Card games with fixed rules

A set of fixed rules in card games like poker dictates player actions based on hand rankings and betting history, ensuring fair and consistent gameplay by eliminating player discretion, thus enhancing game integrity.

JP7880937B2Active Publication Date: 2026-06-26CFPH LLC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CFPH LLC
Filing Date
2024-12-02
Publication Date
2026-06-26

AI Technical Summary

Technical Problem

Existing card games, particularly poker variants, lack standardized rules that ensure fairness and consistency, allowing for player discretion and potential advantage-taking, which can lead to unfair gameplay and inconsistent outcomes.

Method used

Implementing a set of fixed rules that dictate player actions based on their hand rankings, community cards, and betting history, ensuring all players follow the same protocol, with optional dealer intervention or automation to enforce these rules.

Benefits of technology

Ensures fair and consistent gameplay by eliminating player discretion, reducing the potential for advantage-taking, and providing a structured framework for decision-making, enhancing player experience and game integrity.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007880937000027
    Figure 0007880937000027
  • Figure 0007880937000028
    Figure 0007880937000028
  • Figure 0007880937000001
    Figure 0007880937000001
Patent Text Reader

Abstract

To provide a novel system related to a game.SOLUTION: Some embodiments include a game of a poker in which actions of a player are fixed by a rule of the game.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application claims the benefit of priority of U.S. Patent Application No. 11 / 688,549, entitled "Card Game With Fixed Rules," filed on May 20, 2007.

Background Art

[0002] The entirety of the said application is incorporated herein by reference.

Summary of the Invention

Problems to be Solved by the Invention

[0003] Solve the problems of the prior art.

Means for Solving the Problems

[0004] Solve by the means described in the claims.

Brief Description of the Drawings

[0005] [Figure 1] A block diagram of components of a hand reading system based on several embodiments. [Figure 2] A diagram showing a device for playing a game based on several embodiments.

Modes for Carrying Out the Invention

[0006] (Detailed Description) In various embodiments, a card game is played among two or more players. The card game can proceed according to one or more of the rules of poker. The card game can follow, for example, one or more rules from Texas Hold'em, Draw Poker, Seven Card Stud Poker, Omaha, or any other version of poker. In some embodiments, there may be a dealer. The dealer may be a participant in the game. The dealer may be a non-participant. The dealer may represent the house, for example, a casino. The dealer may deal cards, enforce rules, collect and distribute money, and perform any other functions. The dealer may be human, mechanical, or electronic. For example, in a game played over a network, the dealer may be simulated by a program. In some embodiments, the game begins with an upfront bet from each player. Players are then dealt one or more cards, depending on the game. One or more cards can form a hand. In some embodiments, all cards may be dealt face up so that they are visible to all players. Even though the cards are visible to all players, players may not have discretion over how to act. Thus, a first player may not gain an advantage by seeing the second player's cards. In some embodiments, one or more player cards may be dealt face down. Dealing cards should be understood to include physically providing one or more cards, providing indicators for one or more cards, and / or determining one or more cards (e.g., by a processor). In various embodiments, a first player to act may be designated. This designation may occur randomly. The designation may also rotate to only one or more positions per game. In various embodiments, the first player to act may be selected based on the cards dealt to each player. For example, the first player to act may be selected based on the relative hand ranking of the hands dealt to each player up to that point. For example, the first player to act may be the player with the lowest-ranking hand among all the players at the table.

[0007] Once the first player takes action, a second player may be designated to take action. The second player may be one position clockwise from the first player. The second player may be one position counterclockwise from the first player. Thus, actions can proceed clockwise or counterclockwise around the table. For example, the second player may be one position clockwise from the first player, and the third player may be one position clockwise from the second player, and so on. In various embodiments, the second player may be determined based on the cards dealt to the players. For example, the second player may be the player with the second lowest poker hand ranking.

[0008] A player currently taking action can, depending on the situation, take one of the following actions: bet a certain amount, raise a certain amount, call, check, or fold.

[0009] In some embodiments, a set of game rules defines the actions that a player must take. The rules describe the actions that must be taken based on one or more of the following: (a) the cards in the player's hand; (b) the cards in the player's opponent's hand; (c) the community cards; (d) the cards in the dealer's hand; (e) the game's betting history (e.g., the size of the most recent bet); (f) the amount of money remaining in the player's hand; (g) the number of cards to be dealt; (h) the player's position at the table; and (i) the order in which the players are acting.

[0010] In some embodiments, the player may have no choice regarding whether to take a prescribed action in order to continue playing the hand. For example, the player may choose to either stop playing the hand (e.g., fold) or take that action, or an action may be taken automatically, or the player may be required to take that action without the option of folding.

[0011] In some embodiments, the actions defined by the set of rules may include actions relating to betting and / or any other type of game action. Actions relating to betting may include any action that affects the bet in the game (e.g., raising, betting, folding, calling). Other actions may include actions relating to the play of the game that do not involve betting (e.g., hitting, standing, exchanging cards). In some embodiments, one or more actions taken throughout the play of a hand may result in a change of cards in that hand. The cards initially dealt to a hand may be called the initial card set. The cards that make up a hand at the end of the game may be called the final card set. It should be understood that the initial set and the final set may be the same if no action is taken to change the cards, and may be different if an action is taken to change the cards.

[0012] In some embodiments, indicators of actions defined by the set of rules may be provided. Providing such indicators should be understood to include, for example, instructions that command a player to take that action, and indicators of the consequences that result from taking that action. Providing indicators of consequences may include taking that action (e.g., by a computer system, processor, etc.) and / or displaying the consequences through a user interface.

[0013] In some situations, it may be a player's turn to act after a preceding player has bet or raised. In this case, the player may have three possible actions: fold; call; or raise. In various embodiments, the game rules may stipulate a player's actions according to the ranking of their hand. If the player's hand ranks below a first threshold ranking (for example, below a pair), the rules may stipulate that the player must fold. If the player's hand ranks at or above a second threshold ranking, the rules may stipulate that the player may raise. If the player raises, they may have one or more available amounts to raise. The amount of the player's raise may also be determined by the ranking of their hand. For example, a player may raise a first amount if their hand ranks below a third threshold hand ranking, and a second amount if their hand ranks at or above the third threshold hand ranking. In some embodiments, there may be additional thresholds corresponding to different raise sizes.

[0014] In some situations, it may be a player's turn to act after no bets or raises have been made by previous players. In such cases, that player may have three possible actions: check; or bet. In some embodiments, the game rules may stipulate that a player checks if their hand ranking is below a certain hand ranking, and bets if their hand ranking is above a certain hand ranking.

[0015] In some embodiments, the game may be played without player discretion from start to finish. Player decisions may be governed by the game rules. Otherwise, the game may proceed in the same manner as poker. At the end of the game, it may be determined which player has the best-ranked poker hand. Such player may then receive the pot. The pot may consist of all upfront bets, bets, and raises made during the game, minus any amount deducted by the house (for example, as a rake).

[0016] In various embodiments, a cap may be placed on the total amount a single player must bet during a game. For example, a maximum of three raises (or raises of X) may be allowed per betting round. For example, a maximum of three raises (or raises of X) may be allowed per game. For example, a maximum of $15 (or $X) may be required for any player's total bets from the beginning to the end of a game. Betting limits or maximums may take precedence over other game rules. In this way, for example, a player can limit their potential losses from a single game.

[0017] In some embodiments, a player must commit a certain amount of money (or game chips or other currency) to be used in the game before they can participate in the game. For example, if a player is required to bet up to $15 in a game, that player may be required to commit $15 for playing. For example, that player may be required to have $15 in game chips visible on the game table before play can proceed.

[0018] In some embodiments, the game rules may stipulate that a player must put a certain amount into the pot (for example, the game rules may require a player to bet, raise, or call), but the player may still not have enough funds to follow those rules. In that case, the player can put all of their remaining funds into the pot and go "all in".

[0019] In various embodiments, when the game rules stipulate that a player must bet, the bet amount may be a standard amount. For example, the amount may be $2. In various embodiments, the bet amount may be a function of the initial bet or a function of the table limit. For example, each table may have a standard size bet required when an acting player must bet. In various embodiments, when the game rules stipulate that a player must raise, the raise amount may be a standard amount. For example, the amount may be $2. That amount may be a function of the initial bet or a function of the table limit. For example, the raise amount may be equal to the size of the initial bet. In various embodiments, there may be different standard bet amounts or different standard raise amounts in each round of betting.

[0020] <Situations where a player is required to place a bet> A player who acts may be required to bet if one or more of the following are true: (a) the ranking of the player's hand is above a certain threshold ranking; (b) the player has a probability higher than a certain predetermined probability of achieving a hand ranking above a certain threshold ranking (e.g., the player has a probability higher than 30% of achieving a flush or better); (c) the player has a possibility of achieving a certain specific hand (e.g., the player has a possibility of achieving a royal flush); (d) the player has a specific card or specific combination of cards (e.g., the player has a wild card; the player has two red sevens); (e) the player has the highest ranking hand at the table; (f) the player has the second highest ranking hand at the table; or (g) the player has a possibility of achieving the highest ranking hand at the table.

[0021] 〈Draw a card〉 In some embodiments, the game may allow drawing cards to the player's hand and / or discarding cards from the player's hand. For example, the game may be based on five-card draw poker. In some embodiments, the game rules may define which cards should be discarded from the player's hand and / or how many cards should be drawn to the player's hand. For example, the game rules may instruct that if the player always holds three cards of the same rank and the other two cards are of different ranks and different from each other, the other two cards should be discarded.

[0022] 〈Playing venue〉 Various embodiments may be played at a live table in a casino. Various embodiments may be played over an electronic network. Various embodiments may be played over the Internet. Various embodiments may be played using a mobile gaming device.

[0023] <Player's Discretion> In some embodiments, a player may have discretion to decide between two or more possible actions. For example, a player may choose to check or bet in a particular situation. For example, a player may choose the amount of a raise. In various embodiments, the game rules may provide some player discretion, but still some actions may be prohibited. For example, the game rules may allow a player to call or raise in a particular situation, but may not allow folding.

[0024] <Assisting the Player> In some embodiments, the player may be told what action to take. For example, the player may be told that they should raise. The house may tell the player. For example, a computer monitor on the game table may display the action required of the player. The computer may read data from the game table to determine the cards dealt and the action to take. For example, a card reader on the table may determine which cards have been dealt to different players. The computer may access a table or record of game rules to determine what action each player should take based on the cards they have been dealt. In this case, the computer may display or otherwise instruct such an action. In this way, the player may be relieved of the need to memorize the game rules themselves. In various embodiments, the player may be told the applicable game rules. The player can then determine the appropriate action to take. If the player takes an incorrect action, the player may be corrected. In various embodiments, the dealer may inform the player what action to take. In various embodiments, a complete set of rules may be displayed and / or made available. For example, a card with the game rules on it may be given to the player.

[0025] In some embodiments, the dealer and / or the house may take action on behalf of the player. For example, the dealer may put chips into the pot on behalf of the player, or fold the player's cards on behalf of the player. Thus, in various embodiments, the player does nothing during the game except to put in the initial amount to be played in the game.

[0026] <Payment to the House> The house can make money in various ways. In some embodiments, the house may receive the pot when all remaining players fold. In some embodiments, the house may receive a percentage from each pot or some other percentage of each pot or several pots. In some embodiments, the house may play hands. However, the house may play under more favorable rules. For example, the house may be allowed discretion, or the house may not be required to make upfront bets. Such favorable rules may allow the house to make money on average.

[0027] In some embodiments, a single player may play a game of poker. The player may be required to bet, check, or fold, depending on the situation. For example, with a certain card combination or hand ranking, the player may be required to bet. With another card combination or hand ranking, the player may be required to check. With yet another card combination or hand ranking, the player may be required to fold. If the player is still in the game at the end of the game, a payout or payment for that player may be determined. The player's hand may first be compared to one or more reference hands. For example, it may be determined whether the player's hand has a higher ranking than the reference hands. The reference hands may be the dealer's hand, the house's hand, a fixed hand, or any other hand. In various embodiments, the ranking of the player's hand may be determined in isolation (for example, the ranking may be determined to be a "straight" or a "full house"). The player may then be paid based on the comparison of the player's hand with the reference hands. If a player's hand ranking exceeds the ranking of a benchmark hand, that player may win a multiple of the amount in the pot (for example, the total amount the player bet during the game and / or put down as a down bet). The player may win a multiple based on the best benchmark hand they can beat. For example, beating a benchmark hand with a straight ranking may result in a win of three times the pot, while beating a benchmark hand with a full house ranking may result in a win of five times the pot. In various embodiments, a player may win a multiple of the pot based on the ranking of their hand. For example, a player may win two times the pot for receiving a pair of jacks or better, and six times the pot for receiving two pairs or better.

[0028] In various embodiments, a player may win payouts based solely on the ranking of their hand, rather than on the amount in the pot. Thus, at the end of the game, the player may lose what is in the pot, but may receive payouts based on the ranking of their hand.

[0029] In some embodiments, a single player may play poker against a dealer. Both the player and the dealer act according to the rules of the game. During the game, the dealer, in addition to the player, puts money into the pot. At the end of the game, if the player's hand has a higher ranking than the dealer's hand, the player may win the pot, including the amount the dealer put in.

[0030] <No need to get off> In some embodiments, players are not allowed to fold. The game rules may stipulate that players must always at least match their initial bet.

[0031] <Example Game Rules> The following is an example set of game rules that may apply in a five-card stud poker game during the betting round that occurs after each player has received four of their five cards.

[0032] ●Regarding the first three players to take action: If no bets or raises have been made, the player must bet if their current hand is better than a pair of 10s, or if they have four cards that will lead to a flush, or if they are drawing an outside straight. Otherwise, the player must check.

[0033] ○If a bet or raise has been made by that player, the player must fold if their current hand ranking is lower than a pair of fives, and they are not drawing for a flush, nor for any straight. If the player does not fold, they must call if their current hand ranking is lower than two pairs. Otherwise, the player must raise.

[0034] ●Regarding players who act after the first three: If no bets or raises have been made, the player must bet if their current hand is better than a pair of sevens, or if they have four cards that will lead to a flush, or if they are drawing an outside straight. Otherwise, the player must check.

[0035] ○If a bet or raise has been made by that player, the player must fold if their current hand ranking is lower than a pair of 3s, and they are not drawing for a flush, nor for any straight. If the player does not fold, they must call if their current hand ranking is lower than a pair of jacks. Otherwise, the player must raise.

[0036] <Several embodiments> The following are embodiments, not claims.

[0037] A. Deal the first set of cards to the first player; Deal the second set of cards to the second player; Based on the set of game rules and the first set of cards, determine the first action that the first player must take; Provide the first player with an indicator of the aforementioned first action; Based on the aforementioned set of game rules and the aforementioned second set of cards, determine the second action that the second player must take; Provide the second player with an indicator of the second action; Based on the first action and the second action, determine the size of the pot; Based on the first set of cards, a first poker ranking is determined; A second poker ranking is determined based on the second set of cards; Based on the first poker ranking and the second poker ranking, the winning player is determined from among the first and second players; This includes awarding the winning player an amount based on the size of the pot, method.

[0038] B. The method according to Embodiment A, further comprising displaying the first set of cards and the second set of cards to both the first and second players.

[0039] C. The method according to Embodiment A, further comprising receiving an advance bet from a first player and receiving an advance bet from a second player.

[0040] D. The method according to Embodiment A, wherein the first action is one of: (a) bet; (b) raise; (c) call; (d) check; and (e) fold.

[0041] E. Deciding on the first course of action: Determine the poker ranking of the first set of cards; This includes determining the first action that the first player should take, based on a set of game rules and based on the poker ranking of the first set of cards. The method described in Embodiment A.

[0042] F. The method according to Embodiment A, wherein the set of game rules requires individual players to check if their card's poker ranking is below a threshold ranking, and to bet otherwise.

[0043] G. The method according to Embodiment A, wherein the set of game rules requires individual players to fold if their card poker ranking is below a first threshold ranking, call if their card poker ranking is below a second threshold ranking but above a first threshold ranking, and raise otherwise.

[0044] H. The method according to Embodiment A, further comprising taking the first action for the first player.

[0045] I. Deal the third set of cards to the first player; This further includes dealing the fourth set of cards to the second player. The method described in Embodiment A.

[0046] J. The method according to Embodiment I, wherein determining a first poker ranking includes determining a first poker ranking based on the first set of cards and based on the third set of cards, and determining a second poker ranking includes determining a second poker ranking based on the second set of cards and based on the fourth set of cards.

[0047] K. The method according to Embodiment A, further comprising deducting a certain amount as harvest from the pot.

[0048] L. The method according to Embodiment A, wherein determining the size of the pot includes determining the size of the pot based on the first action, the second action and the harvest.

[0049] M. Deal the first set of cards to the first player; Based on the set of game rules and the first set of cards, determine the first action that the first player must take; Provide the first player with an indicator of the aforementioned first action; Based on the first action described above, the first size of the pot is determined; Based on the first set of cards, a first poker ranking is determined; Based on the aforementioned first poker ranking, determine whether the first player won; If the first player wins, the first player is awarded an amount based on the first size of the pot, method.

[0050] N. Deal the second set of cards to the dealer; Further including determining a second poker ranking based on the second set of cards, Determining whether the first player has won includes determining whether the first player has won based on the first poker ranking and based on the second poker ranking. The method described in Embodiment M.

[0051] O. Based on the aforementioned set of game rules and based on the second set of cards, the second action that the dealer must take is determined; Provide the first player with an indicator of the second action; The process further includes determining a second size of the pot based on the first size and the second action; If the awarding is successful, the awarding of an amount based on the second size of the pot to the first player is to be awarded. The method described in Embodiment N.

[0052] <card> Playing cards have been around for a very long time. There are many types of playing cards used in many different games, but the most common type consists of 52 cards divided into four different suits (i.e., spades, hearts, diamonds, and clubs). The suits are printed or indicated on one side or face of each card. In a standard deck, each of the four suits of cards consists of 13 cards numbered from 2 to 10, or with the letters A (ace), K (king), Q (queen), or J (jack). These are also printed or indicated on the face of each card. Thus, each card has a suit indication on its face, along with a number or letter indication. Kings, queens, and jacks usually have some kind of design on the face of the card and are sometimes called face cards.

[0053] In some cases, a standard 52-card playing deck also includes several additional cards. These cards, sometimes called jokers, may have a specific use or meaning depending on the particular game being played with that deck. For example, if a card game includes jokers, and a player receives a joker in their "hand," that player may use that joker as any other card in the deck. If a player has a joker in addition to the 10 of Spades, Jack, Queen, and King, the player will use the joker as the Ace of Spades. In that case, the player will have a royal flush (from the 10 of Spades to the Ace).

[0054] Many different games can be played using a standard deck of playing cards. Games played with a standard deck of cards may also include other items such as a game board and chips. Alternatively, the game may only require the card deck itself. In most games played with a standard deck of cards, each card is assigned a value. This value may differ between different games.

[0055] Typically, the value of cards starts with the number 2 as the lowest value, increasing as the number increases up to 10, and then increasing in value to Jack, Queen, King, and Ace. In some games, an Ace may be worth less than a 2. In games where a particular card is designated as a wild card, or has an arbitrary value, that card can be the highest value of all cards. For example, in a card game where the deuce, or 2, is the wild card, a player holding a card containing a 2 can use that 2 as any other card. For example, a 9 and a 2 are equivalent to two 9s.

[0056] Furthermore, the four different suits shown on the cards can have specific values ​​depending on the game. Under game rules where one suit, namely spades, is worth more than another suit, namely hearts, the 7 of spades can be worth more than the 7 of hearts.

[0057] It's easy to imagine that many different games can be played using different card counts and suit values. In some games, it's the combination of cards a player acquires that determines whether they have defeated one or more other players. Typically, the more difficult the combination is to obtain, the higher its value, and the player who acquires the most difficult combination (taking into account the card values) wins the game.

[0058] For example, in a game of poker, each player can ultimately receive five cards. A player who receives three cards of the same rank face up—namely, a 4 of hearts, a 4 of diamonds, and a 4 of clubs—beats a player who only receives two cards of the same rank, such as a king of spades and a king of hearts. However, a player who receives five cards, all of which are clubs, commonly known as a flush, beats the player with the aforementioned three of a kind.

[0059] In many cases, standard decks of playing cards are used to create game machines. In these machines, players insert coins and play certain card games, such as poker, using imitations of standard playing cards on a video screen, in an attempt to win more money than they originally put into the machine.

[0060] Another form of gambling using playing cards takes place at a table and is also known as a table game. A table game involves a table and a dealer, with players standing or sitting around it. Players place their bets on the table, and the dealer deals cards to each player. The number of cards dealt, or whether they are dealt face up or face down, depends on the specific table game being played.

[0061] Furthermore, imitations or depictions of standard playing cards are used in many portable electronic games such as poker and blackjack, and in many computer and internet games. Using portable electronic games or computer terminals, whether or not they are 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.

[0062] Furthermore, there are many televised game shows that use decks of playing cards in their gameplay. The cards are typically enlarged or displayed on a video screen or monitor for easier viewing. In these televised game shows, participants typically play card games against each other for prizes or money, and an individual acts as a host overseeing the behavior.

[0063] There are also lottery tickets where players purchase a ticket and then "peel off" an opaque layer to see if they have won gold and prizes. The opaque layer prevents players from knowing the result of the lottery ticket before purchasing and peeling off the layer. In some of these lottery tickets, playing cards are used under the opaque layer, and players may need to match several similar cards to win a prize or gold.

[0064] <Rules of the card game> <Poker Rules> In a basic poker game played with a 52-card deck, each player is dealt five cards. All five cards in each player's hand are evaluated as a single hand. Hands can have various combinations of cards, such as pairs, three of a kind, and straights. Determining which combination is superior to others is done by referring to a table that ranks the combinations. Most rankings in tables are based on the odds each combination would have in the player's hand. Regardless of the number of cards in a player's hand, the values ​​assigned to the cards, and the odds, the method of evaluating all five cards in a player's hand remains the same.

[0065] Poker is a popular skill-based card game where players with fully or partially hidden cards place bets into a central pot. The pot is awarded to one or more players with the best hand combinations, or to players who placed uncalled bets. Poker can also refer to video poker, a single-player game found in casinos that closely resembles a slot machine, or to other games that use poker hand rankings.

[0066] Poker is played in many variations, but they usually follow the same basic playing patterns.

[0067] The right to deal each hand is typically passed around among the players and marked by a token called a "dealer" button or buck. In casinos, the house dealer handles the cards for each hand, but the button (typically a white plastic disc) is passed around clockwise among the players, indicating the nominal dealer. This is to determine the order in which to bet.

[0068] For each hand, one or more players are required to place a mandatory bet. This is to form an initial stake in which the players compete. The dealer shuffles and cuts the cards, and the appropriate number of cards are dealt to each player one by one. Depending on the variation of poker being played, the cards may be dealt face up or face down. After the initial deal, the first of several betting rounds begins. Between rounds, the players' hands develop in some way, often by being dealt additional cards or by replacing previously dealt cards. At the end of each round, all bets are collected in a central pot.

[0069] At any point during a betting round, if a player places a bet, their opponents are required to fold, call, or raise. If a player bets and no opponents choose to match that bet, the hand ends immediately, and the better is awarded the pot. There is no need to show cards, and the next hand begins. The ability to win the pot without showing your hand makes bluffing possible. Bluffing is a key feature of poker and distinguishes it from other competitive games and other games that use poker's hand ranking system.

[0070] At the end of the final betting round, if two or more players remain, the cards are revealed, and players evaluate their hands, showing the cards that were hidden until then. The player with the best hand according to the poker variation being played wins the pot.

[0071] Some of the most popular variations of poker are as follows:

[0072] Draw Poker Each player receives five cards—if drawing five cards—or more, and all cards are placed face down. Players can then exchange one or more of those cards a certain number of times.

[0073] Stud Poker Players receive one card at a time, some of which are shown to other players at the table. The main difference between stud poker and "draw" poker is that players are not allowed to discard or exchange cards.

[0074] Community Card Poker Players are dealt individual cards face up and combine them with several "community cards" shared by all players. In the most popular variations of Texas Hold'em and Omaha Hold'em, players may be dealt two or four individual cards, respectively.

[0075] <Poker Hand Rankings> Straight Flush A straight flush is

[0076] (outside 1) A poker hand like TIFF0007880937000001.tif12123 contains five consecutive cards of the same suit. If there are two such hands, they are compared by the highest card, just like a straight. The low ace rule also applies:

[0077] (outside 2) TIFF0007880937000002.tif13123 is a five-high straight flush (also known as a "steel wheel").

[0078] (Outside 3) A straight flush of ace-highs, like TIFF0007880937000003.tif13123, is known as a royal flush and is the highest-ranking standard poker hand (excluding five of a kind).

[0079] example:

[0080] (outside 4) TIFF0007880937000004.tif18123 Forecard Four cards, or quads,

[0081] (outside 5) A poker hand like TIFF0007880937000005.tif14123, consisting of four cards of the same rank and one non-matching card. It ranks higher than a full house but lower than a straight flush. A higher-ranking four of cards beats a lower-ranking four of cards. Between two pairs of equal four of cards (possible with wild cards and in community card games), the kicker determines the winner.

[0082] example:

[0083] (outside 6) TIFF0007880937000006.tif31123 Full House Full House, also known as Boat or Full Boat,

[0084] (outside 7) A full house is a poker hand like TIFF0007880937000007.tif13123, consisting of three matching cards of one rank plus two matching cards of another rank. It is lower in rank than four of a kind and higher than a flush. Between two full houses, the hand with the higher-ranking triplets wins. If both have the same triplets (possible with wild cards and in community card games), the hand with the higher pair wins. A full house is described by three of a kind (e.g., QQQ) and a pair (e.g., 9-9). For example, "Queens over nines" (this English is also used to describe two pairs), "Queens full of nines," or simply "Queens full."

[0085] example:

[0086] (outside 8) TIFF0007880937000008.tif33149 flash The flash is

[0087] (outer 9) A poker hand like TIFF0007880937000009.tif13123 contains five cards of the same suit but not of consecutive rank. It is higher than a straight but lower than a full house. Two flushes are compared as if they were hands of high cards. In other words, the highest-ranking card of each hand is compared to determine the winner. If both have the same high card, the second-highest-ranking card is compared, and so on. Suits have no value: two flushes with the same five ranks are a tie. A flush is described by its highest card, for example, "queen-high flush".

[0088] example:

[0089] (Outside 10) TIFF0007880937000010.tif44123 Straight A straight is,

[0090] (Outside 11) A poker hand like TIFF0007880937000011.tif14123 contains five cards of different suits in consecutive ranks. It ranks higher than three of a kind and lower than a flush. Two straights are ranked by comparing their respective high cards. Two straights with the same high card are of equal value and the winnings are split (straights are the most common tie hand in poker, especially in community card games). Straights are described by their highest card, for example, "queen-high straight" or "straight to the queen".

[0091] example:

[0092] (Outside 12) TIFF0007880937000012.tif24123 For example

[0093] (Outside 13) A hand like TIFF0007880937000013.tif11123 is an ace-high straight,

[0094] (Outside 14) It ranks higher than King High's straight, like TIFF0007880937000014.tif14123. However, the ace

[0095] (Outside 15) It can also be played as a spot 1 in a hand like TIFF0007880937000015.tif13123. This is called a wheel or a 5-high straight, and a 6-high straight.

[0096] (Outside 16) It is ranked lower than TIFF0007880937000016.tif12123. Aces "wrap around," meaning that you cannot have both a high and low hand in the same hand.

[0097] (Outside 17) TIFF0007880937000017.tif12123 is not a straight, but simply an ace-high no-pair.

[0098] Three of a kind Three of a kind, also called trips, sets, or priles,

[0099] (Outside 18) A poker hand like TIFF0007880937000018.tif12123 consists of three cards of the same rank plus two non-matching cards. It ranks higher than two pair but lower than a straight. A higher-ranking three of a kind beats a lower-ranking three of a kind. If two hands have three of a kind of the same rank (possible with wild cards and in community card games), the kickers are compared for a tiebreaker.

[0100] example:

[0101] (Outside 19) TIFF0007880937000019.tif28148 Two Pair

[0102] (outside 20) In poker hands like TIFF0007880937000020.tif13123, a two-pair hand consists of two cards of the same rank, two cards of a different rank (which match each other but not the first pair), and one card that does not match. It ranks higher than one pair but lower than three of a kind. Between two hands containing two pairs, the higher-ranking pairs of each hand are compared first, and the higher-ranking pair wins. If both hands have the same higher pair, their second pairs are compared. Finally, if both hands have the same two pairs, the kicker determines the winner. A two-pair hand is described by the higher pair (e.g., King of Hearts and King of Clubs) and the lower pair (e.g., 9 of Spades and 9 of Diamonds), such as "Kings over nines," "Kings and nines," or simply "Kings up."

[0103] example:

[0104] (outside 21) TIFF0007880937000021.tif44123 One Pair One pair is,

[0105] (outside 22) A poker hand like TIFF0007880937000022.tif13123 consists of two cards of the same rank plus three mismatched cards. It ranks higher than any high card hand but lower than all other poker hands. A higher-ranked pair beats a lower-ranked pair. If two hands have pairs of the same rank, the winner is determined by comparing the mismatched cards (kickers) in each hand.

[0106] example:

[0107] (outside 23) TIFF0007880937000023.tif38157 High Card A hand with a high card or no pair is

[0108] (outside 24) A poker hand like TIFF0007880937000024.tif13123 is one in which no two cards are of the same rank, the five cards are not consecutive, and the five cards are not of the same suit. It is sometimes referred to as "nothing" or "garbage" and many other derogatory terms. It ranks below all other poker hands. Two such hands are ranked by comparing their highest-ranking cards. If they are equal, the next highest-ranking card is ranked, and so on. A no-pair hand is described by one or two high-ranking cards in the hand, or by as many cards as necessary for a tiebreaker, such as "king high" or "ace-queen high".

[0109] example:

[0110] (Outside 25) TIFF0007880937000025.tif31164 A deck that uses a bug Using the Joker as a bug creates a slight variation in gameplay. When the Joker is introduced in a standard poker game, it functions as the fifth ace or can be used as a card in a flush or straight (it can also be used as a wild card). Typically, casino draw poker variations use the Joker, and thus the best possible hand is

[0111] (outside 26) It is a five-card set like TIFF0007880937000026.tif15123.

[0112] Rules of Caribbean Stud Caribbean Stud® Poker can be played as follows: The player and the dealer are each dealt five cards. If the dealer has a poker hand with an ace-king combination or lower, the player automatically wins. If the dealer has a poker hand with an ace-king combination or higher, the higher of the player's hand or the dealer's hand wins. If the player wins, they may receive an additional bonus payout depending on the poker rank of their hand. In commercial play of this game, side bets are usually required to allow for a chance at the progressive jackpot. In Caribbean Stud® Poker, it is the dealer's hand that must qualify. When the dealer's hand is partially hidden during play (usually at most one card is shown to the player until the player's bet is complete), players must always be aware that even ranked player hands can lose to the dealer's hand, that bonuses are not paid out unless a side bet is placed, and even then, only for hands with a rank of flush or higher.

[0113] Blackjack rules Here are some versions of blackjack. In blackjack, hands are scored according to the total points of the cards in the hand. The hand with the highest total wins, as long as it is 21 or less. If the total exceeds 21, it is called a "bust". Number cards from 2 to 10 have a point value equal to their face value, and face cards (i.e., jacks, queens, and kings) are worth 10 points. Aces are worth 11 points, but if they result in a bust, they are worth 1 point. The player plays against the dealer and wins by having a higher total point value of 21 or less. 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 party can beat that hand.

[0114] After the initial bets are placed, the dealer deals the cards. The cards come from one or more, typically two, hand-held decks, or from a "shoe" containing multiple decks, generally at least four, typically many more. Games in which the card decks are held in the hand are known as "pitch" games. Pitch games are generally not played in casinos. When playing with two or more decks, those decks are shuffled together to make it difficult to remember which cards have already been dealt and which have not yet been dealt. 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 face down. The face-down card is called the "hole card." In European variations, the "hole card" is dealt after all players' cards have been dealt and their hands have been played. Players' cards are dealt face up if from the shoe, and face down in "pitch" games.

[0115] A hand of two cards with a point value of 21 is called a "blackjack" or "natural" and is an automatic win. Players with a "natural" are usually paid 3:2 on their bet. However, in 2003, some Las Vegas casinos began paying 6:5, typically in a single-deck game.

[0116] Once the first two cards have been dealt to each player and the dealer, if the dealer has a "natural" and the player does not, the dealer automatically wins. If the player has a "natural" and the dealer does not, the player automatically wins. If both the dealer and the player have a "natural," neither party wins that hand.

[0117] If neither side has a "natural," each player plays their hand completely, and when all players have finished, the dealer plays their hand.

[0118] Playing a hand typically involves a combination of four possible actions: "hit," "stand," "double down," or "split" the hand. Often, one more action is added, called "surrender." "Hit" means taking another card. "Stand" means not taking any more cards. "Double down" means doubling the bet, taking exactly one more card, and then "standing." If a player has multiple cards of the same value, such as a pair of eights, the player can "split" by placing an additional bet and playing each card as the first card in two new hands. "Surrender" means giving up half of the player's bet and abandoning the hand. In most casino games of "blackjack," "surrender" is not an option. The player's turn ends when the player "stands," "busts," or "doubles down." If a player "busts," the player loses even if the dealer busts afterward. This is the house advantage.

[0119] After all players have played their hands, the dealer reveals their hole card and plays their hand. Depending on the house rules (the rules of the casino in question), the dealer must hit until their total points reach at least 17, regardless of the players' hands. In most casinos, the dealer must also hit a "soft" 17 (for example, an ace and a 6). Casinos often mark the felt on the blackjack table to indicate whether the dealer should hit or stand on a soft 17. If the dealer busts, all remaining players win. Bets are usually paid out at 1:1 odds.

[0120] There are four variations of the common rules: splitting aces with one card, early surrender, late surrender, and double-down restrictions. In the first variation, one card is dealt for each ace, and that ends the player's turn. In the second variation, the player has the option to surrender before the dealer checks for a blackjack. In the third variation, the player has the option to surrender after the dealer checks for a blackjack. In the fourth variation, doubling down is only allowed for certain card combinations.

[0121] Insurance Insurance is a standard betting option that allows players to hedge their bets by betting that the dealer will win the hand. If the dealer's face-up card is an ace, players are offered the option to buy insurance before the dealer checks their hole card. If a player wishes to place insurance, they can bet up to half of their original bet. Insurance bets are placed separately in a special section of the table, usually marked with the words "Insurance Payout 2:1". A player who buys insurance is betting that the dealer's hole card is a card of value 10 (i.e., 10, Jack, Queen, or King). Since the dealer's face-up card is an ace, a player who buys insurance is betting that the dealer has a natural.

[0122] If a player initially bets $10 and the dealer shows an ace, the player can buy insurance by betting up to $5. Suppose the player places a $5 insurance bet, and their hand, consisting of the two cards dealt, totals 19. If, after the insurance period ends, the dealer's hole card is revealed to be a 10 (the dealer checks for a "natural" before the player plays their hand), the player loses their original $10 bet but wins $10 on the $5 insurance bet with odds of 2:1, so they break even. In the same situation, if the dealer's hole card is not a card worth 10, the player immediately loses their $5 insurance bet. However, if the player chooses to stand with 19, and the dealer's hand totals less than 19 after the dealer's turn, the player wins their original $10 bet and makes a net profit of $5. In the same situation, if the dealer's hole card is not a card worth 10, the player immediately loses their $5 insurance bet again. Furthermore, if, at the end of both turns, the dealer's hand has a higher total value than the player's hand—for example, if the player stands with 19 and the dealer finishes their turn with 20—the player loses both their original $10 bet and their $5 insurance bet. Basic Strategy Blackjack players can increase their expected winnings through several means, one of which is "basic strategy." "Basic strategy" is simply a matter of general practice and not an officially sanctioned one. It determines when to hit and when to stand in the best course, as well as when to double down or split. Basic strategy is based on the player's total points and the dealer's face-up cards. Under certain conditions (for example, playing with a single deck based on downtown Las Vegas rules), the house advantage for a player using basic strategy can be as low as 0.16%. Casinos that offer options like surrender and doubling after splitting can give players using basic strategy a statistical advantage and rely on players making mistakes to gain house advantage.

[0123] Some optional rules can benefit skilled players. For example: if doubling down is allowed on any two-card hand other than a natural; if doubling down is allowed after splitting; if early surrender is allowed (giving up half of the bet on face up or an ace before the dealer checks for blackjack); if late surrender is allowed; if resplitting aces is allowed (splitting when a player has three or more cards in their hand and has just been dealt a second ace); if drawing two or more cards on a split ace is allowed; and if a player automatically wins (referred to as a "charlie") if they have five or more cards and their total does not exceed 21.

[0124] There are also optional rules that can be disadvantageous to skilled players. For example: if a "natural" pays less than 3:2 (for example, single-deck blackjack on the Las Vegas Strip pays 6:5 for a "natural"); if a hand can only be split once (resplitting is possible on all hands except aces); if doubling down is limited to certain sums (for example, 9 11 or 10 11); if aces cannot be resplit; if the "no-peek" (or European) blackjack rule means that if a player splits or "doubles down," that hand loses to a dealer with a "natural" (because the dealer does not check this automatically winning hand until the player plays it); if a tie with the dealer results in the player losing, rather than a push where neither player nor dealer wins and the player keeps their original bet.

[0125] Card counting Unlike some other casino games where a play has no effect on subsequent plays, in blackjack, a hand removes cards from the deck. As cards are removed from the deck, the probability of each remaining card being dealt changes (and it becomes impossible to deal the same card twice). If the remaining cards have a high proportion of 10s and aces, the player is more likely to be dealt a natural, which is in the player's favor (because when the dealer has a natural, the dealer wins an equal amount, while when the player has a natural, the player wins with odds of 3:2). If the remaining cards have a high proportion of low-value cards such as 4s, 5s, and 6s, the player is more likely to bust, which is in the dealer's favor (because if the player busts, the dealer wins even if the dealer busts later).

[0126] The house advantage in blackjack is initially relatively small. By tracking which cards have been dealt, players can take advantage of the changing proportion of remaining cards by betting higher when the proportion of 10s and aces is increasing, and lower when the proportion of lower-value cards is increasing. Over time, the deck becomes more unfavorable to the player than favorable, but by adjusting their bets, players can overcome this inherent disadvantage. Players can also use this information to refine their basic strategy. For example, the basic strategy might call for hitting 16 when the dealer's face-up card is a 10, but if the player knows that there are disproportionately few lower-value cards remaining, the odds may have changed to favor standing on the same 16.

[0127] There are several methods for counting cards, and their efficiency depends on the player's memory for remembering the simplified or detailed count of the cards played. The more detailed the count, the more accurate it is, but the harder it is to remember. Counting cards is not cheating, but if discovered, the casino will likely kick out or ban the person who successfully counted the cards.

[0128] Shuffle tracking is a more inconspicuous and difficult method of attempting to shift the odds in the player's favor. During play of a multi-deck shoe, the player tracks groups of cards, tracking them through shuffles, and then attempts to find the same groups reappearing from a new shoe, playing and betting accordingly.

[0129] Track actions at the table U.S. Patent 6579181 broadly describes the following: "A system for automatically monitoring the play and betting of a game. In one exemplary embodiment, the system includes a card deck reader that automatically reads each symbol from each card in a card deck before the first card is removed from the deck. The symbols identify the value of the card by rank and suit and may take the form of a machine-readable symbol such as a barcode, area code or matrix code or stack code. In another aspect, to ensure security, the system does not decode the read symbols until each card has been dealt."

[0130] "Another aspect of this system is that it may include a chip tray reader that automatically images the contents of the chip tray. The system periodically determines the number and value of chips in the chip tray from the image, compares the changes in the contents of the chip tray with the outcome of game play, and verifies that the correct amount has been dispensed and recovered."

[0131] "In a further aspect, the system may include a table monitor that automatically captures activity or events occurring at the game table. The system periodically compares images of the game table to identify bets and the appearance, removal, and location of cards and / or other objects on the game table. The table monitoring system may be discreetly located within the chip tray." U.S. Patent 6579181 broadly describes the following: "A drop box that automatically verifies the amount and authenticity of a deposit and matches the deposit against changes in the contents of a tip tray. The drop box can select appropriate lighting and resolution to image various parts of a deposited item to examine the security features of the deposited item."

[0132] "Another aspect of this system is that some or all of its components can be used to monitor players' gaming habits and employees' performance. The system can detect suspicious play or betting patterns that may be prohibited. It can also identify the win / loss ratios of players and dealers, along with several other statistically significant metrics. Such metrics can provide casinos or other gaming establishments with enhanced automated security and automated real-time accounting. Furthermore, these metrics can provide a basis for automatically assigning service benefits to players." Various embodiments include devices, methods, and systems utilizing a card dispensing shoe having a scanner and associated software. The scanner and software enable a card dealer, when dealing a game from the card dispensing shoe, to use one or more keyboards and / or LCD displays coupled to the shoe to identify, for the computer program, the number of active player seats or active players, including the dealer's position relative to them, and to identify their active play at the game table during each game round dealt from the shoe. These keyboards and LCD displays are also used to input other data related to each seat or player's betting and / or decision strategy for each hand played. The data is analyzed by a computer software program designed to evaluate, in real time, the strategic decisions and betting skills of 21 blackjack players in a casino playing a game of blackjack. The evaluation software is also coupled to a central processing unit (CPU) or host computer, which is also coupled to the shoe's keyboard or LCD display. A dealer using one or more keyboards attached to or carried by the shoe, or using one or more keyboards located near the dealer, can see and record the exact bet amount by each player for each hand played with the beam to be evaluated.An optical scanner coupled to the CPU reads the value of each card dealt to each player's hand and the dealer's hand as each card is dealt to a specific hand, sheet, or position, and converts the game card value of each card dealt from the shoe to the players and dealer in that game into a card counting system value for one or more card counting systems programmed in the evaluation software. The CPU also records each player's decision to hit a hand and the dealer's decision to hit, i.e., take another card, when required by the rules of the game. The dealer uses one or more keyboards and LCD displays carried by the shoe to record each player's decision to insurance, surrender, stand, double down, or split a hand. When the dealer has an ace or a 10 as their face up card, the dealer's second card, the hole card, which is dealt face down, is scanned, and its game card value is imported into the computer system software. The dealer can then use one or more keyboards to prompt the computer system software to immediately notify the dealer via one or more of the shoe's LCDs whether their game card or hand total is 21, or a blackjack.

[0133] In various embodiments, a card supply shoe is used when dealing playing cards to at least one player for playing a card game. A card playing system for playing a card game, including a shoe device, comprises: a housing means having a chute for supporting at least one deck of playing cards, allowing the movement of one playing card at a time through the chute, and having an exit opening through which the playing cards of the deck are removed one by one from the housing means during play of the card game; a card scanning means located within the housing means for scanning the patterns located on each playing card as each playing card is removed from the chute of the housing means; a means for receiving the output of the card scanning means, identifying each playing card received by each player from the shoe, evaluating information about each player's received playing card and its value together with information about the playing tactics used by each player for the value of the received playing card, and combining all of this information to identify each player's playing strategy; and a play table coupled to the card supply shoe device, on which at least one keypad means is located, allowing at least one player to select various card play options for betting.

[0134] In various embodiments, a card playing system for playing a card game, including a card supply shoe device used when dealing playing cards to at least one player for playing a card game, comprises a housing means having a chute for supporting at least one deck of playing cards, allowing the movement of one playing card at a time through the chute, and having an exit opening through which the playing cards of the deck are removed one by one during play of the card game, and a car located within the housing means that scans the patterns located on each playing card as each playing card is removed from the chute of the housing means. The system includes a card scanning means, a means for receiving the output of the card scanning means, identifying each playing card received by each player from the shoe device, evaluating information about each player's received playing card and its value together with information about the betting tactics used by each player on playing cards previously dealt by the shoe device providing card counting information, and combining all of this information to identify each player's card counting strategy, and a play table coupled to the card supply shoe device, on which at least one keypad means is located, allowing at least one player to select at least one of a variety of card play options on which to place a bet.

[0135] In various embodiments, a card playing system for playing a card game, including a card supply shoe device used when dealing playing cards to at least one player for playing a card game, comprises: a housing means having a chute for supporting at least one deck of playing cards, allowing the movement of one playing card at a time through the chute, and having an exit opening through which the playing cards of the deck are removed one by one during play of the card game; a card scanning means located within the housing means and scanning the pattern located on each playing card as each playing card is removed from the chute of the housing means; and a shoe device that receives the output of the card scanning means. The system includes means for identifying each playing card received by each player from a shoe device that provides card counting information, evaluating information about the playing cards received by each player and their values ​​together with information about the playing tactics used by each player on the values ​​of the received playing cards, combining all use of this information to identify each player's playing strategy, and also identifying each player's card counting strategy based on the betting tactics used by each player on playing cards previously dealt by the shoe device that provides card counting information, and a play table coupled to the card supply shoe device, on which at least one keypad means is located, allowing at least one player to select at least one of a variety of card play options on which to place bets.

[0136] In various embodiments, a secure game table system adapted for multiple sites under central control allows for monitoring of hands in a progressive live card game. The live card game has at least one deck with a predetermined number of cards. Each game table in the system has multiple player positions, each position may or may not have a player, and a dealer position has a dealer.

[0137] In one embodiment, a common identification code is located on each card in each deck to provide additional security. Each deck has a different common identification code. A shuffler is used to shuffle the decks together, and the shuffler has a circuit for counting cards from a previous hand before they are inserted into the shuffler for reshuffling. The shuffler circuit counts each card inserted and reads the common identification code located on each card. The shuffler circuit emits a signal corresponding to the count and the read common identification code. A game control (e.g., the computer) located at each table receives this signal from the shuffler circuit and verifies that no cards have been removed from the hand by the player (or dealer) or that new cards have not been substituted. If the count is incorrect, or if a game card lacks an identification code or the identification code is mismatched, an alarm signal is generated indicating that a new deck of cards needs to be used and that the security of the game may have been compromised.

[0138] In yet another embodiment of security, a unique code, such as a barcode, is located on each card, and as each card is dealt from the shoe by the dealer, a detector reads the code and sends a signal to the game control that includes at least the value and suit of each card dealt in that hand. The detector may also read a common identification deck code and send that as a signal to the game control. The shoe may have an optical scanner that generates an image of each card as it is dealt from the shoe by the dealer in a given hand. The game control stores this information in memory, and a history of each card dealt from the shoe in a given hand is recorded.

[0139] In yet another embodiment of security, an integrated shuffler / shoe acquires an optical image of each card dealt from the shoe for a given hand and each card inserted into the shuffler after each hand. These images are sent to game control, where they are counted and compared. If an irregular count or comparison occurs, an alarm is sounded. The shuffler and shoe are integrated to provide security between the two units.

[0140] In yet another embodiment of security for live card games, game bet sensors are located near each of the aforementioned player positions to detect the presence of game bets. The game bet sensors emit signals that count the tokens placed. It is entirely possible that game bet sensors at some player positions do not have bets, and therefore the game control receiving these signals identifies which player positions have players placing game bets. This information is stored in memory and becomes part of the game history.

[0141] In another embodiment of security, a progressive bet sensor is positioned at each of the multiple player positions to detect the presence of progressive bets. The signals emitted by the progressive bet sensors are received by the game control, which records in memory the progressive bets placed at each detected player position. If progressive bets are detected but no game bets are not, the game control emits an alarm signal indicating fraudulent betting. At this point, the game control knows the identification information of each player position that has placed a game bet and the player positions to which game bets have been placed and which also have progressive bets. This is stored in memory as part of the history of that hand.

[0142] In another embodiment of security, card sensors are positioned near each player position and the dealer position. The card sensors emit a signal for each card received at the sensor. Game control receives these emitted signals and correlates the received cards with the player positions that have placed game bets. If a player position without a game bet receives a card, or if a player position with a game bet receives a card out of order, game control issues an alarm. This information is added to the game history in memory, which includes the value and suit of each card delivered to each player position with a game bet.

[0143] A progressive jackpot display is located at each game table and may display one or more jackpot prizes for one or more winning combinations of cards. In one embodiment of the present invention, the game control at each table stores in memory the winning combinations required to win the progressive jackpot. Since the game control accurately stores the suit and value of each card received at each individual player position, the game control can automatically detect winning combinations and issue a winning signal for that player position. The dealer can then verify that the player at that position indeed has the correct combination of cards. The game control continuously updates a central control interconnected with all other game tables so that the central control can notify all game tables of this win, including, if desired, the winner's name and the amount won.

[0144] The central control communicates continuously with each game control, and its accompanying progressive jackpot display may receive all or part of the information stored in each game control via the communication link.

[0145] Various embodiments include a card shoe having a device for automatic recognition and tracking of the value of each game card drawn from the card shoe in a concealed manner (face down).

[0146] Various embodiments include a game table having a device for automatic recognition of boxes (hands) to be played or not played, which must accommodate multiple bets on each hand and the use of insurance lines. Furthermore, the game table may include a device for automatically recognizing the number of cards placed in front of each player and dealer.

[0147] Various embodiments include the recognition, tracking, and storage of game chips.

[0148] In various embodiments, an electronic data processing (EDP) program can process the values ​​of all bets on each box and associated insurance line, control the sequence of card distribution, control the distribution of game cards to each player and dealer, calculate and compare the total score for each hand, and evaluate player wins.

[0149] In this process, game data is processed by an EDP program and can be displayed simultaneously with the actual game on a special monitor or display. The same data may be retrieved later to monitor the total results whenever requested.

[0150] Various embodiments include: A game table and a game table closet placed on the game table, provided with a betting box and areas designated for placing game chips and other areas designated for placing playing cards; A card shoe for storing one or more decks of playing cards, including means for drawing individual playing cards face down such that the card value imprint on the drawn card is not visible to the player of the game of chance; A card recognition means located within the card shoe recognizes this card value imprint on the card drawn from the card shoe; The system includes means for registering the counting of game chips placed on a designated chip area and another counting of playing cards placed on a separate designated area for playing cards on the table cloth, and comprises a dedicated detector unit consisting of multiple single detectors located beneath the table cloth and assigned to each betting box; Game bet detector for automatic recognition or manual input of game bets; The system includes means for evaluating the play of the game of probability in accordance with the rules of the game of probability, means for storing the results of the play of the game of probability, and a computer that includes means for displaying the process of the play of the game of probability and the results from electronic signals input from the game bet detector, the occupancy detector unit, and the card recognition means.

[0151] According to various embodiments, the card recognition means includes: an optical window positioned along the path of movement of a card image imprint on a playing card drawn from the card shoe; a pulsed light source illuminating a portion of the drawn playing card located opposite the optical window; a CCD image converter for the portion of the drawn playing card located opposite the optical window; an optical device that deflects and transmits a reflected image of the card value imprint from the portion of the drawn playing card to the CCD image converter when the drawn card is precisely in the correct drawn position opposite the optical window; and a sensor means for detecting the movement of the drawn card and providing the correct timing of the operation of the pulsed light source for the transmission of the reflected image to the CCD image converter. The optical device that deflects and transmits the reflected image may have a mirror configured to deflect the reflected image to the CCD image converter. Alternatively, the optical device for deflecting and transmitting the reflected image may have a reflective optical prism having two planar surfaces, one of which covers the optical window and the other facing the CCD image converter, arranged perpendicular to each other, and having a mirror, and the pulsed light source being positioned behind the latter planar surface to illuminate the drawn card when the drawn card is positioned over the optical window. Advantageously, the sensor means for detecting the movement of the drawn card and providing the correct timing to sense the front end of the drawn card to determine whether the drawn card is being drawn, and to activate the CCD image converter and the pulsed light source when the rear end of the drawn card passes the sensor means, may include a single sensor, preferably a pressure sensor or a photoelectric threshold device. Alternatively, the sensor means may include two electro-optical sensors, one located outside the path of movement of the card image imprint on the drawn playing card, and the other located within the path of movement of the card image imprint on the drawn playing card. The latter electro-optical sensor may include means for activating the pulsed light source by sensing a color trigger when a card value imprint passes through the optical window.In a preferred embodiment of the card shoe, the pulsed light source includes a xenon lamp.

[0152] In various embodiments of the game device, each single detector of the occupying detector unit has a photosensitive sensor on each single detector for detecting chips or playing cards placed on the table cloth. Each single detector may be an infrared-sensitive photodiode, preferably a silicon photodiode. Advantageously, the single detectors may be arranged in the occupying detector unit such that the chips or playing cards placed on the table cloth are positioned on at least two single detectors.

[0153] The game device may include an automatic means for distinguishing colored marks or areas on a chip and generating a bet output signal according to the number of colored marks or areas and the number of chips having the same colored marks or areas.

[0154] The game-bet detector may include an automatic means for distinguishing chips of different values ​​in the game of probability, and means for generating bet output signals according to the different values ​​of the chips when the chips are bet by a player. In various embodiments, the game-bet detector includes radio frequency transmitting and receiving stations, and each chip is provided with a transponder that responds to the transmitting and receiving stations, thereby the transponder sending back the value of the bet chip to the transmitting and receiving stations.

[0155] The connection between the individual units of the game device and the computer may be wireless or cable.

[0156] Tracking the bed Various embodiments include a smart card dispensing shoe that reads the suit and rank of each card before it is delivered to the various positions where cards are dealt in a casino table card game. The cards are then dealt to the required card positions according to the rules of the game. Different games have diverse card distribution positions, different numbers of cards, and different delivery sequences, and the hand identification system of the present invention needs to accommodate this. For example, in blackjack, one of the most complex card distribution games, cards are typically dealt one at a time around the table, one to each player position, and then to the dealer position. The one-card delivery sequence is repeated again, so that each player position and the dealer position have an initial hand consisting of just two cards. The complexity of hand development is introduced because players have essentially unlimited control over additional cards until the point value in their hand exceeds a count of 21. A player may choose to stand with a count of 2 (two aces) or hit with a count of 21. Therefore, knowing the count of a hand does not guarantee what the player will do. On the other hand, the dealer is required to follow strict house rules for playing the game, according to the value of their hand. There may be slight variations, such as whether to allow or prohibit hitting on a "soft" count of 17, but otherwise the rules are very precise, and neither the house nor the dealer can employ any strategy.

[0157] Other card games may give players sets of equal numbers of cards. For example, a variation of Stud Poker played against a dealer typically gives each player a hand of five cards at once, and also gives a hand to the dealer if playing against them. This card hand distribution is very simple to track because each sequence of five cards drawn from the dealer shoe forms a hand.

[0158] Other games may require players to be dealt cards, with other cards being dealt into the flop or common area. If desired, the system may be programmed to cover this alternative.

[0159] Baccarat is similar to blackjack in its card dealing sequence, but has stricter rules regarding when players and dealers may hit, with each position being able to take a maximum of one card as a hit. The hand identification system of the present invention must be able to address the need to identify hands in each of these types of games, and especially in the most complex situations, such as playing blackjack.

[0160] In various embodiments, when a camera is used to read a card, the photosensitive system may be any image acquisition system, digital or analog, capable of identifying the suit and rank of the card.

[0161] In various embodiments, the first step in operation is to provide a set of cards to the smart delivery shoe. The cards are those to be used in playing a casino table card game. The set of cards (typically one or more decks) is provided as an already randomized set, either by being taken from a shuffler or by being shuffled by hand. The smart delivery shoe is described in U.S. Patent Application No. 10 / 622,321, entitled SMART DELIVERY SHOE, which is incorporated herein by reference in its entirety. Several supply systems and shoes with reading capabilities include, but are not limited to, those disclosed in U.S. Publications 4,750,743; 5,779,546; 5,605,334; 6,361,044; 6,217,447; 5,941,769; 6,229,536; 6,460,848; 5,722,893; 6,039,650; and 6,126,166. In various embodiments, cards are read sequentially, for example, one by one, in a smart card supply shoe. Reading cards by edge marks and special codes (as in, for example, U.S. Publication 6,460,848) may require special encoding and marking of the cards. Thus, the entire sequence of cards in the set of cards can be determined and stored in memory. The memory may be at least partially located within the smart supply shoe but be able to communicate with a central processor. In that case, the sequence is stored in the central computer, or only in the central computer.

[0162] In various embodiments, cards are dealt from a smart supply shoe, which registers how many cards are drawn at a time. This can be achieved by U.S. Patent Application No. 10 / 622321, identified above, where cards are fed one at a time to a dealer draw area, and so only one card can be drawn by the dealer. As each card is drawn, a signal is generated indicating that a particular card (of rank and suit) has been dealt. The computer and system know only that the first card has been dealt, and it is assumed that it goes to the first player. The remaining cards are dealt to the players and the dealer. In playing certain games (e.g., variations of Stud) where it is known that a specific number of cards are dealt to each position, the shoe may be programmed to know the number of players at any given time, thereby allowing hands to be correlated even before they are dealt. If the shoe is playing a variation of Stud where each player and dealer gets three cards (e.g., Three Card Poker® game), the system may know what hands each player and dealer has prior to dealing. It is also possible that a signal is available when the dealer receives their first card (for example, when cards are dealt one by one in order) or when they receive their entire hand. This signal can be used to automatically determine the number of active player positions on the table at any given time. For example, in a hand of blackjack, when the dealer receives the sixth card, the system can immediately know that there are five players on the table. The signal can be given manually (by pressing a button at the dealer's position or on a smart card supply shoe) or automatically (by a card presence sensor at the dealer's position, where a card can be placed on the sensor to provide the signal). If the automatic signal is provided by a sensor, some physical protection of the sensor may be provided, such as a shield to prevent accidental contact with or blocking of the sensor.An L-shaped cover may be used to allow cards to slide under an L-shaped arm parallel to the table surface, or a sensor may be covered under that branch of the L. The signal may also be given after all cards for that hand have been dealt, and can also indicate the number of players. For example, when the dealer's two cards are slid under the L-shaped cover so as to block or touch the sensor, the system knows the total number of cards dealt in that hand (e.g., 10 cards), knows the dealer has two cards, and therefore determines that the players have eight cards, and that each player has two cards, thus it can be determined that there are absolutely four active player positions at the table (10-2=8, and 8 / 2=4 players). This automatic determination can serve as an alternative to having the dealer input the number of players for each hand at the table, or having to manually change the indicated number of players at the table each time the number of players changes.

[0163] Once all cards have been dealt, the system can now know what cards are initially present in each player's hand, the dealer's hand, and the flop or common hand, if any. When no further cards are dealt to play the casino table game, the system's operation can be simple. All hands are known, and all outcomes can be predicted. The complexity of additional cards is addressed in the case of the game of blackjack.

[0164] After dealing an initial set of two cards per hand, the system does not immediately know where the remaining cards will be dealt. However, the system does know which cards have been dealt. It is with this knowledge and the subsequent identification of discarded hands that hands and cards from the smart supply shoe can be matched or verified. Each hand is already identified by two specifically known cards. Hands are then played according to the rules of the game, and when a hand has been played to completion, it is discarded. A hand is completed when: 1) there is a blackjack; the hand is paid and the cards are cleared; 2) a hand breaks with a count of more than 21; the cards are cleared; and / or when the dealer's hand is completed and the round of the game has been played to completion; all bets are settled and the cards are cleared. Cards are picked up from the table in the exact order, as is typically done in casinos that allow manual hand matching. The cards are typically cleared from the dealer's right to their left, with each position containing the cards in the order they were delivered, with the first card at the bottom, the second card on top of the first, the third card on top of the second, and so on. Maintaining the order or a close approximation of that order (for example, the first two cards may be reversed) is important because the first two cards form the anchor, focus, foundation, fence, endpoint, or set edge for each hand. For example, if it is known that the third player position received the 10 of Hearts (10H) and the 9 of Spades (9S) as their first two cards, and the fourth player is known to receive the 8 of Diamonds (8D) and the 3 of Clubs (3C) as their first two cards, then the edges or anchors for those two hands are 9S / 10H and 8D / 3C.When a hand is swept at the end of the game and the cards are sent to a smart discard rack (see, for example, U.S. Patent Application No. 10 / 622,388; the application is incorporated herein by reference in its entirety), and the 9S / 10H hand has not yet been exhausted (e.g., broken or busted), and the swept cards consist of 9S, 10H, 8S, 8D, and 3C (read by the smart discard rack), the processor's software can automatically determine that the final hands in the third and fourth positions were count 19 (9S and 10H) for the third hand and 19 (8S hit in addition to the original 8D and 3C) for the fourth hand. This analysis by the software specifically identifies the fourth hand as count 19 using the individual cards read by the smart discard shoe. The information from reading that now exhausted hand is compared with the original information gathered from the smart supply shoe. When smart supply shoe information is combined with smart discard rack information, it confirms the hands at each position even if the cards were not dealt uniformly (for example, Player 1 hit twice and has a total of 4 cards, Player 2 hits three times and has a total of 5 cards, Player 3 did not hit and has a total of 2 cards, Player 4 hit once and has a total of 3 cards, and the dealer hits twice and has a total of 4 cards).

[0165] The dealer's cards can be analyzed equally in several different formats. After the last card has been dealt to the last player, a signal that the dealer's hand is now active and potentially hit can be generated in an easily detectable manner. For example, using the aforementioned sensors to detect the presence of the first dealer card or the completion of the dealer's hand, the card is drawn from under the L-shaped protective bridge. This type of move is typically performed in blackjack, where the dealer reveals at most one card and hides one card face down. In this case, drawing the card from under the L-cover over the sensor to reveal the hole card is a natural move, and then exposing the sensor. This can provide a signal to the central processor that the dealer's hand will receive all additional cards in that round of the game. At this point, the system knows the two initial cards in the dealer's hand, the values ​​of the cards in the next sequence, and the rules the dealer must follow as they play. Since the dealer has no freedom of decision or movement in playing their hand, the system knows which cards the dealer will receive and what the final total of the dealer's hand will be. When the dealer's hand is placed in the smart discard rack, the discard rack already knows the specifics of the dealer's hand without needing to use the first two cards as an anchor or foundation for the dealer's hand. In some embodiments, the cards may be handled in this manner.

[0166] As the hands are swept from the table, first the dealer's hand, then the players' hands from right to left (or vice versa, depending on the dealer's position or the house's playing style), the smart discard rack reads the shoe, identifies the anchor for each hand, and knows that at the end of the game, none of the swept hands can exceed a count of 21. The computer then identifies each hand and verifies it against the original data from the smart supply shoe. The system can thus identify each hand played and provide a system guarantee that the hand was played fairly and accurately.

[0167] If a lack of verification by the system occurs, several events may occur. Signals can be directly sent to the dealer position, the pit area, or the security zone to determine the nature and cause of the error, and the cards can be examined to check individual cards if necessary. When hand and card data is used for various statistical purposes, such as evaluating dealer efficiency, dealer win / loss events, player efficiency, player win / loss events, player statistical habits, unusual or meaningful playing tactics (e.g., showing card counting), the system may file certain hands in a "dump" file so that those hands are not used in statistical analysis. This is to ensure that the maximum benefit of the analysis is not biased by erroneous or peculiar data.

[0168] Various embodiments may include date stamping on each dealt card (a sequence defining the actual time and date, possibly involving the concept of specific identification of a unique sequence identifier). Date stamping may also be replaced by specific sequence stamping or markings, such as a specific hand number at a specific table, at a specific casino, for a specific number of players. The record could show various indicators in the central computer's stored memory, such as Table 3, Position 3, Hand 7S / 4D / 9S at Lucky777 Casino, August 19, 1995, 8:12:17 am. Or it could simply identify something similar by an alphanumeric code, such as L7C-819-95-3-3-073-7S / 4D / 9S (where 073 is the 73rd hand dealt). This date stamping of hands, and even of cards in memory, can be used as an analytical search tool for security and to improve hand identification.

[0169] Figure 1 (7114718) shows a block diagram of the minimum components for a hand reading system based on the present invention, consisting of a table 4, a smart card reader supply shoe 8 with output 14, and a smart card reader discard rack 12 with output 18. The player position 6 is shown. A dealer hand position sensor 10 without an output port 16 is also shown.

[0170] The use of a discard rack that automatically matches and verifies hands returned out of order to the discard rack (e.g., blackjack or bust) can be advantageous in some embodiments. The software described above can be programmed to recognize hands removed out of order based on its knowledge of anchor cards (the first two cards) that it knows were dealt to a particular hand. For example, the software would identify that when a blackjack is dealt to position 3, that hand is removed. The feeding of the third hand to the smart card discard tray confirms this, and position 3 will essentially be ignored in future hand resolutions. More importantly, if the anchor card is, for example, 9S / 5C at the second player position, and the exhausted hand 8D / 9S / 5C is placed in the smart discard rack, that hand will be identified as the hand from the second player position. If two identical hands happen to be dealt in the same round of play, the software is simply reminded to individually check the final card order placed in the smart discard rack to more carefully position the exhausted hand (the software knows all of the hands). Once the concept is understood, this is simply a recognition software implementation.

[0171] The fact that a card removal step or other initiated signal from the dealer's sensor specifies that all further cards go to the dealer can be useful in defining the end of play between rounds and in identifying the dealer's hand and the end of a round of play. When the dealer's cards are deposited and read in the smart discard rack, the central computer knows that another round of play is taking place, and a mark or note may be established indicating that the subsequent sequence is a new round and the analysis cycle can start from the beginning.

[0172] The discard rack indicates that a complete hand has been delivered by the absence of additional cards in the discard rack in-feed tray. When cards are swept from an early exhausted hand (blackjack or break), those cards are swept one by one and inserted into the smart discard rack one by one. When the smart discard rack in-feed tray is empty, the system understands that a complete hand has been identified, and the system can verify that particular hand against the information from the smart supply shoe. The system can be connected to feed strategy analysis software programs such as the SMI-licensed and protected Bloodhound® analysis program.

[0173] Various embodiments include casino or card room games modified to include a progressive jackpot component. During play of the Twenty-One game, for example, in addition to this regular bet, the player will have the option to place an additional bet. That bet will become part of the progressive jackpot, and the player will be eligible to win that progressive jackpot. If the player's Twenty-One hand has a specific, predetermined card arrangement, the player will win all or part of the amount visible on the progressive jackpot. This progressive jackpot feature is also adaptable to any other casino or card room game such as draw poker, stud poker, lo-ball poker, or Caribbean Stud® poker. Various embodiments include game tables, such as those used for Twenty-One or poker, modified with the addition of a coin receiver electronically connected to a progressive jackpot meter. When a player inserts a coin into the coin receiver, a light is activated at the player's location indicating that the player is participating in the progressive jackpot component of the game for the duration of that hand. Simultaneously, a signal from the coin receiver is sent to the progressive meter, incrementing the amount displayed on the meter. At the end of each hand, the coin receiver is reset for the next hand. If a player wins all or part of the progressive jackpot, the amount displayed on the progressive jackpot meter is reduced by the amount won by that player. Any number of game tables can be connected to a single progressive jackpot meter.

[0174] Card shuffler Various embodiments include an automatic card shuffler. The automatic card shuffler includes a card mixer for receiving cards to be shuffled in first and second trays. Sensors detect the presence of cards in these trays and automatically initiate the shuffling operation. At that time, the cards are transported from the trays to the card mixer, which randomly interleaves the cards delivered to the mixing mechanism and places the interleaved cards into vertically aligned card compartments.

[0175] While the cards are being shuffled, the carriage supporting the ejector is driven by a reversible linear drive to move back and forth vertically, constantly moving the card ejector along the card receiving compartment. The reversible linear drive is preferably activated in conjunction with the operation of the shuffling means and operates simultaneously with, but independently of, the shuffling means. When the shuffling operation is complete, the linear drive is stopped, thereby randomly positioning the card ejector in a vertical position along the card receiving compartment.

[0176] A sensor located within the card receiving compartment determines whether the stack of cards has reached at least a predetermined vertical height. After the card ejector has stopped, if the sensor in the compartment determines that the stack of cards has reached at least the predetermined height, a mechanism including a motor drive is activated to move a wedge-shaped card ejector into the card receiving compartment to eject a group of cards from the stack. The group is determined by the vertical position achieved by the wedge-shaped card ejector.

[0177] In various embodiments, the card ejector pushes the group of cards engaged by the ejector outward through the front opening of the compartment, so that the group of cards is pushed out from the remaining cards in the stack, but not completely or fully ejected from the stack.

[0178] When the card ejector reaches the end of its ejection stroke, which is detected by a microswitch, it is withdrawn from the card compartment and returned to its initial position, waiting for subsequent shuffling and card selection operations.

[0179] In various embodiments, the technique for randomly selecting a group of cards to be ejected from the card compartment utilizes semiconductor electronic circuit means, which may have either a group of discrete semiconductor circuits or a microprocessor. Both techniques preferably employ a high-frequency generator to step an N-stage counter during the shuffling operation. Once the shuffling operation is complete, the counter stepping is terminated. The counter output is converted to a DC signal, which is compared against another DC signal representing the vertical position along the card compartment of the card ejector.

[0180] In various embodiments, random selection is achieved by incrementing an N-stage counter using a high-frequency generator. The high-frequency generator is disconnected from the N-stage counter at the end of the shuffling operation. The N-stage counter is then incremented by a very low-frequency generator until it reaches its capacity count and is reset. The reciprocating motion of the card ejector terminates after a time interval, which is of random length, is completed, extending from the point when the high-frequency generator is disconnected from the N-stage counter until the counter is advanced to its capacity count and reset by the low-frequency generator. At the end of the interval, the reciprocating drive is activated, and the card ejector carriage moves by inertia and stops.

[0181] In various embodiments, the card ejector partially ejects a group of cards from a stack in a compartment. The partially ejected group of cards is then manually removed from the compartment. In another preferred embodiment, the ejector completely ejects the group of cards from the compartment, and the ejected cards fall into a chute, which delivers the cards directly to a dealing shoe. The pressure plate of the dealing shoe is initially pulled out to a certain position so that cards passing through the dealing shoe can enter the dealing shoe directly, and the pressure plate is then returned to its original position, where it pushes the cards toward the output end of the dealing shoe.

[0182] Various embodiments include methods and apparatus for automatically shuffling and cutting playing cards without any human intervention once the cards have been delivered to the shuffling device, and for delivering the shuffled and cut playing cards to a supply shoe. Furthermore, the shuffling operation can be performed as desired, as soon as each game is completed and simultaneously with the start of a new game. This completely eliminates the need to shuffle all the playing cards (which may include, for example, six or eight decks) at once. Preferably, the cards to be played are collected in a "dead box" and drawn from the dead box when enough cards have accumulated to be shuffled and cut using the method of the present invention.

[0183] Various embodiments include a computer-controlled shuffle and cut system having at least one transparent wall and equipped with a housing that makes the shuffle and card distribution mechanism easily visible to all players and floor management in a casino application. The housing is equipped with a reciprocating and sliding playing card press, which is located outside the housing in a first position. A motor-driven transparent door selectively seals and opens the opening in the transparent wall and allows the sliding card press to move from its aforementioned first position to a second position inside the housing. Once moved to the second position, the sliding card press is withdrawn to the first position, at which point the playing cards are deposited onto a motor-driven platform that moves selectively upward or downward vertically.

[0184] The motor-driven transparent door is raised to the open position in response to the appropriate position on the motor-driven platform detected by suitable sensor means, and to the press of a foot or hand-operated button accessible to the dealer.

[0185] A motor-driven platform (or "elevator") lifts a stack of playing cards stored therein upward toward a shuffling mechanism in response to the removal of a slidably mounted card pusher and the closing of a transparent door. The playing cards are then driven by the shuffling mechanism away from the stack in two opposite directions toward first and second card-holding magazines located on opposite sides of the elevator. The shuffling mechanism has a motor-driven roller that rotates on a reciprocating mounting device, with adjustable speeds for both the reciprocating motion and the roller rotation. Alternatively, if desired, a motor with a fixed output speed may be used instead of the stepping motor used in a preferred embodiment, and the speed of the reciprocating motion and rotation may be fixed.

[0186] Upon completion of the shuffling operation, the platform is lowered, and the stacks of cards in each of the aforementioned receiving compartments are sequentially pushed back onto the moving elevator by a suitable motor-driven pushing mechanism. The sequence of operation of the pushing mechanisms is randomized by the use of a random number generator in the operating computer controlling the system. These operations can be repeated if desired. Typically, new cards are subjected to these operations two to four times.

[0187] The guide assembly guides the movement of the cards onto the platform, prevents shuffled cards from being returned prematurely to the elevator platform, and aligns the cards as they fall into the card receiving area and as they are pushed back onto the elevator platform by the motor-driven pushing mechanism.

[0188] After the completion of the aforementioned shuffling and cutting operations, the platform is lowered again, and the shuffled and cut cards are moved downward toward a movable guide plate with an inclined guide surface.

[0189] As the motor-driven elevator moves downward between the guide boards, the stack of cards engages with the inclined guide surface of a substantially U-shaped secondary block member, shifting the stack from a horizontal orientation to an oblique orientation. Substantially simultaneously, a "drawbridge-like" assembly, consisting of a pair of swingable arms pivotally mounted at their lower ends, swings downward around its pivot pin from a vertical orientation to an oblique orientation, serving as an obliquely aligned guide path. The obliquely aligned card stack slides downward along the drawbridge-like arms along the inclined guide surface and is moved downward along the inclined guide surface by the U-shaped secondary block member under the control of a stepping motor, ultimately moving the cards toward the dealing shoe.

[0190] Next, the primary block with the paddle moves between the notches of the U-shaped secondary block, thereby applying forward pressure to the stack of cards. The secondary block then retracts to its home position. The paddle is substantially rectangular and aligned in an oblique orientation. During the initial setup of the system, the paddle is positioned over the path of movement of the cards to the dealing shoe. As the secondary block moves the cut and shuffled cards into the dealing shoe, the paddle is lowered into the path of movement of the cards toward the dealing shoe and moves relative to the last card in the stack of cards being delivered to the dealing shoe. When the shuffling and cutting operations are performed after the initial setup, the paddle rests relative to the last card previously delivered to the dealing shoe. The shuffled and cut cards, sliding along the guide surfaces of the obliquely aligned arms of the drawbridge-like mechanism, come to rest on the opposite surface of the paddle. The paddles isolate the playing cards previously delivered to the dispensing shoe and apply a slight pushing force to propel the cards toward the output slots of the dispensing shoe, thereby allowing the shuffling and dispensing operations to be performed simultaneously with the dispensing of playing cards from the dispensing shoe.

[0191] After all the newly shuffled playing cards have been delivered to the rear end of the dispensing shoe by the U-shaped secondary block, the paddle sandwiched between the two groups of playing cards is lifted to an elevated position and displaced from the cards. The movable paddle mounting assembly is then moved backward by a motor to position the paddle behind the last remaining playing card that has just been delivered to the dispensing shoe. The paddle is lowered to its home position, and the motor controlling the movement of the paddle assembly is then de-energized, allowing the rolling assembly supporting the paddle to move diagonally downward and apply force as playing cards are dispensed from the dispensing shoe. This force is sufficient to push the playing cards forward toward the card dispensing slots of the dealing shoe. The force acting on the paddle assembly is a combination of gravity and the force exerted on the paddle assembly by the constant tension spring assembly. The jogging (i.e., "dithering") means causes the paddle to jog or move back and forth in opposite forward and backward directions at periodic intervals, thereby ensuring proper alignment of the stack of playing cards and the sliding motion of the stack of playing cards toward the card-giving slots of the dealing shoe.

[0192] Once a game is complete, the cards used in the completed game are typically collected by the dealer and placed in a dead box on the table. The collected cards are then placed in a reciprocating card press. The dealer has the option of inserting the cards into the reciprocating card press, or alternatively, preferably, the shuffling operation may be postponed until a larger number of cards have been collected in the reciprocating card press. The shuffling and distribution operations may be performed as frequently or infrequently as the dealer or casino management can choose. The shuffling and card distribution operations are fully automated and are performed without human intervention as soon as the cards are inserted onto the elevator platform in the machine. The cards are always within the players' unobstructed line of sight, so that players and dealers can observe and thereby ensure that the shuffling, cutting, and card distribution operations are performed properly and without jamming, and that the equipment is functioning correctly. The shuffling and card distribution operations do not coincide with or interfere with the distribution of cards from the dispensing shoe; therefore, these operations are permitted to be performed substantially simultaneously. Therefore, the amount of time spent shuffling is significantly reduced, playtime is greatly increased, and an extremely efficient random shuffling and cutting mechanism is provided.

[0193] The system is controlled by a microcomputer programmed to control the operation of the card shuffling and cutting system. The computer controls the stepping motors through a motor drive circuit, an intelligent controller, and an optical isolator linking the intelligent controller to the computer. The computer also monitors multiple sensors to ensure the proper operation of each of the system's mechanisms.

[0194] Casino countermeasures Several methods to hinder card counting include using a large number of decks. Shoes containing 6 or 8 decks are common. The more cards there are, the smaller the variation in the proportion of cards remaining, and the more difficult it is to count them. The player's advantage can also be reduced by shuffling the cards more frequently, which reduces the amount of time that can be spent on actual play and thus reduces the casino's profits. Some casinos now use shuffling machines. Some shuffling machines shuffle one deck of cards while another deck is being played, while others shuffle cards continuously. The entertainment and service of alcoholic beverages in the environment of the gaming floor also hinder card counting. Several methods to hinder card counting include using altered payout structures. For example, a 6:5 blackjack payoff, which is more unfavorable to the player than the standard 3:2 blackjack payoff.

[0195] Video betting games Video betting games are set up to mimic table games using table game rules and card adaptations.

[0196] In some versions of video poker, players are allowed to examine five cards randomly selected by the computer. These cards are displayed on the video screen, and the player chooses which cards they want to keep, if any. If the player wants to keep all the cards, i.e., stand, the player presses the "Stand" button. If the player wants to keep only some of the cards, they select which cards to keep by pressing the "Hold" key located directly below each card displayed on the video screen. After selecting the cards to "Keep," pressing the "Deal" button automatically and simultaneously replaces the unselected cards with additional cards randomly selected from the rest of the deck. After the "Stand" button is pressed or cards are replaced, the final held cards are evaluated by the game machine's computer, and the player is awarded either play credits or coins, determined from the payoff table. The payoff table is stored in the machine's computer memory and is also displayed on the machine's screen. Hands with higher poker values ​​are awarded more credits or coins. Very rare poker hands are awarded payoffs of 800 times or more.

[0197] Figure 2 shows a device for playing a game based on several embodiments. There are multiple player units 40-1 to 40-n connected to a game play system via a communication system 41 such as the Internet. The game play system has an administrator unit 42, a player register 43, and a game unit 45. Each unit 40 is typically a personal computer with a display unit and control means (keyboard and mouse).

[0198] When a player logs on to the game play system, the player's unit 40 identifies itself to the administrator unit. The system maintains the player's details in register 43. Register 43 contains separate player register units 44-1 through 44-n for all potential players, i.e., for all members of the system.

[0199] Once a player is identified, they are assigned to a game unit 45. The game unit includes a set of player data units 46-1 through 46-6, a dealer unit 47, a control unit 48, and a random dealing unit 49.

[0200] Up to seven players can be assigned to the game unit 45. As shown in the diagram, there may be several such units, and if more than eight members of the system are logged on simultaneously, several games can be played at the same time. The assignment of player units 40 to player data units 46 can be arbitrary or random, depending on which player data units 46 and game units 45 are available. Each player data unit 46 is loaded from its corresponding player register unit 44 and also contains essentially the same details as its corresponding player unit 40, and is in communication with player unit 40 to keep the contents of player units and player data units updated with each other. In addition, appropriate portions of the contents of other player data units 46 and dealer unit 47 are passed to player unit 40 for display.

[0201] The logic unit 48 of the game unit 45 sequentially advances the game unit through the various stages of play, initiates the dealer action, and awaits appropriate responses from the player unit 40. The random dealing unit 49 deals cards essentially randomly to the dealer unit 47 and the player data unit 46. At the end of the hand, the logic unit passes the result of the hand, i.e., wins and / or losses, to the player data unit 46 to inform the player of the result. The administrator unit 42 also receives these results and updates the player register unit 44 accordingly.

[0202] The player unit 40 is configured to display a screen. The player's position is highlighted to identify the player. As play progresses, the player selects various boxes, places bets within the boxes, and the results of these actions are displayed. As cards are dealt, a series of overlapping card symbols are displayed within the bonus box. At the player's option, cards can be displayed on a line below the box. The same applies to cards dealt to the dealer. At the end of a hand, a message is displayed to the player informing them of the result of their bet, i.e., the amount won or lost.

[0203] Alternative technologies It will be understood that the technologies described herein, which create, use, or implement various embodiments, represent only a subset of possible technologies that may be used for the same or similar purposes. The specific technologies described herein should not be construed as limiting. Rather, the various embodiments should consider alternative technologies that create, use, or implement various embodiments.

[0204] Embedding by reference The following patents and patent applications U.S. Patent 6579181 U.S. Patent 6229536 U.S. Patent 6093103 U.S. Patent 5941769 U.S. Patent 7114718 U.S. Patent Application No. 10 / 622,321 U.S. Patent 4515367 U.S. Patent 5000453 U.S. Patent 7137630 U.S. Patent 7137629 It is incorporated here by reference for all purposes.

[0205] Sections I through X below provide a guide for the interpretation of this application.

[0206] I. Terminology The term "product" means any machine, manufacture and / or composition of substance unless expressly designated otherwise.

[0207] The term "process" includes any steps, algorithms, methods, etc., unless explicitly specified otherwise.

[0208] Each process (whether called a method, algorithm, or otherwise) inherently comprises one or more stages, and therefore any reference to a “stage” or “stages” of a process inherently has prior art in that it merely refers to the term “process” or a similar term. Accordingly, any reference to a “stage” or “stages” of a process in a claim has sufficient antecedent support.

[0209] The term "invention," etc., means "one or more inventions disclosed in this application" unless explicitly specified otherwise.

[0210] The terms "a certain embodiment," "embodiment," "various embodiments," "the embodiment," "the various embodiments," "one or more embodiments," "several embodiments," "certain types of embodiments," "one embodiment," and "another embodiment" all mean "one or more embodiments (but not all) of the disclosed invention (one or more)."

[0211] The term “modification” in the invention means a particular embodiment of the invention unless otherwise explicitly designated.

[0212] When describing an embodiment, a reference to "another embodiment" does not imply that the referred embodiment is mutually exclusive with other embodiments (for example, embodiments described before the referred embodiment) unless explicitly specified otherwise.

[0213] The terms “include,” “have,” and their variations mean “include without being limited to,” unless explicitly otherwise specified.

[0214] The terms "aru" and "sono" mean "one or more" unless explicitly specified otherwise.

[0215] The term "plural" means "two or more" unless explicitly specified otherwise.

[0216] The term "here" means "in this application, including everything that may be incorporated by reference," unless otherwise explicitly specified.

[0217] The phrase “at least one of” means, when such a phrase modifies multiple things (like the things in an enumerated list), one or any combination of those things unless explicitly specified otherwise. For example, the phrase “at least one of the apparatus, automobile and wheel” means any of (i) apparatus, (ii) automobile, (iii) wheel, (iv) apparatus and automobile, (v) apparatus and wheel, (vi) automobile and wheel, or (vii) apparatus, automobile and wheel. The phrase “at least one of” does not mean “one of each of” the multiple things when such a phrase modifies multiple things.

[0218] When numerals such as "1" and "2" are used as cardinal numbers to indicate a quantity (for example, 1 device, 2 devices), they mean the quantity indicated by the numeral, not at least the quantity indicated by the numeral. For example, "1 device" does not mean "at least one device," and therefore the phrase "1 device" does not cover, for example, two devices.

[0219] The phrase "based on" does not mean "based solely on" unless explicitly specified otherwise. In other words, "based on" describes both "based solely on" and "based at least on...". The phrase "based at least on..." is equivalent to the phrase "based at least partially on...".

[0220] The terms "represent" and similar terms are not mutually exclusive unless explicitly specified otherwise. For example, "represent" does not mean "represent only..." unless explicitly specified otherwise. In other words, "the data represents a credit card number" describes both "the data represents only a credit card number" and "the data represents a credit card number, and the data also represents something else."

[0221] The term "here" is used here solely to precede any clause or other group of words that express only an intended result, purpose, or consequence of something explicitly stated earlier. Therefore, when the term "here" is used in a claim, the clause or other word it modifies does not establish any further specific limitations of the claim, nor does it otherwise restrict the meaning or scope of the claim.

[0222] The term "for example" or similar terms means "to give an example," and therefore does not limit the terms or phrases it describes. For example, in the sentence "Computers send data (for example, instructions, data structures) over the internet," "for example" explains that "instructions" are examples of "data" that a computer can send over the internet, and that "data structures" are examples of "data" that a computer can send over the internet. However, both "instructions" and "data structures" are simply examples of "data," and other things besides "instructions" and "data structures" can also be "data."

[0223] The term "each" and similar terms mean "considering each individually." Therefore, when two or more things have their "each" characteristics, each of those things has its own characteristics. These characteristics may or may not be different from each other. For example, "Each of the two machines has its own function" means that the first such machine has a certain function, and the second such 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.

[0224] "That is to say" and similar terms mean "in other words," and thus limit the term or phrase they describe. For example, in the sentence "Computers send data (i.e., instructions) over the internet," the term "that is to say" explains that "instructions" are the "data" that computers send over the internet.

[0225] Any given numerical range includes both integers and decimals within that range. For example, the range "1 to 10" is interpreted to specifically include integers (e.g., 1, 2, 3, 4, ..., 9) and non-integers (e.g., 1.1, 1.2, ..., 1.9) between 1 and 10.

[0226] When two or more terms or phrases are synonymous (for example, by an explicit statement that they are synonymous), one instance of such term / phrase does not mean that another instance of such term / phrase must have a different meaning. For example, when a statement indicates that the meaning of “include” is synonymous with “include without limiting it,” the mere fact that the phrase “include without limiting it” is used does not mean that the term “include” means something other than “include without limiting it.”

[0227] II.Decision The term "decide" and its grammatical variations (e.g., to determine a price, to determine a value, to determine an object that satisfies certain conditions) are used in a very broad sense. The term "decide" encompasses a wide range of actions and therefore can include calculating, calculating, processing, deriving, investigating, finding (e.g., finding in a table, database or other data structure), discerning, etc. It can also include receiving (e.g., receiving information), accessing (e.g., accessing data in memory), etc. Furthermore, it can include resolving, selecting, choosing, establishing, etc.

[0228] The term "decide" does not imply certainty or absolute accuracy. Therefore, "decide" can include actions such as estimating, extrapolating, predicting, and forecasting.

[0229] The term "to decide" does not imply that mathematical processes must be performed, that numerical methods must be used, or that algorithms or processes must be used.

[0230] The term "decide" does not imply that any particular device must be used. For example, deciding does not necessarily have to be done by a computer.

[0231] III. Sentence Structure If a first claim is limited to cover one feature and two or more features (for example, a limitation such as "at least one device" covers one device and two or more devices), and a second claim referencing the first claim uses a definite article-like term indicating such limitation (for example, "the device"), this does not imply that the first claim covers only one feature, nor does it imply that the second claim covers only one feature (for example, "the device" can cover both one device and two or more devices).

[0232] When ordinal numbers (such as "first," "second," "third," etc.) are used as modifiers before a term, they are used simply to indicate a particular function, such as distinguishing it from another function (unless explicitly otherwise specified). For example, "device first" may be named so simply to distinguish it from, for example, "device second." Thus, the mere use of the ordinal numbers "first" and "second" before the term "device" does not indicate any other relationship between the two devices, nor does it indicate any other characteristic of one or both devices. For example, the mere use of the ordinal numbers "first" and "second" before the term "device" does not indicate (1) that one device comes before or after the other in terms of order or position; (2) that one device occurs or operates before or after the other in terms of time; or (3) that one device is ranked higher or lower than the other in terms of importance or quality. Furthermore, the mere use of an ordinal number does not define a numerical limitation on the characteristics identified by that ordinal number. For example, the mere use of the ordinal numbers "first" and "second" before the term "device" does not indicate that there can be no more than three devices.

[0233] Where a single device, article, or other product is described herein, two or more such devices / articles may be used instead of the single device / article described (these two or more may work together or not). Therefore, the functionality described as being possessed by a certain device may be possessed by two or more such devices / articles (these two or more may work together or not).

[0234] Similarly, where two or more devices, articles, or other products are described herein (whether they work together or not), a single device / article may be used instead of the two or more devices or articles described. For example, multiple computer-based devices may be replaced by a single computer-based device. Thus, various functionalities described as being possessed by two or more devices or articles may be possessed by a single device / article instead.

[0235] The functionality and / or features of a single device described may, alternatively, be embodied by one or more other devices that are described but not explicitly stated to have such functionality / features. Thus, other embodiments do not have to include the described device itself, and may include such one or other devices that would have such functionality / features in such other embodiments.

[0236] IV. The examples and terminology disclosed are not limited to those provided. Neither the title (stated at the beginning of the first page of this application) nor the abstract (stated at the end of this application) should be construed as limiting in any way the scope of the disclosed invention. The abstract is included in this application only because 37 CFR §1.72(b) requires an abstract of no more than 150 words.

[0237] The title of this application and the headings of the sections set forth herein are for convenience only and should not be construed as limiting this disclosure in any way.

[0238] Numerous embodiments are described and presented in this application for illustrative purposes only. The described embodiments are not limiting in any sense and are not intended to be limiting. The invention disclosed in this application is widely applicable to numerous embodiments, as will be apparent from this disclosure. Those skilled in the art will recognize that the disclosed invention may be implemented with various modifications and changes, such as structural, logical, software, and electrical modifications. Although individual features of the disclosed invention may be described with reference to one or more specific embodiments and / or drawings, it should be understood that such features are not limited to their use in one or more of those individual embodiments or the drawings to which their description refers, unless expressly specified otherwise.

[0239] No embodiment of a method step or product element described in this application constitutes the invention claimed herein, is essential to the invention claimed herein, or has the same scope as the invention claimed herein, except where explicitly stated as such in this specification or explicitly recited in a claim.

[0240] The preambles of the appended claims recite only the purposes, benefits, and possible uses of the claimed invention and are not limiting of the claimed invention.

[0241] This disclosure does not describe every embodiment of the invention word for word. Nor is this disclosure a list of features that must exist in every embodiment of the invention.

[0242] Devices described as being in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. Conversely, such devices may simply transmit to each other as needed or when desired, and may refrain from actually exchanging data most of the time. For example, a machine communicating with other machines via the Internet may not transmit data to such other machines for a long period of time (e.g., for several weeks at a time). Further, devices communicating with each other may communicate directly or indirectly through one or more intermediaries.

[0243] The description of embodiments having certain components and features does not imply that all such components / features are required, nor does it imply that any of such components / features are required. Conversely, a variety of optional components are described to illustrate the wide diversity of possible embodiments of the present invention. Unless expressly specified otherwise, no component / feature is essential or required.

[0244] Process steps, algorithms, etc. may be described or claimed in a particular sequential order, but such processes may be configured to function in a different order. In other words, no sequence or order of steps that may be explicitly described or claimed necessarily indicates that the steps are to be performed in that order. The steps of the processes described herein may be performed in any order possible. Further, some steps may be performed simultaneously, even if described or implied to occur non - simultaneously (e.g., because one step is described after another step). Additionally, the illustration of a process by drawing does not imply that the illustrated process excludes other variations and modifications to it, nor does it imply that any of the illustrated process or its steps are necessary for the present invention, nor does it imply that the illustrated process is preferred.

[0245] A process may be described as comprising multiple steps, but this does not imply that all or any of those steps are preferred, essential, or required. Various other embodiments within the scope of the described invention include other processes that omit some or all of the steps described. Unless otherwise expressly designated, no step is essential or required.

[0246] A process may be described in isolation or 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 linking one business model to another. Such interaction may be provided to enhance the flexibility or desirability of the process.

[0247] A product may be described as comprising multiple components, aspects, properties, characteristics, and / or features, but this does not indicate that any or all of these multiple components are preferred, essential, or required. Various other embodiments within the scope of the described invention may include other products that omit some or all of the multiple components described.

[0248] A list of items (whether numbered or not) does not imply that any or all of those items are mutually exclusive unless explicitly specified otherwise. Similarly, a list of items (whether numbered or not) does not imply that any or all of those items cover any category unless explicitly specified otherwise. For example, the list of items "computers, laptops, PDAs" does not imply that any or all of the three items in that list are mutually exclusive, nor does it imply that any or all of the three items in that list cover any category.

[0249] A list of items (which may or may not be numbered) does not imply that any or all of those items are equivalent to or readily interchangeable with one another.

[0250] All embodiments are illustrative and do not necessarily imply that the present invention or any of its embodiments were created or performed as described herein.

[0251] V. Computing Those skilled in the art will readily see that the various processes described herein can be implemented, for example, by a well-programmed general-purpose computer, a special-purpose computer, and a computing device. Typically, a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from memory or similar devices), executes those instructions, and thereby executes one or more processes defined by those instructions. Instructions can be embodied, for example, in one or more computer programs, one or more scripts.

[0252] "Processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors or similar devices, or any combination thereof, regardless of architecture (e.g., chip-level microprocessing / multicore, RISC, CISC, microprocessor without interlocked pipeline stages, pipelined configuration, simultaneous multithreading).

[0253] Therefore, a description of a process is also a description of the apparatus that executes that process. The apparatus that executes the process may include, for example, a processor and input and output devices suitable for executing the process.

[0254] Furthermore, programs implementing such methods (along with other types of data) can be stored and transmitted in numerous ways using a variety of media (e.g., computer-readable media). In some embodiments, hard-connected circuits or custom hardware may be used in place of, or in combination with, some or all of the software instructions that can implement the processes of various embodiments. Thus, various combinations of hardware and software may be used instead of software alone.

[0255] The term “computer-readable medium” refers to any medium, multiple such mediums, or combinations of different mediums that participate in providing data (e.g., instructions, data structures) that can be read by a computer, processor, or similar device. Such mediums can take many forms, including, but are not limited to, non-volatile mediums, volatile mediums, and transmission mediums. Non-volatile mediums include, for example, optical disks or magnetic disks and other persistent memory. Volatile mediums include dynamic random-access memory (DRAM), which typically constitutes main memory. Transmission mediums include coaxial cables, copper wires, and optical fibers, and wires that form a system bus coupled to a processor. Transmission mediums may include or transmit electromagnetic radiation, such as acoustic waves, light waves, and radio wave (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROMs, DVDs, any other optical media, punch cards, paper tapes, any other physical media with perforated patterns, RAM, PROMs, EPROMs, flash EEPROMs, any other memory chips or cartridges, and any other media that can be read by a carrier or computer, as described later.

[0256] Various forms of computer-readable media can be involved in carrying data (e.g., sequences of instructions) to a processor. For example, data may (i) be delivered to the processor from RAM; (ii) be carried over a wireless transmission medium; (iii) be formatted and / or transmitted according to a number of formats, standards or protocols such as Ethernet® (or IEEE 802.3), SAP, ATP, Bluetooth® and TCP / IP, TDMA, CDMA and 3G; and / or (iv) be encrypted in any of the various methods known in the art to ensure privacy and prevent deception.

[0257] Thus, the description of a process is also a description of a computer-readable medium that stores a program for executing that process. The computer-readable medium can store those program elements appropriate for executing this method (in any suitable format).

[0258] Just as the description of various steps in a process does not indicate that all of the described steps are required, an embodiment of the apparatus includes a computer / computing device capable of operating to perform some (but not all) of the described process.

[0259] Similarly, just as the description of various steps in a process does not indicate that all described steps are required, embodiments of computer-readable media for storing a program or data structure include computer-readable media for storing a program that, when executed, causes a processor to perform some (but not all) of the described process.

[0260] Where a database is described, those skilled in the art will understand that (i) alternative database structures may readily be used instead of those described; and (ii) other memory structures other than databases may readily be used. Any example or description of any sample database presented herein is an exemplary configuration for the representation of stored information. Any number of other arrangements may be used, for example, in addition to those suggested by drawings or tables illustrated elsewhere. Similarly, any exemplary entries in a database represent only exemplary information, and those skilled in the art will understand that the number and content of entries may differ from those described herein. Furthermore, even if a database is described as a table, other formats (relational databases, object-based models, and / or distributed databases) may be used to store and manipulate the data types described herein. Similarly, object methods or behaviors of a database may be used to implement the various processes described herein. Furthermore, in known ways, a database may be stored locally on a device that accesses the data in such a database, or it may be stored remotely from such device.

[0261] Various embodiments can be configured to function in a network environment that includes a computer communicating with one or more devices (e.g., via a communication network). The computer can communicate directly or indirectly with the devices via any wired or wireless medium (such media can be, for example, the Internet, a LAN, a WAN, or Ethernet (registered trademark), token ring, telephone lines, cable lines, radio channels, optical communication lines, commercial online service providers, bulletin board systems, satellite communication links, any combination of the above). Each of the devices may itself include a computer or other computing device such as an Intel (registered trademark) Pentium (registered trademark) or Centrino (registered trademark) processor adapted to communicate with the computer. The number and type of devices communicating with the computer are arbitrary.

[0262] In certain embodiments, a server computer or centralized institution may not be necessary or desirable. For example, in certain embodiments, the present invention may be implemented on one or more devices without a central institution. In certain embodiments, any function described herein as being performed by a server computer or data described as being stored on a server computer may instead be performed by one or more such devices and stored on such devices.

[0263] Where a process is described, in certain embodiments, the process may operate without any user intervention. In another embodiment, the process includes some human intervention (e.g., a step is performed with or with the assistance of a human).

[0264] VI. Continued Application This disclosure provides a description that enables the implementation of several embodiments and / or inventions. Some of these embodiments and / or inventions may not be claimed in this application, but may nevertheless be claimed in one or more sub-applications claiming priority to this application.

[0265] The applicant intends to file additional applications to seek patents for matters disclosed and described as implementable in the present application but not claimed.

[0266] VII. 35 U.S.C. § 112(6) Any limitation of a claim that includes the phrase "means for..." or the phrase "step for..." means that § 112(6) of the U.S. Patent Act applies to that limitation.

[0267] Any limitation of a claim that does not include the phrase “means for…” or “steps for…” means that Section 112(6) of the U.S. Patent Act does not apply to that limitation, regardless of whether the limitation describes a function without describing the structure, materials or actions for performing the function. For example, the mere use of the phrase “steps” or “steps” in a claim to refer to one or more steps in that claim or any other claim does not mean that Section 112(6) of the U.S. Patent Act applies to those steps.

[0268] With respect to means or steps for performing a designated function under Section 112, paragraph 6 of the United States Patent Act, the corresponding structure, material or action and its equivalent described in the specification may perform additional functions in addition to the designated function.

[0269] Computers, processors, computing devices, and similar products are structures capable of performing a variety of functions. Such products may be operable to perform a specified function by executing one or more programs, such as programs stored in the product's memory devices or in memory devices accessed by the product. Unless expressly otherwise specified, such programs do not need to be based on any particular algorithm, such as any specific algorithm that may be disclosed herein. It is well known to those skilled in the art that a particular function can be implemented through a variety of algorithms, and any of the many different algorithms is merely a design choice for performing that particular function.

[0270] Therefore, with respect to means or steps for performing a particular function under Section 112, paragraph 6 of the United States Patent Act, a structure corresponding to a particular function includes any product programmed to perform that particular function. Such a structure includes a programmed product that performs that function, regardless of whether such product is programmed with (i) a disclosed algorithm for performing that function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing that function.

[0271] Where a means for performing a function is described, one structure for performing this method includes a computing device (e.g., a general-purpose computer) configured with and / or appropriate hardware programmed to perform that function.

[0272] Such a structure also includes a computing device (e.g., a general-purpose computer) configured with appropriate hardware and programmed to perform its function via other algorithms that a person skilled in the art would understand.

[0273] VIII. Disclaimer Numerous references to specific embodiments do not constitute a disclaimer or disclaimer of additional embodiments or different embodiments. Similarly, references to descriptions of embodiments, each containing a particular feature, do not constitute a disclaimer or disclaimer of embodiments that do not contain that particular feature. Explicit disclaimers or disclaimers in this application are indicated by the phrase "does not contain" or the phrase "cannot be performed."

[0274] IX. Incorporation by reference Any patents, patent applications, or other documents referenced herein are incorporated by reference to this patent application as part of this disclosure, but only for the purposes of written descriptions and enablement requirements under § 112(1) of the United States Patent Act, and should not be used in any way to limit, define, or otherwise interpret any language in this application, insofar as this does not impair the ability to provide an understandable meaning without such incorporation by reference, and where an understandable meaning would be permitted for such language.

[0275] Any incorporation by reference, unless expressly otherwise designated in this Application, does not imply any endorsement, approval, or acquiescence of any statement, opinion, argument, or characterization contained in any incorporated patent, patent application, or other document.

[0276] X. Application History In interpreting this application (including its claims), a person skilled in the art should refer to the application history of this application, but not to the application history of any other patent or patent application, regardless of whether there are other patent applications that may be considered related to this application, or whether there are other patent applications that share a priority claim with this application.

[0277] XI. The following should be interpreted as embodiments rather than claims.

[0278] A. A processor capable of executing a set of instructions; A computer system having a memory in which the aforementioned set of instructions is stored, wherein when the aforementioned set of instructions is executed by the processor, the processor: In a card game, deal the first hand, which includes the first set of cards; Based at least partially on a set of game rules and the cards of the first initial set, determine at least one non-optional first action in the play of the first hand; To provide an indicator of at least one of the aforementioned first actions; After performing at least one of the first actions, the determination of whether the first hand is a winning hand is made at least in part based on the first poker ranking of the first hand. system.

[0279] A.1. The system according to claim A, wherein when the set of instructions is executed by the processor, the processor further: In a card game, deal a second hand containing cards from the second initial set; Based at least partially on the aforementioned set of game rules and the second initial set of cards, determine at least one non-optional second action in the play of the second hand; To provide at least one indicator of the second behavior, system.

[0280] A.1.1. The system according to claim A.1, wherein determining whether the first hand is a winning hand includes determining whether the first poker ranking is higher than the poker ranking of the second hand after the performance of at least one second action.

[0281] A.1.2. The system according to claim A.1, wherein the first hand is the hand of the first player and the second hand is the hand of the dealer.

[0282] A.1.3. The system according to claim A.1, wherein the first hand is the hand of the first player and the second hand is the hand of the second player.

[0283] A.1.4. Deciding on at least one of the first actions: Determine the first initial poker ranking of the cards in the first initial set; Determine the second initial poker ranking of the cards in the second initial set; This includes determining the at least one first action based at least in part on the set of game rules, the first initial poker ranking, and the second initial poker ranking. The system according to claim A.1.

[0284] A.2. The system according to claim A, wherein providing an indicator of the at least one first action includes displaying an instruction to the player of the first hand, the instruction indicating that the first player must take the at least one first action in order to continue playing the first hand.

[0285] A.3. The system according to claim A, wherein providing an indicator of the at least one first action includes providing a representation of the result of performing the at least one first action.

[0286] A.4. The system according to claim A, wherein dealing includes: providing a physical version of the cards of the first set; providing an index for each of the cards of the first initial set; and determining the cards of the first initial set.

[0287] A.5. The system according to claim A, wherein the first action includes at least one of exchanging one or more cards in the first initial set, betting, requesting more cards, and requesting not to change cards.

[0288] A.6. To decide on at least one of the first actions: Determine the first initial poker ranking of the cards in the first initial set; The process includes determining the at least one first action based at least in part on the set of game rules and the first initial poker ranking, The system according to claim A.

[0289] A.7. When the set of instructions is executed by the processor, the processor further: To generate a first final set of cards that make up the first hand after the execution of at least one first action, a third set of cards is dealt. The system according to claim A.

[0290] A.7.1. The system according to claim A.7, wherein determining whether the first hand is a winning hand includes determining the first poker ranking at least in part based on the cards of the final set.

[0291] B. A processor capable of executing a set of instructions; A computer system having a memory in which the aforementioned set of instructions is stored, wherein when the aforementioned set of instructions is executed by the processor, the processor: In a card game, deal a first hand containing the first set of cards; Based at least partially on a set of game rules and the cards of the first set, determine at least one first action in the play of the first hand, which is not optional and includes an action relating to the bet; To provide an indicator of at least one first action, system.

[0292] B.1. The system according to claim A, wherein a set of game rules requires checking if the poker ranking of the first set of cards is below a certain threshold ranking, and betting if the poker ranking is above the threshold ranking.

[0293] B.2. The system according to claim A, wherein the set of game rules requires folding if the poker ranking of the first set of cards is lower than a first threshold ranking, calling if the poker ranking is lower than a second threshold ranking but higher than the first threshold ranking, and raising if the poker ranking is higher than the second threshold ranking.

[0294] B.3. The system according to claim B, wherein when the set of instructions is executed by the processor, the processor further: In the aforementioned card game, deal a second hand containing cards from a second set; Based at least in part on the aforementioned set of game rules and the cards of the second set, determine at least one second action in the play of the second hand, which is not optional and includes an action relating to the bet; To provide at least one indicator of the second behavior, system.

[0295] B.3.1. Deciding on at least one of the first actions: The system according to claim B.3, comprising at least in part determining the at least one first action based on the set of game rules, the first set of cards, and the second set of cards.

[0296] B.4. The system according to claim B, wherein providing an indicator of the at least one first action includes displaying an instruction to the player of the first hand, the instruction indicating that the first player must take the at least one first action in order to continue playing the first hand.

[0297] B.5. The system according to claim B, wherein providing an indicator of the at least one first action includes providing a representation of the result of performing the at least one first action.

[0298] B.6. The system according to claim B, comprising: providing a physical version of the first set of cards; providing an indicator for each of the cards in the first set; and determining the cards in the first set.

[0299] B.7. To decide on at least one of the first actions: Determine the first initial poker ranking of the cards in the first set; The process includes determining the at least one first action based at least in part on the set of game rules and the first initial poker ranking, The system according to claim B.

[0300] B.8. When the set of instructions is executed by the processor, the processor further: The system is made to determine whether the first hand is a winning hand. The system according to claim B.

[0301] B.8.1. The system according to claim B.8, wherein determining whether the first hand is a winning hand includes determining whether the first hand is a winning hand based at least in part on the first poker ranking of the first hand.

[0302] B.9. The system according to claim B, wherein the actions relating to the bet include at least one of folding, betting and checking, raising and calling.

[0303] B.10. The system according to claim B, wherein the actions relating to the bet include betting an amount indicated by the set of rules.

[0304] Several aspects are described below. [Aspect 1] A processor capable of executing a set of instructions; A computer system having a memory in which the aforementioned set of instructions is stored, wherein when the aforementioned set of instructions is executed by the processor, the processor: In a card game, deal a first hand containing the first set of cards, Based at least partially on a set of game rules and the cards of the first initial set, determine at least one non-optional first action in the play of the first hand, To provide an indicator of at least one first behavior, After performing at least one of the first actions, the determination of whether the first hand is a winning hand is made at least in part based on the first poker ranking of the first hand. system. [Aspect 2] The system according to Embodiment 1, wherein when the set of instructions is executed by the processor, the processor further: In a card game, deal a second hand containing cards from the second initial set. Based at least partially on the aforementioned set of game rules and the second initial set of cards, determine at least one non-optional second action in the play of the second hand, To provide at least one indicator of the second behavior, system. [Aspect 3] The system according to embodiment 2, wherein determining whether the first hand is a winning hand includes determining whether the first poker ranking is higher than the poker ranking of the second hand after the execution of at least one second action. [Aspect 4] The system according to embodiment 2, wherein the first hand is the hand of the first player, and the second hand is the hand of the dealer. [Aspect 5] The system according to embodiment 2, wherein the first hand is the hand of the first player, and the second hand is the hand of the second player. [Aspect 6] To decide on at least one of the first actions: Determine the first initial poker ranking of the cards in the first initial set. Determine the second initial poker ranking of the cards in the second initial set. This includes determining the at least one first action based at least in part on the set of game rules, the first initial poker ranking, and the second initial poker ranking. The system described in Embodiment 2. [Aspect 7] The system according to embodiment 1, wherein providing an indicator of the at least one first action includes displaying an instruction to the player of the first hand, the instruction indicating that the first player must take the at least one first action in order to continue playing the first hand. [Aspect 8] The system according to embodiment 1, wherein providing an indicator of the at least one first action includes providing a representation of the result of performing the at least one first action. [Aspect 9] The system according to Embodiment 1, wherein dealing includes: providing physical versions of the cards of the first set; providing an indicator for each of the cards of the first initial set; and determining the cards of the first initial set. [Aspect 10] The system according to embodiment 1, wherein the first action includes at least one of exchanging one or more cards in the first initial set, betting, requesting more cards, and requesting not to change cards. [Aspect 11] To decide on at least one of the first actions: Determine the first initial poker ranking of the cards in the first initial set; The process includes determining the at least one first action based at least in part on the set of game rules and the first initial poker ranking, The system described in Embodiment 1. [Aspect 12] When the aforementioned set of instructions is executed by the processor, the processor further: To generate a first final set of cards that make up the first hand after the execution of at least one first action, a third set of cards is dealt. The system described in Embodiment 1. [Aspect 13] The system according to embodiment 12, wherein determining whether the first hand is a winning hand includes determining the first poker ranking at least in part based on the cards of the final set. [Aspect 14] A processor capable of executing a set of instructions; A computer system having a memory in which the aforementioned set of instructions is stored, wherein when the aforementioned set of instructions is executed by the processor, the processor: In a card game, deal a first hand containing the first set of cards; Based at least partially on a set of game rules and the cards of the first set, determine at least one first action in the play of the first hand, which is not optional and includes an action relating to the bet; To provide an indicator of at least one first action, system. [Aspect 15] The system according to embodiment 14, wherein the set of game rules requires checking if the poker ranking of the first set of cards is below a certain threshold ranking, and requires betting if the poker ranking is above the threshold ranking. [Aspect 16] The system according to embodiment 14, wherein the set of game rules requires folding if the poker ranking of the first set of cards is lower than a first threshold ranking, calling if the poker ranking is lower than a second threshold ranking but higher than the first threshold ranking, and raising if the poker ranking is higher than the second threshold ranking. [Aspect 17] The system according to embodiment 14, wherein when the set of instructions is executed by the processor, the processor further: In the aforementioned card game, deal a second hand containing cards from a second set; Based at least in part on the aforementioned set of game rules and the cards of the second set, determine at least one second action in the play of the second hand, which is not optional and includes an action relating to the bet; To provide at least one indicator of the second behavior, system. [Aspect 18] To decide on at least one of the first actions: The system according to embodiment 17, comprising at least in part determining the at least one first action based on the set of game rules, the first set of cards, and the second set of cards. [Aspect 19] The system according to embodiment 14, wherein providing an indicator of the at least one first action includes displaying an instruction to the player of the first hand, the instruction indicating that the first player must take the at least one first action in order to continue playing the first hand. [Aspect 20] The system according to embodiment 14, wherein providing an indicator of the at least one first action includes providing a representation of the result of performing the at least one first action. [Aspect 21] The system according to embodiment 14, wherein dealing includes: providing a physical version of the cards of the first set; providing an indicator for each of the cards of the first set; and determining the cards of the first set. [Aspect 22] To decide on at least one of the first actions: Determine the first initial poker ranking of the cards in the first set; The process includes determining the at least one first action based at least in part on the set of game rules and the first initial poker ranking, The system described in Embodiment 14. [Aspect 23] When the aforementioned set of instructions is executed by the processor, the processor further: The system is made to determine whether the first hand is a winning hand. The system described in Embodiment 14. [Aspect 24] The system according to embodiment 23, wherein determining whether the first hand is a winning hand includes determining whether the first hand is a winning hand based at least in part on the first poker ranking of the first hand. [Aspect 25] The system according to embodiment 14, wherein the actions relating to the bet include at least one of folding, betting and checking, raising and calling. [Aspect 26] The system according to embodiment 14, wherein the actions relating to the bet amount include betting an amount instructed by the set of rules. [Explanation of Symbols]

[0305] 40 Player Units 42 Administrator 43 Player Register 45 Game Units 47 dealers 48 Logic 49 Random

Claims

1. A game table, and said game table is The surface and, Game chip detector, Card detector and Display screen and, Memory for storing game rules, Includes at least one processor, The at least one processor is The game rules are stored in the memory, Using the game chip detector, the value of each game chip placed on the surface of the game table is detected. Using the card detector, the barcode of each card on the surface of the game table is detected. Based on the barcode, the value and suit of each card on the surface of the game table are identified. The characteristics indicating the value and suit of each card are compared with the characteristics indicating the value and suit of each card previously dealt from the card supply shoe device on the surface, Determine whether there is any irregularity in the characteristics identified for a given card. In response to determining that there is an irregularity in the characteristics identified with respect to the given card, an alarm is issued. The memory stores the respective values ​​of each game chip and the respective values ​​and suits of each card. Based on the respective values ​​of each game chip, the respective values ​​and suits of each card, and the game rules, the result of the game is calculated. Based at least partially on the game rules stored in the memory and at least one first card characteristic of the first card set, the game participant determines what action to take, and displays the determined action through the user interface. Based at least partially on the game rules stored in the memory and at least one first card characteristic of the first card set, it is determined whether a participant in the game needs to raise in order to continue the game. In response to the participant determining that it is necessary to raise, the at least one processor prompts a first raise in the game, Based on at least one second card characteristic of at least one card from the first card set, it is determined whether the participant wins the game, and The results are displayed on the display screen. Game table.

2. The game table according to claim 1, wherein the card detector further includes an optical window for reading the respective value and suit of each card on the surface of the game table.

3. The game table according to claim 2, wherein the optical window is configured to illuminate a portion of each card.

4. The game table according to claim 3, wherein the card detector is further configured to transmit a reflected image of the card to an image converter.

5. The game table according to claim 1, wherein the game chip detector includes a radio frequency transceiver for detecting signals from each chip on the surface of the game table.

6. The game table according to claim 5, wherein the signal includes data indicating the value of each game chip.

7. The game chip detector includes an infrared-sensitive photodiode, as described in claim 1.

8. The game table according to claim 1, wherein the card detector is housed in a card dispenser.