
[0253] For example, in a poker game, each player may ultimately receive five cards. A player who gets three cards with the same number on the face, namely 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 numerical value, namely the king of spades and the king of hearts. However, a player who has five cards all of which are clubs (which is generally known as a flush) will beat a player who has three cards of the same suit as described above.
[0254] Often, gaming machines are formed using a standard deck of playing cards. In these gaming machines, players insert coins and play specific card games such as poker using an imitation of standard playing cards on a video screen, and try to win back more money than they initially inserted into the machine.
[0255] Another form of gambling using playing cards utilizes a table different from those known as table games. The table uses a table and a dealer, and players sit or stand around the table. Players place their bets on the table, and the dealer distributes cards to each player. The number of cards to be distributed, or whether the cards are distributed face up or face down, will be determined according to the specific table game being played.
[0256] Furthermore, imitations or depictions of standard playing cards are used in many portable electronic games such as poker and blackjack, as well as in many computer games and Internet games. Using a portable electronic game or a computer terminal 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. Moreover, many of these games can be played on a computer in combination with gambling.
[0257] There are also a number of televised game shows that use a deck of playing cards for the play of the game, and in this case, to make them easier to view, the cards are usually enlarged or shown on a video screen or monitor. In these television game shows, participants usually play card games against each other for prizes or money, and an individual functions as a host who supervises the action.
[0258] There are also scratch-off tickets that players purchase and play by "scratching off" an opaque layer to see if they have won money and prizes for themselves. The opaque layer prevents the player from knowing the result of the scratch-off ticket before purchasing and scratching off the layer. Some of these scratch-off tickets may use playing cards under the opaque layer and require the player to match several identical cards in order to win a prize or money.
[0259] XIII. Rules of Card Games Rules of Poker In a basic poker game played with a standard 52-card deck, each player is dealt 5 cards. The 5 cards in each player's hand are all evaluated as a single hand, with the presence of various combinations such as pairs, three-of-a-kind, straights, etc. The determination of which combination wins over another combination is made by referring to a table that includes the ranking of the combinations. The ranking in most tables is based on the probability of each combination occurring in the player's hand. Regardless of the number of cards in the player's hand, the value assigned to the cards, and the probability, the method of evaluating all 5 cards in the 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 in a central pot. The pot is awarded to the player or players with the highest combination of cards, or to the player who has made bets that have not been called. Poker can also refer to video poker, a single-player game similar to the 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 the cards in each hand is typically rotated among the players and marked with a token called the "dealer" button or buck. In a casino, the house dealer handles the cards for each hand, but the button (typically a white plastic disk) is rotated clockwise among the players to indicate a nominal dealer for determining the order of betting.
[0263] For each hand, one or more players are required to make a forced bet to create an initial prize pool for the players to compete for. The dealer shuffles, cuts, and distributes the appropriate number of cards to the players, one at a time. The cards may be dealt face-up or face-down, depending on the variation of poker being played. After the initial deal, the first of several possible betting rounds begins. Between rounds, the players' hands generally grow in some way, either by additional cards being dealt or by replacing cards that have already been dealt. At the end of each round, all bets are collected into the central pot.
[0264] At any point during the betting round, when a player makes a bet, the opponent must either fold, call, or raise. If a player bets and there is no opponent who chooses to match this bet, the hand ends immediately, the betting player is awarded the pot, there is no need to show any cards, and the next hand begins. Since it is possible to win the pot without showing one's hand, so-called bluffing is possible. Bluffing is a major feature of poker and a characteristic that distinguishes poker from other competing games and other games that utilize poker hand rankings.
[0265] At the end of the last separate round, if two or more players remain, a showdown occurs, where these players reveal their hidden cards and evaluate their hands. The player with the best hand according to the variant of poker being played wins the pot.
[0266] The most popular variants of poker are as follows:
[0267] Draw Poker Each player receives five or more cards in five-card draw, all of which are hidden. And the player 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 on the table to the other players. The main difference between stud poker and "draw" poker is that players cannot discard or exchange any of their cards.
[0269] Community Card Poker Players combine the cards dealt to them individually with several "community cards" that are dealt face up and shared by all players. In the most popular variants, namely Texas Hold'em and Omaha Hold'em, 2 or 4 individual cards may be dealt respectively.
[0270] Ranking of Poker Hands Straight Flush A straight flush is a poker hand such as Q of spades, J of spades, 10 of spades, 9 of spades, 8 of spades, which all contain 5 consecutive cards of the same suit. Two such hands are compared by 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, A of diamonds is a 5-high straight flush (this is also known as a "steel wheel"). An ace-high straight flush such as A of clubs, K of clubs, Q of clubs, J of clubs, 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: 7 of hearts, 6 of hearts, 5 of hearts, 4 of hearts, 3 of hearts beats 5 of spades, 4 of spades, 3 of spades, 2 of spades, A of spades. J of clubs, 10 of clubs, 9 of clubs, 8 of clubs, 7 of clubs ties with J of diamonds, 10 of diamonds, 9 of diamonds, 8 of diamonds, 7 of diamonds.
[0272] Four of a Kind Four of a kind or quads is a poker hand such as 9 of clubs, 9 of diamonds, 9 of hearts, 9 of spades, J of hearts, which contains four cards of one rank and one card that does not match these. It ranks above a full house and below a straight flush. Higher-ranked quads beat lower-ranked quads. Between two sets of the same four of a kind (which can occur in wild card and community card games), the kicker determines the winner.
[0273] Example: 10 of clubs, 10 of diamonds, 10 of hearts, 10 of spades, 5 of diamonds (“four tens” or “quad tens”) beats 6 of diamonds, 6 of hearts, 6 of spades, 6 of clubs, K of spades (“four sixes” or “quad sixes”). 10 of clubs, 10 of diamonds, 10 of hearts, 10 of spades, Q of clubs (“four tens, queen kicker”) beats 10 of clubs, 10 of diamonds, 10 of hearts, 10 of spades, 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 3 of spades, 3 of diamonds, 3 of clubs, 6 of hearts, 6 of diamonds, which contains three matched cards of one rank and two matched cards of another rank. It ranks below four of a kind and above a flush. Between two full houses, the one with the higher rank of three-of-a-kind wins. If two full houses (which can occur in wild card and community card games) have the same three-of-a-kind, the hand with the higher pair wins. A full house is described as, for example, three queens (e.g., Q-Q-Q) and a pair of nines (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: 10 of spades, 10 of hearts, 10 of diamonds, 4 of spades, 4 of diamonds ("Tens full") beats 9 of hearts, 9 of clubs, 9 of spades, Ace of hearts, Ace of clubs ("Nines full"). King of spades, King of clubs, King of hearts, 3 of diamonds, 3 of spades ("Kings full") beats 3 of spades, 3 of hearts, 3 of diamonds, King of spades, King of diamonds ("Threes full"). Queen of hearts, Queen of diamonds, Queen of clubs, 8 of hearts, 8 of clubs ("Queens full of eights") beats Queen of hearts, Queen of diamonds, Queen of clubs, 5 of spades, 5 of hearts ("Queens full of fives").
[0276] Flush A flush is a poker hand such as the Queen of Clubs, 10 of Clubs, 7 of Clubs, 6 of Clubs, 4 of Clubs, which contains five cards of the same suit in non - consecutive ranks. 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 - ranked card of each flush is compared to determine the winner. If both full houses have the same high - card, then the second - highest - ranked card is compared, and so on. The suits have no value, and two flushes with the same five ranks of cards result in a tie. A flush is described by its highest - ranked card, such as "queen - high flush".
[0277] Example: Ace of Hearts, Queen of Hearts, 10 of Hearts, 5 of Hearts, 3 of Hearts ("ace - high flush") beats King of Spades, Queen of Spades, Jack of Spades, 9 of Spades, 6 of Spades ("king - high flush"). Ace of Diamonds, King of Diamonds, 7 of Diamonds, 6 of Diamonds, 2 of Diamonds ("flush, ace - king high") beats Ace of Hearts, Queen of Hearts, 10 of Hearts, 5 of Hearts, 3 of Hearts ("flush, ace - queen high"). Queen of Hearts, 10 of Hearts, 9 of Hearts, 5 of Hearts, 2 of Hearts ("heart flush") ties with Queen of Spades, 10 of Spades, 9 of Spades, 5 of Spades, 2 of Spades ("spade flush").
[0278] Straight A straight is a poker hand such as Q of clubs, J of spades, 10 of spades, 9 of hearts, 8 of hearts, which contains five cards of consecutive ranks of different suits. It ranks above three of a kind and below a flush. Two straights are ranked by comparing their high cards. Two straights with the same high card have the same value and split any winnings (straights are the most common hands to tie in poker, especially in community card games). A straight is described by its highest-ranked card, such as "queen-high straight" or "straight to the queen".
[0279] A hand such as A of clubs, K of clubs, Q of diamonds, J of spades, 10 of spades is an ace-high straight and ranks above a king-high straight such as K of hearts, Q of spades, J of hearts, 10 of hearts, 9 of diamonds. However, an ace can also function as a low card in a hand such as 5 of spades, 4 of diamonds, 3 of diamonds, 2 of spades, A of clubs, which is called a wheel or five-high straight and ranks below a six-high straight such as 6 of spades, 5 of clubs, 4 of clubs, 3 of hearts, 2 of hearts. An ace must not "wrap around", i.e., it cannot serve both as a high and a low card in the same hand. 3 of clubs, 2 of diamonds, A of spades, K of spades, Q of clubs is not a straight but just an ace-high no pair.
[0280] Example: 8 of spades, 7 of spades, 6 of hearts, 5 of hearts, 4 of spades ("eight-high straight") beats 6 of diamonds, 5 of spades, 4 of diamonds, 3 of hearts, 2 of clubs ("six-high straight"). The 8 of Spades, 7 of Spades, 6 of Hearts, 5 of Hearts, and 4 of Spades 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 prile, is a poker hand such as 2 of Diamonds, 2 of Spades, 2 of Hearts, King of Spades, 6 of Spades, etc., which consists of three cards of the same rank and two cards that do not match. It ranks above Two Pair and below Straight. A higher-ranked Three of a Kind beats a lower-ranked Three of a Kind. If two hands (which can occur in wild card or community card games) have the same Three of a Kind, the kickers are compared to break the tie.
[0282] Example: 8 of Spades, 8 of Hearts, 8 of Diamonds, 5 of Spades, 3 of Clubs (''Threes of Eights'') beats 5 of Clubs, 5 of Hearts, 5 of Diamonds, Queen of Diamonds, 10 of Clubs (''Threes of Fives''). 8 of Spades, 8 of Hearts, 8 of Diamonds, Ace of Clubs, 2 of Diamonds (''Threes of Eights, Ace kicker'') beats 8 of Spades, 8 of Hearts, 8 of Diamonds, 5 of Spades, 3 of Clubs (''Threes of Eights, Five kicker'').
[0283] Two Pair Poker hands such as the Jack of Hearts, Jack of Clubs, 4 of Spades, 4 of Clubs, 9 of Spades, etc. are called two pairs, which consist of two cards of the same rank, two cards of another rank (which match each other but not the first pair), and one non-matching card. This ranks above one pair and below three of a kind. When comparing two hands with two pairs, first compare the higher-ranked pair of each hand, and the hand with the higher-ranked pair wins. If both hands have the same top pair, compare the second pair of each hand. Finally, if both hands have the same two pairs, the kicker determines the winner. The two pairs are described as "Kings over Nines", "Kings and Nines", or simply "Kings up" by the higher-ranked pair (e.g., King of Hearts, King of Clubs) and the lower-ranked pair (e.g., 9 of Spades, 9 of Diamonds).
[0284] Example: King of Hearts, King of Diamonds, 2 of Clubs, 2 of Diamonds, Jack of Hearts ("Kings up") beats Jack of Diamonds, Jack of Spades, 10 of Spades, 10 of Clubs, 9 of Spades ("Jacks up"). 9 of Clubs, 9 of Diamonds, 7 of Diamonds, 7 of Spades, 6 of Hearts ("Nines and Sevens") beats 9 of Hearts, 9 of Spades, 5 of Hearts, 5 of Diamonds, King of Clubs ("Nines and Fives"). 4 of Spades, 4 of Clubs, 3 of Spades, 3 of Hearts, King of Diamonds ("Fours and Threes, King kicker") beats 4 of Hearts, 4 of Diamonds, 3 of Diamonds, 3 of Spades, 10 of Spades ("Fours and Threes with Tens").
[0285] One Pair One pair is a poker hand such as four of hearts, four of spades, king of spades, ten of diamonds, five of spades, which contains two cards of the same rank and three non-matching cards. It ranks above any high card hand but below all other poker hands. A higher-ranked pair beats a lower-ranked pair. If two hands have pairs of the same rank, the non-paired cards (kickers) in each hand are compared to determine the winner.
[0286] Example: Ten of clubs, ten of spades, six of spades, four of hearts, two of hearts (a "pair of tens") beats nine of hearts, nine of clubs, ace of hearts, queen of diamonds, ten of diamonds (a "pair of nines"). Ten of hearts, ten of diamonds, jack of diamonds, three of hearts, two of clubs (a "tens with jack kicker") beats ten of clubs, ten of spades, six of spades, four of hearts, two of hearts (a "tens with six kicker"). Two of diamonds, two of hearts, eight of spades, five of clubs, four of spades (a "twos, eight-five-four") beats two of clubs, two of spades, eight of clubs, five of hearts, three of hearts (a "twos, eight-five-three").
[0287] High card A high card or no pair hand is a poker hand such as the King of Hearts, Jack of Clubs, 8 of Clubs, 7 of Diamonds, 3 of Spades, where no two cards have the same rank, the five cards are not consecutive, and not all five cards are of the same suit. It is also sometimes called "nothing" or "garbage", and many other terms indicating a low evaluation. This hand ranks below all other poker hands. Two such hands are compared by: highest ranked card; if these are equal, then the next highest ranked card; if these are equal, then the third highest ranked card, to determine the ranking. A no pair hand is described by one or two of the highest ranked 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: Ace of Diamonds, 10 of Diamonds, 9 of Spades, 5 of Clubs, 4 of Clubs ("ace-high") beats King of Clubs, Queen of Diamonds, Jack of Clubs, 8 of Hearts, 7 of Hearts ("king-high"). Ace of Clubs, Queen of Clubs, 7 of Diamonds, 5 of Hearts, 2 of Clubs ("ace-queen") beats Ace of Diamonds, 10 of Diamonds, 9 of Spades, 5 of Clubs, 4 of Clubs ("ace-ten"). 7 of Spades, 6 of Clubs, 5 of Clubs, 4 of Diamonds, 2 of Hearts ("seven-six-five-four") beats 7 of Clubs, 6 of Diamonds, 5 of Diamonds, 3 of Hearts, 2 of Clubs ("seven-six-five-three").
[0289] Deck with a bug By using the joker as a wild card, a slight variation of gameplay is created. When introducing the joker into a standard poker game, the joker can function as a fifth ace or be used as a card for a flush or a straight (while also being usable as a wild card). Usually, the joker is used in variations of casino draw poker, so the highest possible hand is a five-of-a-kind, such as the ace of hearts, ace of diamonds, ace of clubs, ace of spades, and joker.
[0290] Rules of Caribbean Stud Caribbean Stud (trademark) poker can be played as follows. The player and the dealer are each dealt five cards. If the dealer has a poker hand with a value less than an ace-king combination, the player automatically wins. If the dealer has a poker hand with an ace-king combination or a winning hand greater than that, the higher of the player's hand or the dealer's hand wins. If the player wins, the player may receive an additional bonus payment according to the poker ranking of their hand. In the play of a game for profit, a side bet is required to enable the opportunity of a progressive jackpot. In Caribbean Stud (trademark) poker, it is the dealer's hand that must qualify. During play, the dealer's hand is partially hidden (usually, only up to one card is revealed to the player before the player's bet is completed), so the player must always be aware that a hand of the same rank as the player's can lose to the dealer's hand and that a bonus is only paid if a side bet is made and usually only for hands with a rank of flush or higher.
[0291] Rules of Blackjack Next, several versions of blackjack will be described. A blackjack hand is scored according to the point total of the cards in that hand. The hand with the highest total wins if it is 21 or less. If the total exceeds 21, this is called a "bust". Number cards from 2 to 10 have a point value equal to the value on their face, and face cards (jack, queen, and king) are 10 points. An ace is 11 points unless it would bust the hand, in which case it is 1 point. The player plays against the dealer and wins by having a higher point total that does not exceed 21. If the player busts, the player loses even if the dealer also busts. If the player and the dealer have hands with the same point value, this is called a "push" and neither group wins the hand.
[0292] After the initial bet is placed, the dealer deals cards from one or more, but typically two, hand-held card decks, or from a "shoe" containing multiple card decks, generally at least four, typically even more card decks. A game where one or more card decks are hand-held is known as a "pitch" game. "Pitch" games are generally not played in casinos. When playing with two or more decks, these 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 themselves. 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 a variation in Europe, the "hole card" is dealt after all players' cards have been dealt and after play on all players' hands has ended. The players' cards are dealt face up from the shoe, or face down in the case of a pitch game.
[0293] A two-card hand with a point value of 21 (i.e., an ace and a face card or 10) is called "Blackjack" or "natural" and automatically wins. A player with a "natural" customarily receives a 3:2 payout on their bet, although some Las Vegas casinos began playing at 6:5 in 2003 in games typically using only a single deck.
[0294] Once 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 group wins the hand.
[0295] If neither side has a "natural", each player plays their hand to the end. When all players are finished, the dealer plays their hand.
[0296] Play against the hand typically involves a combination of four possible actions: "hit", "stand", "double down", or "split" against one's own hand. Another action called "surrender" may be added. "Hit" is taking another card. "Stand" is not taking any more cards. "Double down" is doubling the bet and taking exactly one more card and then "standing". If the player has cards of the same value, such as a pair of 8s, the player can "split" by placing an additional bet and playing each card as the first card of two new hands. "Surrender" is giving up one's hand and losing half of the player's bet. "Surrender" is not an option in most casino blackjack games. When the player "stands", "busts", or "doubles down", the player's turn ends. If the player "busts", the player loses even if the dealer busts later. This is the house advantage.
[0297] After all players have played against their hands, the dealer reveals the dealer's hole card and plays against the dealer's hand. According to house rules (common casino rules), the dealer must hit until the dealer's point total is at least 17, regardless of the player's point total. In most casinos, the dealer must also hit on a "soft" 17 (e.g., an ace and a 6). On the blackjack table felt in a casino, there is a mark indicating 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 variations of the general rules are one-card split ace, early surrender, late surrender, and double-down restrictions. 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 permitted only for certain card combinations.
[0299] Insurance Insurance is a commonly offered betting option where the player can bet both ways by wagering 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 their "hole card". If the player wishes to take insurance, the player can bet up to half of their original bet. The insurance bet is placed separately in a special part 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" has a value of 10 (i.e., 10, jack, queen, or king). Since the dealer's up card is an ace, a player who purchases insurance is betting that the dealer has 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 the player makes a $5 insurance bet and the total of the player's hand with the two cards dealt to the player is 19. If after the insurance bet period ends it becomes clear that the dealer's hole card is a 10 (the dealer checks for a "natural" before the player plays their hand), the player loses their original $10 bet but wins back the $5 insurance bet at 2:1 odds, winning $10, resulting in a break-even. In the same situation, if the dealer's hole card does not have the value of 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 less than 19 at the end of the dealer's turn, the player wins back their original $10 bet and has a net profit of $5. In the same situation, if the dealer's hole card does not have the value of a 10, the player also immediately loses the $5 insurance bet here, and if at the end of both the dealer's and player's turns the dealer's hand has a higher total value than the player's hand, i.e., for example, the player stands on 19 and the dealer ends their turn with 20, the player loses both their original $10 bet and the $5 insurance bet.
[0301] Basic strategy Blackjack players can increase their expected winnings by several means, one of which is the "basic strategy". The "basic strategy" exists simply as a matter of common convention and has no official approval. The "basic strategy" determines when to hit and when to stand, as well as when doubling down or splitting is optimal. The basic strategy is based on the player's point total and the dealer's visible card. Depending on the conditions (e.g., playing with a single deck according to downtown Las Vegas rules), the house advantage for players using the basic strategy can be as low as 0.16%. Casinos that offer options such as surrender and double-after-split rely on players making mistakes to provide a house advantage instead of giving a statistical benefit to players using the basic strategy.
[0302] With a number of optional rules, skilled players can gain an advantage. For example: when doubling down is permitted on any two non-natural cards; when "doubling down" is permitted after splitting; when early surrender (losing half of the bet against a face-up card or a face-up ace card before the dealer checks for blackjack) is permitted; when late surrender is permitted; when resplit aces (splitting when the player has three or more cards in hand and has just been dealt the second ace) are permitted; when drawing two or more cards is permitted for split aces; when five or more cards totaling less than 21 automatically win (referred to as "Charlies").
[0303] Other option rules can be disadvantageous to skilled players. For example: "Natural" pays less than 3:2 (e.g., single-deck blackjack on the Las Vegas Strip pays 6:5 for "natural"); hands can only be split once (re-splitting is possible for non-aces); doubling down is restricted to certain totals (e.g., 9 11 or 10 11); aces cannot be re-split; the rule is for "no-peek" (or European) blackjack (under this rule, (since the dealer does not check this automatically winning hand until the player plays against his own hand) the player loses to a dealer with a "natural" when the player splits or "doubles down"); when the player ties the dealer, neither the player nor the dealer wins, and instead of the player keeping his original bet, the player loses.
[0304] Card Counting Unlike some other casino games where one play does not affect any subsequent plays, in blackjack, the cards for a hand are removed from the deck. Since the cards are removed from the deck, the probability that each remaining card will be dealt changes (and the same card cannot be dealt again). When the proportion of cards with a value of 10 and aces among the remaining cards increases, the likelihood that the player will be dealt a natural increases, (since the dealer wins an equal amount of money when the dealer has a natural while the player wins at 3:2 odds when the player has a natural,) which is advantageous to the player. When the proportion of low-value cards such as 4, 5, and 6 among the remaining cards increases, the likelihood that the player will bust increases, (since the dealer wins even if the dealer busts later when the player busts,) which is advantageous to the dealer.
[0305] The house advantage in blackjack is relatively small at first. By continuously tracking which cards are dealt, a player can take advantage of the changing ratios of the remaining cards by betting high when the ratio of cards with a value of 10 increases and betting low when the ratio of low-value cards increases. As time passes, the deck often becomes less favorable for the player than favorable, but the player can overcome this inherent disadvantage by adjusting the amount of money bet. The player can also use this information to improve the basic strategy. For example, when the dealer's face-up card is a 10, the basic strategy calls for hitting on 16, but if the player knows that low-value cards are disproportionately remaining in the deck, the probabilities can change such that standing on 16 becomes advantageous.
[0306] There are numerous card counting schemes, all of which depend on the efficiency of a player's ability to remember a rough or detailed account of the cards that have been played. The more detailed the account, the more accurate it is, but the more difficult it is to remember. Card counting is not illegal, but casinos will remove or ban a player if they discover that the player is proficient at it.
[0307] Tracking shuffles is a more uncertain and difficult method that attempts to change the probabilities to be advantageous for the player. A player tracks groups of cards during the play of a multiple-deck shoe, tries to follow these groups through the shuffle, anticipates the reappearance of the same groups from a new shoe, and plays and bets accordingly.
[0308] XIV. Casino Countermeasures Some ways to disrupt players who count cards include using multiple decks. A shoe containing six or eight decks is common. The more cards there are, the smaller the variation in the proportion of the remaining cards and the more difficult it is to count the remaining cards. Also, reducing the player's advantage by shuffling the cards more frequently reduces the time available for actual play, thus reducing the casino's revenue. There are now casinos that use shuffling machines, some of which shuffle a different set of cards while a certain set of cards is being played, and others that shuffle the cards continuously. Distractions in the gaming floor environment, as well as free alcoholic beverages, also act to disrupt players who count cards. Some ways to disrupt players who count cards include using various payout structures, such as a 6:5 blackjack payout, which is disadvantageous to the player compared to the standard 3:2 blackjack payout.
[0309] XV. Video Gambling Games Video gambling games are configured to simulate table games using table game rules and card adaptations.
[0310] In one version of video poker, the player can inspect five cards randomly selected by the computer. These cards are displayed on the video screen, and the player selects the cards he or she wishes to hold. If the player wishes to hold all the cards, i.e., stand, the player presses the STAND button. If the player wishes to hold 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. Pressing the DEAL button after selecting the HOLD cards causes the unselected cards to be automatically and simultaneously exchanged for additional cards randomly selected from the remainder of the deck. After pressing the STAND button or after the cards have been exchanged, the final hold is evaluated by the computer of the gaming machine, and the player receives a payout of play credits or coins determined from the payout table. This payout table is stored in the computer memory of the machine and is also displayed on the screen of the machine. Higher value hands are given more credits or coins. Extremely rare poker hands are given a payout of 800 to 1 or more.
[0311] XVI. Apparatus for Playing via a Communication System FIG. 1 shows an apparatus for playing a game. There are a plurality of player units 40-1 to 40-n connected via a communication system 41 such as the Internet, and the game play system includes an operation 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 on to the game play system, the player's unit 40 reveals its identity to the operation unit. This system holds the player's detailed information in register 43, and this register 43 includes individual player registration units 44-1 to 44-n for all potential players, i.e., all members of this system.
[0313] Once the player is identified, the player is assigned to a game unit 45. The game 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, so that when there are eight or more members of the system logged on simultaneously, multiple games can be played simultaneously. The assignment of the player unit 40 to the player data unit 46 can be arbitrary or random, and accordingly the player data unit 46 and the game unit 45 are in an unused state. Each player data unit 46 reads from the corresponding player registration unit 44 and also includes essentially the same detailed information as the corresponding player unit 40, communicates with the player unit 40, and maintains the contents of the player unit and the player data unit in an updated state with respect to each other. Further, appropriate portions of the contents of other player data units 46 and the dealer unit 47 are sent to the player unit 40 for display.
[0315] The logic unit 48 of the game unit 45 provides steps for causing the game unit to initiate the dealer's action and wait for an appropriate response from the player unit 40 through various stages of play. The random distribution unit 49 distributes cards essentially randomly to the dealer unit 47 and the player data unit 46. At the end of the game, the logic unit sends the result of the game, i.e., victory and / or defeat, to the player data unit 46 to notify the player of his own result. The operation 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 position of the player is emphasized to identify the player. As the 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 are shown in the bonus box. When the player's options are executed, the cards can be shown in a column under the box, and the same applies to the cards dealt to the dealer. At the end of the game, a message is displayed notifying the player of the result of his bet, i.e., the amount of money 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 techniques that may be used for the same or similar purposes. The specific techniques described herein should not be construed as limiting. Rather, various embodiments anticipate alternative techniques for making, using, or implementing various embodiments.
[0318] XVIII. Cited References The following patents and patent applications are hereby incorporated 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 a computing device, a first player group to which a first player belongs; Determining, by the computing device, a second player group to which a second player belongs; Determining, by the computing device, based on the first group and the second group being opposing groups, that the first player may play a game against the second player, where the first player may not play a game against other members of the first group; Matching, by the computing device, the first player and the second player who play the game; and Determining, by the computing device, a winner of the game A method comprising. [Appendix 2] The method according to Appendix 1, comprising determining that the first player belongs to the first player group based on the position of the first player. [Appendix 3] The method according to Appendix 1, comprising determining that the first player belongs to the first player group based on the characteristics of the first player. [Appendix 4] The characteristics are: The first player is a fan of the first team, The first player being a student of the first school, The first player being a former classmate of the first school, The first player being a patron of the first commercial entity, The first player living at the first location, and The first player being of the first gender The method according to Appendix 3, including at least one of the above. [Appendix 5] The method according to Appendix 1, wherein the game includes a fantasy sports game. [Appendix 6] The method according to Appendix 1, including the step of requesting the first player to select at least one member of the first fantasy sports team for the game from the set of first players specific to the first group, and requesting the second player to select at least one member of the second fantasy sports team for the game from the set of second players specific to the second group. [Appendix 7] The method according to Appendix 1, wherein the step of determining the first group includes the step of assigning the first player to the first group without a request from the first player to assign to the first group. [Appendix 8] The method according to Appendix 1, including the step of forming the first group, wherein the first group is defined to include players having a specific first characteristic. [Appendix 9] The method according to Appendix 8, wherein the step of forming the first group includes the step of 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] The method according to appendix 1, comprising the step of determining the results of a plurality of other games, each of which is between each member of the first group and each member of the second group. [Appendix 11] The method according to appendix 10, comprising the step of determining the result of a group game based on the results of the game and the plurality of other games. [Appendix 12] The method according to appendix 11, wherein the first group wins the group game when the total number of games in which the members of the first group win among the first game and the plurality of other games exceeds the total number of games in which the members of the second group win among the first game and the second game. [Appendix 13] The method according to appendix 11, wherein the group that wins the group game is based on the total number of points earned by the players of the first group through the first game and the plurality of other games, compared with the total number of points earned by the players of the second group through the first game and the plurality of other games. [Appendix 14] The method according to appendix 11, comprising the step of assigning a prize to the group that wins the group game. [Appendix 15] The method according to appendix 14, wherein the step of assigning the prize includes the step of making a payment to the account of each player of the group that wins the group game. [Appendix 16] The method according to appendix 14, wherein the step of assigning the prize includes the step of making a payment to the account of the sponsor of the group that wins the group game. [Appendix 17] The method according to appendix 16, wherein the sponsor is not a player of the group that wins the group game. [Appendix 18] The method according to appendix 16, wherein the sponsor includes a charity selected by the players of the group that wins the group game. [Appendix 19] The game includes a fantasy game based on a real tournament, In the fantasy game, players in the tournament drop out as the tournament progresses and do not substitute within the fantasy game based on the tournament, so that several of the members of each fantasy team in the game do not earn points after being excluded from the tournament. The method according to Appendix 1. [Appendix 20] The method according to Appendix 1, including the step of promoting the first player to propose a buyout to the second player during the play of the first game. [Appendix 21] Receiving an instruction of the amount to be given to the second player when the second player accepts the buyout from the first player; and In the proposal to end the game, presenting the amount to the second player The method according to Appendix 20, including. [Appendix 22] Receiving acceptance of the proposal; and In response to receiving the acceptance, giving the amount to the second player and giving a second amount to the first player, where the second amount includes the amount obtained by subtracting the amount from the amount of the prize pool for the game. Steps The method according to Appendix 21, including. [Appendix 23] The method according to Appendix 1, including the step of presenting an option to propose a doubling rate of the game to the second player to the first player before the start of the game. [Appendix 24] The method according to Appendix 1, including receiving a selection of statistics related to a real event to be used for scoring the game from at least one of the first player and the second player. [Appendix 25] The first player accesses the game through a gaming operator who determines the result of the game, The second player accesses the game through a service provider that provides at least one of white-labeling to the game and in-store access to the game, the method according to Appendix 1. [Appendix 26] A computing device; and A non-transitory medium on which a plurality of instructions are recorded An apparatus comprising: When the computing device executes the plurality of instructions, the apparatus: Determine a first player group to which a first player belongs; Determine a second player group to which a second player belongs; Based on the first group and the second group being opposing groups, determine that the first player may play a game against the second player, where the first player may not play a game against other members of the first group; Match the first player and the second player who play the game; Determine the winner of the game.
Claims
1. receiving, by at least one processor, a first positioning signal from a first mobile computing device of a first user via a communication network; determining, based on continuous monitoring of the first positioning signal, whether an amount of time the first user has spent within a predetermined geographic area is equal to or greater than a predetermined threshold time; and if it is determined that the amount of time the first user has spent within the predetermined geographic area is equal to or greater than the predetermined threshold time, determining that the first user belongs to a first group; determining a second group to which a second user belongs; determining that the first group is a group that competes with the second group; based on the first group being a group that competes with the second group, matching the first user and the second user in a fantasy sports game; displaying, via the communication network, on an interface of the first mobile computing device, first team selection information excluding players selected by the first group for a first fantasy sports team, such that a number of common players selected for both the first fantasy sports team and a second fantasy sports team does not exceed a threshold, wherein the first team selection information indicates at least one first player selectable for the first fantasy sports team for the fantasy sports game from a first set of real players specific to the first group; Displaying, via the communication network, on an interface of a second mobile computing device of the second user, second team selection information excluding players selected for the second fantasy sports team, wherein the second team selection information indicates at least one second player selectable for the second fantasy sports team 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 sports event; Determining a winner of the fantasy sports game from a first user and a second user; Including controlling; A method. **Claim 2** The method of claim 1, further including controlling, by the at least one processor, determining the second group based on at least one of the second user being a fan of a second team, the second user being a student of 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 of a second gender. **Claim 3** The method of claim 1, including assigning the first player to the first group without a request from the first player to be assigned to the first group. **Claim 4** The method of claim 1, further including controlling, by the at least one processor, forming the first group, wherein the first group is defined to include a predetermined user proximate to the predetermined geographic region. **Claim 5** controlling, by the at least one processor, a step of determining results of a plurality of other fantasy sports games played between each user of the first group and each user of the second group, the method according to claim 1 further comprising this step.
6. The fantasy sports game is based on an actual tournament, and actual sports players in the actual tournament drop out of the actual tournament as the actual tournament progresses, without being replaced within the fantasy sports game, so that after a part of the players of each of the first fantasy sports team and the second fantasy sports team drop out of the actual tournament, they cannot earn points, the method according to claim 1.
7. controlling, by the at least one processor, a step of facilitating, during play of the fantasy sports game, the first user to offer the second user a buyout of the fantasy sports game, the method according to claim 1 further comprising this step.
8. by the at least one processor, receiving, via the communication network, an instruction from the first user regarding an amount to be given to the second user when the second user accepts the buyout from the first mobile computing device; presenting, via the communication network, at the second mobile computing device, the amount to the second user as a request to end the fantasy sports game; the method according to claim 7 further comprising this step of controlling.
9. Controlling, by the at least one processor, the step of presenting, to the first user, via the communication network and in the first mobile computing device, an option provided by the second user to double the stake of the fantasy sports game before the start of the fantasy sports game, the method according to claim 1, further comprising.
10. Receiving, via a communication network, a first positioning signal from a first mobile computing device of a first user; Determining, based on continuous monitoring of the first positioning signal, whether an amount of time spent by the first user within a predetermined geographical area is equal to or greater than a predetermined threshold; and determining that the first user belongs to a first group if the amount of time spent by the first user within the predetermined geographical area is determined to be equal to or greater than the predetermined threshold time; Determining a second group to which a second user belongs; Determining that the first group is a group that competes against the second group; Matching the first user and the second user in a fantasy sports game based on the first group being a group that competes against the second group; Displaying, via the communication network and on an interface of the first mobile computing device, first team selection information excluding players selected by the first group for a first fantasy sports team, such that a number of common players selected for both the first fantasy sports team and a second fantasy sports team does not exceed a threshold, wherein the first team selection information indicates at least one first player selectable for the first fantasy sports team for the fantasy sports game from a first set of real players specific to the first group; Displaying, via the communication network, on an interface of a second mobile computing device of the second user, second team selection information excluding a player selected for the second fantasy sports team, the second team selection information indicating at least one second player selectable for 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 sports event; Determining a winner of the fantasy sports game from a first user and a second user; Comprising at least one processor configured to control; An apparatus.
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