Card Game Table with RFID Detection for Skill-Based Play

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Solution Overview

Problem

Existing computer-based multiplayer card games rely heavily on luck rather than skill and strategy, leading to early dropout of players with good hands due to the rarity of high-value combinations, and lack a system for players to compete effectively to choose cards resulting in the best possible hand.

Innovation Solution

A method for playing computerized multi-player card games where players request desired cards without knowing others' requests, using RFID technology to manage card selection and distribution, ensuring that players receive a null card if they choose a card already selected by another player, and allowing for both physical and virtual card play with strategic betting and hand management.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional poker games are played with random card dealing, then the game is simple to implement, but players with good hands drop out early due to the rarity of high-value combinations and the game relies too much on luck rather than skill

Engineering Contradiction:
Improvesimplicity of card dealingVSAvoidplayer engagement and skill-based competition
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

Players make card selections in advance before the cards are actually dealt. The system records these preliminary choices and uses them to determine card distribution, ensuring that players with strategic selections receive favorable cards while preventing those who requested the same card as others from receiving duplicates. This preliminary action transforms the game from pure luck to skill-based decision-making.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system provides feedback to players about which cards have been requested by other players and adjusts card distribution accordingly. When a player requests a card that another player has already requested, the system delivers a null card instead, creating a feedback loop that rewards strategic thinking and prevents redundant selections. This feedback mechanism maintains player engagement by making each decision matter.

Inventive Principle:
Principle #23Feedback

2Reliability

If wild cards are introduced to increase the chances of receiving a good hand, then player engagement improves, but the game relies more on luck than skill

Engineering Contradiction:
Improveplayer engagementVSAvoidskill-based decision making
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

Players actively select their own cards based on strategic decisions rather than passively receiving random cards or relying on wild card luck. The system facilitates this self-service approach by processing player requests and enforcing the rule that no two players can receive the same requested card. This self-service mechanism restores skill-based decision-making while maintaining high player engagement through strategic card selection and betting.

Inventive Principle:
Principle #25Self-service

3Reliability

If a card selection system is implemented where players request desired cards, then skill and strategy become more important, but the system complexity increases

Engineering Contradiction:
Improveskill-based competitionVSAvoidcard selection and distribution system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system uses virtual representations of cards and players to manage the selection process. Instead of physically tracking cards through a complex mechanical system, the patent creates digital copies of cards with unique identifiers and uses software to track requests and distribute cards. This copying approach simplifies the overall system by replacing complex physical mechanisms with manageable software-based tracking and distribution.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The card selection system serves multiple functions simultaneously: it tracks player requests, determines card eligibility, distributes physical or virtual cards, and enforces game rules. By making the system multi-functional, the patent reduces the need for separate components for each function, thereby simplifying the overall device complexity while maintaining skill-based competition.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Reliability

If the game allows players to see all cards including others' hands, then transparency and trust improve, but the strategic element and suspense are reduced

Engineering Contradiction:
Improveplayer trustVSAvoidstrategic decision making
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system provides different levels of information visibility to different players based on the game state. During card selection phases, players can see requested cards and their statuses. During betting phases, the system selectively reveals information about other players' hands and card requests only when necessary for strategic decisions. This local quality approach maintains trust through transparency where needed while preserving strategic element where it matters most.

Inventive Principle:
Principle #3Local quality

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach enhances the game by making card selection and betting strategies more challenging and skill-based, allowing for faster gameplay, accurate scoring, and increased player engagement, enabling play with both real and virtual players over various networks.

Implementation Method 1

Each card incorporates a radio frequency identification (RFID) chip, encoded with the card's identity. An RFID reader under the table senses the cards

Methodology Applied
Scientific EffectRFID (Radio Frequency Identification):

Data Source

PatentUS7806408B2Table with computer for playing card selection game
Publication Date: 2010.10.05 THWARTPOKER
  • US7806408B2 patent drawing
  • US7806408B2 patent drawing
  • US7806408B2 patent drawing

AI summary

One embodiment of the invention is a method of playing computerized card games against real players at a table. The cards games are usually variations of poker, where the quality of the players' hands is due to skill and strategy rather than the luck of the draw. Players request desired cards from an actual or computerized dealer without knowledge of which cards other players have requested. A null card, which has no value in determining the outcome of the game, is delivered to players who request the same card as another player has requested regardless of whether the card was requested previously or during the current round. In another embodiment, a null card is delivered only when two or more players request the same card during the current round or if a player requests a card that has already been distributed. Each player has a display screen showing that player's hand. The players may make card selections using a touchscreen.