Three-Card War Game Tie Resolution Mechanism

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Solution Overview

Problem

Current card games, such as the 'War' game, lack a mechanism to effectively manage multiple card matches and resolve ties in a way that provides engaging player interaction and fair wager resolution, particularly in electronic gaming environments.

Innovation Solution

A method for playing a wagering card game where a dealer provides randomized sets of cards, with players and the dealer competing in multiple card matches, using a system of sub-games and tie-breaker rules to determine wager outcomes, including the use of a third card for tie resolution, ensuring fair and engaging gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple card matches are played between player and dealer, then player engagement and entertainment value are improved, but game complexity and difficulty of resolution increase

Engineering Contradiction:
Improveplayer engagementVSAvoidgame complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game is divided into multiple independent sub-games (first sub-game with highest rank cards, second sub-game with second highest rank cards, and third sub-game with third cards as tie-breakers). Each sub-game can be evaluated separately, which manages the complexity of multiple card matches while maintaining player engagement through progressive comparison.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a hierarchical dimension to card comparison by playing multiple sub-games in sequence (highest rank, then second highest, then third cards). This multi-dimensional approach resolves ties systematically and maintains engagement without overwhelming complexity.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Reliability

If tie-resolution mechanisms are introduced, then fairness in wager resolution is improved, but game duration and complexity increase

Engineering Contradiction:
ImprovefairnessVSAvoidgame duration
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The third card is dealt and held in reserve before the comparison process begins. This preliminary action ensures that a tie-breaker is already available when needed, eliminating delays and ensuring fair resolution without extending game duration.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The third card serves as an intermediary tie-breaker between the player's and dealer's highest and second-highest cards. This mediator resolves ties efficiently through a predetermined rule, ensuring fairness while minimizing additional game time.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Measurement precision

If third card tie-breaker is used, then wager resolution clarity is improved, but device complexity and rules complexity increase

Engineering Contradiction:
Improvewager resolution clarityVSAvoidrules complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The third card automatically serves as its own tie-breaker through predetermined rules. The system is self-contained with clear resolution logic built-in, requiring no external intervention or complex decision-making processes. The third card's rank alone determines the winner in case of a tie, providing clarity without adding operational complexity.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9530279B2Three-card war game with wagers
Publication Date: 2016.12.27 SMITH AMANDA TEARS
  • US9530279B2 patent drawing
  • US9530279B2 patent drawing
  • US9530279B2 patent drawing

AI summary

A wagering playing card game is played by:a dealer providing a set of playing cards;the dealer accepting at least one wager at a player position on an underlying playing card game;the dealer providing a first subset of exactly three random playing cards from the set of playing cards to a player position and dealer position;the dealer evaluates each player hand against the dealer hand as follows:a) a player position hand having all three cards with a rank below a predetermined rank automatically loses;b) a highest rank card from each player hand and the dealer hand play a game of war as a first sub-game, with the highest rank winning;c) a second highest rank card from each player hand and the dealer hand play a game of war as a second sub-game, with the highest rank winning;d) any ties void a sub-game.