Gaming System With Token Scoring And Strategic Setup

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Solution Overview

Problem

Current gaming methods lack an engaging and interactive system that allows players to compete in a way that retains their attention throughout the game, particularly in a format that is both challenging and skill-based.

Innovation Solution

A gaming system and method utilizing a gaming table with predefined tokens, where players populate their tables and guess boards without seeing their opponent's setup, calculating scores based on absolute differences between tokens to determine a winner, allowing for a competitive and strategic gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional gaming formats are used, then simplicity of gameplay is maintained, but player engagement and attention retention deteriorate

Engineering Contradiction:
Improvegameplay simplicityVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The game is divided into distinct phases: setup phase where players arrange tokens on their gaming tables, and attack phase where players sequentially select cells to reveal opponent tokens. This segmentation creates structured engagement while maintaining clear, simple rules for each phase.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Players perform preliminary actions by arranging their tokens on gaming tables during the setup phase before the attack phase begins. This preliminary arrangement creates strategic depth as players must plan their token placement to optimize their attack strategy while hiding their configuration from opponents.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If hidden information is introduced between players, then strategic depth is improved, but information asymmetry increases

Engineering Contradiction:
Improvestrategic depthVSAvoidinformation asymmetry
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The gaming table structure acts as an intermediary that manages information flow between players. Each player has their own gaming table where they arrange tokens, and during the attack phase, the system mediates the revelation process by showing only the selected cell's token value, not the entire configuration. This controlled information revelation maintains strategic depth while managing information asymmetry.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

Information is revealed locally rather than globally - when a player selects a cell during the attack phase, only the token value in that specific cell is revealed, not the entire gaming table configuration. This local revelation maintains strategic uncertainty about the overall arrangement while providing localized feedback for decision-making.

Inventive Principle:
Principle #3Local quality

3Reliability

If score calculation based on absolute difference is used, then gameplay becomes more challenging, but complexity of scoring increases

Engineering Contradiction:
Improvegame challengeVSAvoidscoring complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The scoring system uses the parameter of absolute difference between token values to create challenge. When players arrange tokens with values, the scoring mechanism calculates the absolute difference between corresponding cells in the guess board and actual gaming table. This mathematical parameter transformation provides objective, quantifiable challenge while maintaining relatively simple calculation rules.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8821237B2Gaming method and system
Publication Date: 2014.09.02 IPJ
  • US8821237B2 patent drawing
  • US8821237B2 patent drawing
  • US8821237B2 patent drawing

AI summary

Disclosed herein is a method of gaming, in which a first player and a second player each submit a set of 2 completed gaming tables, a game board and a guess board, for competition against each other. Each gaming table has the same number of gaming cells and is populated by the respective player with a set of tokens. The populated game board of the first player is compared to the populated guess board of the second player to determine a score for either the first player or the second player, depending on the scoring methodology. Similarly, the populated game board of the second player is compared to the guess board of the first player to determine a score for the first player. Two gaming tables are compared against each other by comparing the values of tokens located in corresponding positions of the gaming tables that are being compared. An intermediate score is determined for each position on the gaming table. Those intermediate scores are then utilized to determine a score for a player. The scores for the first player and the second player are compared to determine a winner.