U.S. patent application number 11/088114 was filed with the patent office on 2005-09-29 for card-craps game with non-standard deck.
Invention is credited to Inglese, Michael R..
Application Number | 20050212213 11/088114 |
Document ID | / |
Family ID | 34988863 |
Filed Date | 2005-09-29 |
United States Patent
Application |
20050212213 |
Kind Code |
A1 |
Inglese, Michael R. |
September 29, 2005 |
Card-craps game with non-standard deck
Abstract
A casino table card game is played in either a non-wild or wild
(special) card version with a playing set of cards comprising
multiples of six cards, with at least eight groups of six cards
used in the playing set. The groups of cards comprise subsets of
six cards having visually readable values of one through six (that
is the subset has cards of value 1, 2, 3, 4, 5 and 6). In the play
of the game, the player places an initial wager and will be going
head to head versus the dealer. Whomever is closer to twelve
(twelve being the best) without going over would be the winner
(according to rules similar to blackjack). This is called the DJ VU
12.TM. portion. However, after all players have received their two
initial cards and the house has received their up card, the DJ VU
PROGRESSIVE.TM.--DJ VU BONUS.TM. portion of the game is settled
against a separate wager made by the player against the bonus
element of the game. Play then resumes for the DJ VU 12.TM. portion
of the game, and all players at the table will have a chance to
play their hand according to the rules stated herein for the play
of DJ VU 12.TM.. After all players have played their cards
according to the rules of DJ VU 12.TM., the dealer reveals the
house's face down card for all players to see. At this point
instead of playing the house's cards, the DJ VU CRAPS.TM. portion
of the game is settled. In essence, the sum of the house's first
two cards is the roll of the dice and is played against a separate
bet made by the player against the craps element of the game. After
the DJ VU CRAPS.TM. portion is settled, play resumes for the DJ VU
12.TM. portion of the invention, as the dealer plays out the
house's hand according to the rules stated herein, and the DJ VU
12.TM. portion is subsequently completed and settled.
Inventors: |
Inglese, Michael R.;
(Cumberland, RI) |
Correspondence
Address: |
Mark A. Litman & Associates, P.A.
York Business Center
Suite 205
3209 West 76th St.
Edina
MN
55435
US
|
Family ID: |
34988863 |
Appl. No.: |
11/088114 |
Filed: |
March 23, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60557102 |
Mar 26, 2004 |
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Current U.S.
Class: |
273/292 |
Current CPC
Class: |
A63F 2001/0416 20130101;
A63F 3/00157 20130101; A63F 9/04 20130101; A63F 1/00 20130101 |
Class at
Publication: |
273/292 |
International
Class: |
A63F 001/00 |
Claims
What is claimed:
1. A method of playing a casino table card game comprising:
providing a deck comprising at least 36 cards evenly distributed
with count values between 1 and 6; players placing at least one
mandatory wager on a base value counting game to participate in the
base game; providing each player who has made a mandatory wage with
two cards; providing a dealer with two cards; allowing the player
to receive additional cards, with or without additional wagers
being made, until a) the player stands with existing cards in the
player's hand or b) the total count of cards in the player's hand
exceeds a count of 12; the dealer receiving additional cards while
a dealer's hand count is 9 or less, and standing when the dealer's
hand count is 10 or more; and resolving the mandatory wager by
paying a player whose hand has a total count of 12 or less and a)
whose hand has a higher count than the count in the dealer's hand
or b) the dealer's count has exceeded 12; declaring a push when the
total count in a player's hand is identical to the total count in
the dealer's hand; and the dealer claiming at least the mandatory
wager when the player's total count exceeds 12 or when the player's
total count is less than the dealer's total hand count of 12 or
less
2. The method of claim 1 wherein at least one player places an
optional wager on a craps-type card game to participate in the
craps-type card game in which dealer's first two cards act as
equivalents to a roll of dice in craps.
3. The method of claim 1 wherein at least one player places an
optional wager on a bonus payout area, which is affected by the
player's initial two cards and the dealer's up card.
4. The method of claim 1 wherein the deck comprises 72 cards
without a wild card present in the deck.
5. The method of claim 1 wherein the deck comprises seventy-two
cards containing eleven groups of cards each numbered 1 through 6,
and one group of special or wild cards each numbered 1 through
6.
6. The method of claim 2 wherein the deck comprises 72 cards
without a wild card present in the deck.
7. The method of claim 2 wherein the deck comprises seventy-two
cards containing eleven groups of cards each numbered 1 through 6,
and one group of special or wild cards each numbered 1 through
6.
8. The method of claim 1 wherein in the play of the base game, a
player is allowed to split hands of equal count cards into two
separate hands.
9. The method of claim 1 wherein in the play of the base game, a
player wins against all dealer hands with a first hand consisting
of two cards, each with a 6 count value.
10. The method of claim 2 wherein in the play of the base game, a
player is allowed to split hands of equal count cards into two
separate hands.
11. The method of claim 2 wherein in the play of the base game, a
player wins against all dealer hands with a first hand consisting
of two cards, each with a 6 count value.
12. The method of claim 2 wherein the optional wager includes the
possibility of multiple wagers in the craps-type game selected from
the group consisting of PASS and DON'T PASS, COME and DON'T COME
bet, FIELD bet, PLACE, BUY, LAY, CRAPS bet, initial count of 2 in
the dealer's hand, initial count of 3 in the dealer's hand, initial
count of 12 in the dealer's hand, initial count of 7 in the
dealer's hand, and initial count of 11 in the dealer hand.
13. The method of claim 6 wherein the optional wager includes the
possibility of multiple wagers in the craps-type game selected from
the group consisting of PASS and DON'T PASS, COME and DON'T COME
bet, FIELD bet, PLACE, BUY, LAY, CRAPS bet, initial count of 2 in
the dealer's hand, initial count of 3 in the dealer's hand, initial
count of 12 in the dealer's hand, initial count of 7 in the
dealer's hand, and initial count of 11 in the dealer hand.
14. The method of claim 3 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
15. The method of claim 5 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
16. The method of claim 7 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
17. The method of claim 8 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
18. The method of claim 9 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
19. The method of claim 10 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
20. The method of claim 11 wherein the player will win and be paid
on any combination of the player's first two cards and the dealer's
up card being any one of the following: any one special (wild)
card, any two special (wild) cards, any pair of special (wild)
cards, any three special (wild) cards, any pair of special (wild)
cards with any other special (wild) card, or any three of a kind
special (wild) cards.
21. The method of claim 1 played as an electronic table game
wherein at least all wagers, payouts and odds calculations are
processed by a processor, and winnings and losses are
electronically recorded.
Description
RELATED APPLICATION DATA
[0001] This Application claims priority from Provisional U.S.
Application Ser. No. 60/557,102, filed Mar. 26, 2004.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to the field of casino table
card games, casino table card games where a player's hand competes
against a dealer's hand, and a casino table card game using a
non-standard playing card deck that simulates craps wagering
components without the use of dice.
[0004] 2. Background of the Art
[0005] Blackjack or Twenty-One is a standard casino table card game
that has been played throughout the world for many years. It is
fundamentally a simple game and the rules (if not the strategies)
can be learned very quickly. The simplicity of learning the game
also leads to the potential for the game to become repetitive and
for players to lose interest. To enhance player activity, numerous
side bet wagers have been provided over the years, some of which
involve poker-type hands being played, as described in U.S. Pat.
Nos. 6,523,831; 6,481,719; 6,371,867; and 6,012,719 (Webb).
[0006] Other board games and casino table card games have attempted
to add a craps-like game or component to the play of blackjack,
using dice or cards for the play of the craps element.
[0007] U.S. Pat. No. 5,695,192 (Brown) describes a method and game
board are disclosed for combining the play of a card game, such as
twenty-one, based upon at least one card deck having fifty-two
cards divided into four suites of deuces through aces and the play
of craps based upon two dice each having six faces numbered one to
six. The board presents a semi-circular playing arena with a dealer
playing area adjacent the straight diameter of the semicircular
playing arena and a plurality of player areas spaced about the
circumference of the circular periphery of said semi-circular
playing arena and opposed to the dealer playing area. Each of the
player areas comprises a rectangular card box and a plurality of
craps wager indicator circles dividing the numbers 2 through 12
into a plurality of groups for wagering at different odds for each
group. After the wagers based upon the cards are settled, each
player who has beaten the dealer with a blackjack is offered the
roll of the dice and a craps wager on one of the craps wager
circles. Before rolling the dice, the remaining players may also
place bets on one of their respective craps wager circles. Each
craps wager is then settled based the outcome of the roll of the
dice. Other card games may come within the scope of this
invention.
[0008] U.S. Pat. No. 5,413,531 (Franklin) describes a dice game
involving wagering on the outcome of a toss of three dies. A player
places a first bet means. If the dealer throws a preselected
winning combination, such as a 4-5-6, triple, or pair and a 6, the
dealer wins. If the dealer throws a preselected losing combination,
such as a 1-2-3 or a pair and a one, the dealer loses. If the
dealer throws a third combination, such as a pair and a 2-3-4 or 5,
then the player throws in an attempt to beat the dealer. If the
player throws a preselected combination, such as a 4-5-6, or a pair
and single die having a value higher than that of the dealer, the
player wins. If the player throws a preselected loser, such as a
1-2-3, or a pair and single die having a value less than that of
the dealer, the player loses. If the player or dealer does not
throw one of above stated winning or losing combinations, then the
dealer or player must throw again. Each player may place a second
bet that the outcome of the game will result in predetermined
winning die combination yielding a predetermined winning payout. A
player may also place bonus bet means, wherein if that particular
throw results in a preselected combination, such as triple sixes,
the player is entitled to a throw. If the player throws another
preselected combination, such as a triple six, the player is
entitled to a large winning payout.
[0009] U.S. Pat. No. 5,407,208 (Keller et al.) describes a kit for
playing a card game having a playing board with a playing surface.
The board provides a multiplicity of players' stations each
including two betting positions. A dealer's draw station is also
provided. The kit further includes a fifty-two card deck. The deck
is made up of twenty-five 10 value cards, twenty-five 5 value
cards, and two Aces. A dealer's draw value generator such as a
tossable die or cube is provided which has three different
numerical values represented on opposite sides of the cube. By
making various bets or wagers, and being dealt playing cards, the
players compete against the dealer. The winner is the one who is
able to total the highest numerical value not exceeding
twenty-one.
[0010] U.S. Pat. No. 4,887,819 (Walker) describes a board game
incorporating various gambling methods is disclosed. A player uses
either a card game similar to blackjack or a slot machine to
determine the number of spaces to be moved along a segmented path,
the particular game being selected by the instructions contained in
the segment on which the player landed on the prior move. Each
segment also contains further instructions, some of those
instructions designating a further gambling apparatus and giving
odds. These further apparatuses are a roulette game or a dice game,
and the player landing on that segment may gamble at these games at
the designated odds. Other players can join in the gambling when
the roulette game and the dice game are played. The objective of
the game is for a player to avoid penalties designated on the game
board, acquire a majority of the playing chips until either all of
the other players become "busted" or the casino bank becomes
"busted".
[0011] U.S. Pat. Nos. 4,892,648 and 6,019,373 (Brown) describe a
method and game board are disclosed for combining the play of
blackjack based upon at least one card deck having fifty-two cards
divided into four suites of deuces through aces and the play of
craps based upon two dice each having six faces numbered one to
six. The board presents a semi-circular playing arena with a dealer
playing area adjacent the straight diameter of the semi-circular
playing arena and a plurality of player areas spaced about the
circumference of the circular periphery of said semi-circular
playing arena and opposed to the dealer playing area. Each of the
player areas includes a plurality of craps wager indicator circles
dividing the numbers 2 through 12 into three groups for wagering at
different odds for each group. After the wagers are settled based
upon the play of the cards in accordance with the rules of
blackjack, each player who has a blackjack is offered the roll of
the dice and a craps wager on one of the craps wager circles.
Before rolling the dice, the remaining players may also place bets
on one of their respective craps wager circles. Each craps wager is
then settled based the outcome of the single roll of the dice by
the player having the blackjack. The subject invention is
characterized by interleaving an accumulating pot which is
supported by each player placing a pot wager on one of the three
wager indicator circles prior to the cards being dealt. A register
keeps track of these initial pot wagers until the hand is complete.
The pot accumulates from hand to hand until a player qualifies and
wins at least a portion of the accumulated pot. A player qualifies
to roll the dice for a portion of the pot by having a predetermined
blackjack, such as the Ace and Jack of one suit or different suits.
The pot is divided into three portions correlating to the odds in
the respective wager indicator circles and the qualified player
wins one of those portions when his initial pot wager is on the
wager indicator circle having the group of numbers covering, i.e.,
matching, the numbers on his roll of the dice.
[0012] U.S. Pat. No. 4,746,126 (Agileri) describes a game board
utilizes and teaches the basic playing and wagering parameters of a
casino craps game while challenging player against player in
strategic card play. The game board includes series of wagering
areas before each player simulating betting areas on the casino
craps table, a central pot area and a ladder-like token step
advance area. The play of cards, equally dealt to the players from
a standard deck, is dependent on the same throw(s) of dice as is
the craps wagering play. Movement of a token is dependent on the
possible discard after each throw of dice of one or more cards of a
value or values reflecting the sum of the dice indicia on the
thrown dice. Winning wagers or rewards are paid from a central pot
area on the board from antes of the players and from previous lost
wagers which are placed in the central pot area. The winner may
either be the player or partnership able to first discard all its
cards or move his token to the central area along the token
ladder.
[0013] U.S. Pat. No. 4,515,369 (Johnson) describes a game boards in
general, and more specifically to a game board that combines the
elements of "craps" and "blackjack" into a single combined game,
wherein the rules of blackjack apply to the movements of the game
pieces, but the increment of movement is determined by the rolling
of the die. In addition, the game board and game pieces cooperate
to provide movable obstructions to alter the path of travel of a
pair of dice thrown upon the game board.
[0014] U.S. Pat. No. 4,443,012 (Makovic) describes a combination
card and dice game, comprising a quantity of chips, a deck of cards
and a pair of dice, the deck of cards comprising a plurality of
cards of like kind or suits, and a plurality of different suits,
the number of suits corresponding to the possible combinations of
numbers which can be rolled by an ordinary pair of game dice except
for the number seven, each plurality of suits having for example
six identical cards, the deck of cards thus comprising six cards
corresponding to the number two (the lowest combination of numbers
possible with a pair of dice), six cards corresponding to the
number three, six corresponding to the number four, six
corresponding to the number five, six corresponding to the number
six, six corresponding to the number eight and so on through the
number twelve (the highest combination of numbers possible with a
pair of dice). The cards are dealt to players who turn down cards
corresponding to each roll of dice, the player who first turns down
all of his cards being the winner. When a player rolls a seven with
the dice, play passes to the next player to his left. If a player
rolls a number with the dice for which he does not have a
corresponding card, play passes to the first player on his left who
does have such a corresponding card. After each turn, the players
place a chip into the pot which at the end of the game goes to the
winner, the first to turn over all of his cards.
SUMMARY OF THE INVENTION
[0015] A casino table card game is played in either a non-wild card
or wild (special) card version with a playing set of cards
comprising multiples of six cards, with at least eight groups of
six cards used in the playing set. The groups of cards comprise
subsets of six cards having visually readable values of one through
six (that is the subset has cards of value 1, 2, 3, 4, 5 and 6). In
the play of the game, the player places an initial wager and will
be going head to head versus the dealer. Whomever is closer to
twelve (twelve being the best) without going over would be the
winner (according to rules similar to blackjack although at a final
target count of twelve). This is called the DJ VU 12.TM. portion of
the present invention. However, after all players have received
their two initial cards and the house has received their up card,
the DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. portion of the game is
settled against a separate wager made by the player against the
bonus element of the game. Play then resumes for the DJ VU 12.TM.
portion of the game, and all players at the table will have a
chance to play their hand according to the rules stated herein for
the play of DJ VU 12.TM.. After all players have played their cards
according to the rules of DJ VU 12.TM., the dealer reveals the
house's face down card for all players to see. At this point
instead of playing the house's cards, the DJ VU CRAPS.TM. portion
of the game of the present invention is settled. In essence, the
sum of the house's first two cards is the roll of the dice and is
played against a separate bet made by the player against the craps
element of the game. After DJ VU CRAPS.TM. is settled, play resumes
for DJ VU 12 .TM., as the dealer plays out the house's hand
according to the rules stated herein, and the DJ VU 12 .TM. portion
of the invention is subsequently completed and settled.
BRIEF DESCRIPTION OF THE FIGURES
[0016] FIGS. 1A and 1B shows two typical cards that may be used in
the practice of the invention.
[0017] FIG. 2 shows a game table layout that is useful in the
practice of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0018] A casino table card game provisionally referred to as "DJ VU
12".TM. is played with non-standard sets of playing cards. The sets
of playing cards use at least eight groups of six cards, and
preferably seventy-two cards (one group or set of wild cards may be
added for each deck used in play). Each group of six cards has
values of one through six displayed on each card, preferably in
equal distribution among the cards. That is, with a group of six
cards, there will be one card for each value of 1, 2, 3, 4, 5 and
6. The preferred seventy-two card set would have one group or set
of six wild or special cards of each value between 1 and 6, and
eleven groups or sets of six cards of each value between 1 and
6.
[0019] The game of the invention takes basic aspects of the
conventional table games blackjack and craps, and combines them
into one game. The game is preferably played using a deck or set of
seventy-two cards (multiple decks can be used--and must be used if
a bonus option payout is being offered to the player), and all
examples will be described and all percentages will be described
based on this preferred but not absolute number of cards used in
the play of the game. The bonus option portion will be described in
a latter section. The deck of seventy-two cards comprises (e.g.,
one group or set of wild cards may be added) or consists of cards
numbered 1 through 6, with the deck containing twelve of each
numbered card. There will be two separate wagering areas for all
players (three if the PROGRESSIVE PAYOUT--BONUS PAYOUT option is
offered), and each player at the discretion of the house can play
one, two, or all three of these areas at one time at the table
minimums as established by the house, casino, or implementers of
the game.
[0020] The game of the invention is substantially different than
both of the basic games of blackjack and craps in many ways. These
differences will be described in detail, and can be seen throughout
this description. The main difference for the blackjack portion is
that the game is played with a non-standard deck of cards numbered
1 through 6, and the ideal total count of card value in the play of
the game is twelve and not twenty-one. The main difference on the
craps portion is that the game is played using a deck of cards and
not a set of dice, and the dealer will deal these cards, rather
than the player rolling the dice. Overall, the combined nature of
the game substantially differentiates it from all other gaming
applications concerning the standard ways in which both blackjack
and craps are delivered to the players.
[0021] The wagering elements of the game are as follows:
[0022] A. DJ VU 12.TM. wagering begins where the player places an
initial wager and will be going head to head versus the dealer for
a count closest to a total of 12, without exceeding a count of 12.
Whoever is closer to twelve (twelve being the best) without going
over would be the winner. If the player and dealer tie on the sum
total of their cards, the hand is a push, and neither the house or
the player wins or lose, and the player retains all wagers placed
in this area including any RAISE wager placed as well. The RAISE
wager will be discussed in greater detail in a later section.
[0023] B. Each player is dealt one card face up revealing the
number for everyone to see, one at a time starting with the left of
the dealer. After all players have received their first card face
up, the dealer deals the house a card either face up or face down.
This is the option of the house. However, when dealing the house's
second card, it must be displayed in the opposite fashion as the
first card.
[0024] C. After dealing one card to each player face up, and one
card to the house (face up or face down), the dealer continues to
deal another card to each player face up, and finishes the
preliminary round of dealing by placing the house's second card
either face up or face down (opposite of the house's first
card).
[0025] a) If the house's first card is dealt face down, the second
card is dealt face up.
[0026] b) If the house's first card is dealt face up, the second
card is dealt face down.
[0027] D. The preferred method for the delivery of the cards in
this game is for the house's first card to be dealt face down, and
the house's second card to be dealt face up. Essentially, each
player gets two cards face up, and the house gets one card face up
and one card face down. Regardless of what method is chosen for the
dealing of the house's cards, the house should be consistent in
their dealing practices, and deal the dealer's cards in the same
manner for each hand.
[0028] E. After each player receives their cards, and the house has
received its cards, the DJ VU BONUS.TM.--DJ VU PROGRESSIVE.TM.
portion of the invention is settled. Once the DJ VU BONUS.TM.--DJ
VU PROGRESSIVE.TM. portion of the invention is settled, if the
dealer has a six showing they shall check the hole (face down) card
to see if it is a six as well. This checking of the hole (face
down) card will occur before any player plays their hand. If the
dealer has another six, this is called a DEALER NATURAL, and all
players who do not have a NATURAL will lose their entire initial
wager. If the dealer does not have a six showing, or does not have
a NATURAL, play continues to the left of the dealer with each
player given the following options:
[0029] F. STAY--The player is satisfied with the sum total of their
two initial cards, and will not take another card. The player can
not lose the initial game wager at this point, as their total can
not exceed twelve, and they must wait for the dealer to reveal and
play the house's cards.
[0030] G. HIT--If the player is not satisfied with the sum total of
the two initial cards, and wishes to take another card face up to
add to their total.
[0031] 1) If the HIT provides the player with a total higher than
twelve, the player loses the entire wagered amount. This wager is
taken by the house, and this player's cards are removed from play
immediately.
[0032] 2) The player can take multiple HITS, as long as their sum
total remains under twelve.
[0033] H. RAISE--Under this option, the player must place down an
additional wager equal to a fixed amount (e.g., usually a multiple
or fraction of the original wager, such as two times (2.times.) the
original wager placed). After the RAISE wager has been placed, the
player must take at least one additional face up card from the
dealer (HIT), and could continue to take additional face up cards
(HITS) from the dealer, as long as the player's sum total remains
under twelve.
[0034] I. SPLIT--If the player is dealt two cards of equal value on
the first two cards dealt to that player, the player would have the
option of splitting these two cards into essentially two separate
hands. To do so the player would notify the dealer that they wish
to split the pair, and then place a wager equal to the original
wager next to the newly created hand. This is similar to splitting
in blackjack, but because of the equality of the number of cards of
each value, players will be allowed to take multiple hits with each
split card (whereas in blackjack, usually a single hit is allowed
when Aces are split), as long as the player's total remains under
twelve. Once a player splits, they receive an additional face up
card on one of the hands. The player would then continue to play
this hand with all options in the play of the basic game still
available.
[0035] J. After playing the first hand, the player plays the second
hand as described above.
[0036] Players should be allowed to SPLIT one time only. Multiple
splitting may optionally be allowed or not allowed.
[0037] K. SURRENDER--After receiving their first two cards, the
player can (in essence) forfeit their hand. In doing so, the player
will lose half of their original wager, and the player's cards will
be taken out of play immediately. In surrendering the hand, the
player will not surrender their right to the DJ VU BONUS.TM.--DJ VU
PROGRESSIVE.TM. portion of the game as described in greater detail
later on.
[0038] While playing their hand, according to the steps described
above, the player must understand that they are playing head to
head against the dealer with the sum total of twelve being the best
hand, and the winner being the highest sum total not to exceed
twelve. While the player can hit or stay on any total less than
twelve, the dealer must hit on a sum total of nine or less, and
must stay on a sum total of ten or higher.
[0039] After the DJ VU BONUS.TM.--DJ VU PROGRESSIVE.TM. portion of
the present invention is settled, and after all players at the
table have had a chance to play their hand, the dealer reveals the
house's face down card for all players to see. At this point
instead of playing the house's cards, the DJ VU CRAPS.TM. portion
of the game is settled. In essence, the sum of the house's first
two cards is the roll of the dice. This portion of the game will be
fully described later on in the description of the game of the
invention. Once the DJ VU CRAPS.TM. portion of the game is settled,
play continues as follows:
[0040] Additional Rules for Play of DJ VU TWELVE.TM.
[0041] a) Rules for the house's hand
[0042] 1) The house can never SPLIT.
[0043] 2) The house can never DOUBLE DOWN.
[0044] 3) The house must HIT and continue to take subsequent HITS
on any total equal to nine or lower.
[0045] 4) The house must STAY on any total equal to ten or
higher.
[0046] 5) If the dealer's cards at any given time exceed a sum
total of twelve, the house loses and pays on a 1 to 1 basis, any
player who still has an active hand, including 1 to 1 on any RAISE
wagers placed as well. Players who attained a total of higher than
twelve, or chose to SURRENDER during the playing of their hand have
already lost, and their bets have already been secured by the
house.
[0047] b) Once the dealer has played the house's hand and has
obtained an active hand for the house (a sum total of either ten,
eleven, or twelve), the house's hand is compared to the players who
have active hands. This comparison is done on a player by player
basis, with each player going head to head against the house.
Player's hands are not compared to or affected by any other
player's hand.
[0048] c) When the comparison is done between the house's hand and
the player's hand, the higher total will be declared the
winner.
[0049] 1) If the player has a total higher than the house, the
dealer will pay the player on a 1 to 1 basis of the original wager,
and on a 1 to 1 basis on the RAISE wager, if a RAISE wager was made
by the player on the hand.
[0050] 2) If the dealer has the higher total, the player loses all
money (including any RAISE) wagered on that particular hand, the
dealer will secure the wager for the house.
[0051] 3) If there is a tie between the player and the house, then
the player retains their original wager, and any RAISE wager
placed. There is no winner and there is no loser.
[0052] d) If the player receives two sixes on their first two
cards:
[0053] 1) This is called a NATURAL. This hand beats any dealer
hand, including a DEALER NATURAL.
[0054] 2) The player automatically wins, and is paid 2 to 1 on the
original wager. The player's cards are removed from play
immediately.
[0055] 3) The player will not surrender their right to the DJ VU
BONUS.TM.--DJ VU PROGRESSIVE.TM. portion of the game of the
invention as described in greater detail later on.
[0056] All of the above information describes the action head to
head (house versus the player). Once the dealer reveals the house's
hidden card (face down card) from the original round of dealing,
and before taking any additional cards, the DJ VU CRAPS.TM. game
portion of the invention is settled. This portion or aspect of the
game will be described in the next section.
[0057] Rules for Play of DJ VU CRAPS.TM.
[0058] A) Each player is afforded the opportunity to place a wager
on the table in a similar fashion to the standard wagers placed on
a standard craps table. These areas will be duly identified and
described below.
[0059] 1. In essence, the dealer's first two cards represent the
roll of the dice. As there are seventy two cards in each standard
playing deck (multiple decks can be used), each single deck
represents one full set of dice. As two cards make up a pair of
dice (72 divided by 2 equals 36), and as there are 36 possible
outcomes for one standard deck fully dealt, there are a similar 36
possible outcomes on each and every roll of the dice in the
standard game of craps. Suits may or may not be used with the cards
to add other wagering features (e.g., special wagers on suited
events, such as suited naturals, suited seven counts, other suited
blackjack-type combinations, poker combinations, or craps
combinations such as hard-ways, craps, elevens, and the like)
[0060] 2. The rules of DJ VU CRAPS.TM. game apply to the dealer's
first two cards that are dealt. There will be place, buy, lay,
come, don't come, pass, don't pass, field, and a power box (2, 3,
11, and 12).
[0061] 3. Further descriptions and payouts for the DJ VU CRAPS.TM.
game portion of the game are as follows:
[0062] a) PASS LINE:
[0063] 1) The player will lose on a dealer opening hand totaling 2,
3, or 12, and will lose all money wagered on this area.
[0064] 2) The player will win on a dealer opening hand totaling 7
or 11, and will win on a 1 to 1 payout basis.
[0065] 3) As you can see the player will either win or lose on a
deal of 2, 3, 7, 11, or 12. If none of these deals occur for the
dealer, then a POINT would be established, and these numbers are as
follows: 4, 5, 6, 8, 9, or 10. Assuming that the dealer's hand
established a POINT, the players with a wager on the pass line
would be hoping for the dealer on any subsequent hand to obtain
this same sum total of the POINT, before obtaining a sum total of
7. Remember that the dealer's first two cards only represent the
total to be used for the DJ VU CRAPS.TM. game portion of the
invention. A dealer's hand of anything other than the established
POINT or a 7 is irrelevant to players that have a wager on the pass
line area.
[0066] 4) Also, the players who have wagered on the PASS LINE, may
make an additional wager after the POINT is established, and before
any subsequent dealing of the cards. This is called TAKING the
odds, and the odds and payouts for this additional wager are as
follows:
1 POINT PAYOUT 6 or 8 6 to 5 5 or 9 3 to 2 4 or 10 2 to 1
[0067] 5) Again, a player who wagered on the pass line, and made
this additional wager as well, would be looking for the dealer to
obtain a two card total on any subsequent hand to total the
established POINT. If this occurs, the player would receive a
payout of 1 to 1 on the original pass line wager, and receive the
odds as stated above for the additional TAKING of the odds
wager.
[0068] 6) However, if after establishing the POINT, the dealer's
hand total 7 on any subsequent deal, and prior to the dealer making
the POINT as described above, the player would lose all money
wagered on the pass line, as well as all additional money wagered
on this particular established POINT (the TAKING of the odds).
[0069] 7) Once either the POINT is made, or the dealer's first two
cards total 7 after the POINT is established, all bets would be
settled, and this would signify the end of that portion of play for
that particular established POINT. The dealer on the house's next
hand would be looking to establish a "new" POINT for the players.
Basically a "new" session of DJ VU CRAPS.TM. would begin for the
players.
[0070] b) DON'T PASS LINE:
[0071] 1) This phase of the DJ VU CRAPS.TM. game (wagering area)
for the players is exactly the opposite of that described for the
PASS LINE section as described above. The only major difference
(again realizing that pass line is opposite of don't pass line) is
that players wagering on the DON'T PASS LINE do not win if the
dealer's opening deal is a 12, whereas PASS LINE players do in fact
lose if the dealer's opening deal is a 12.
[0072] 2) A wager placed on this area of the table by the player,
would take on a payout similar to the PASS LINE, and would be 1 to
1 if the dealer's opening hand (before the point is established) is
a 2 or 3. However, if the dealer's opening deal is a 7 or 11, then
the player would lose all of his or her wager on this area of the
table. Once again, an opening deal of 12 would mean nothing to the
players who have wagered on the DON'T PASS LINE.
[0073] 3) Working in a similar (but opposite) fashion as the PASS
LINE, once the POINT is established, the player wagering on the
DON'T PASS LINE would be looking for the dealer to obtain a total
of 7 on subsequent deals, before retaining a total equal to the
established POINT. If the dealer on any subsequent hand attains a
total of 7 before attaining the established POINT, the player would
win and would receive a payout of 1 to 1 on the initial DON'T PASS
LINE wager.
[0074] 4) Just like the PASS LINE player has the opportunity to
place an additional wager down once the POINT is established, the
DON'T PASS LINE player is afforded the same opportunity. The DON'T
PASS LINE player can LAY the odds, and the odds and payouts for
this additional wager are as follows:
2 POINT PAYOUT 6 or 8 5 to 6 5 or 9 2 to 3 4 or 10 1 to 2
[0075] 5) Again, the player who wagered on the DON'T PASS LINE, and
made this additional wager, would be looking for the dealer to
obtain a two card total on any subsequent hand of seven. If this
occurs, the player would receive a payout of 1 to 1 on the original
DON'T PASS LINE wager, and receive the odds as stated above for the
additional laying of the odds wager.
[0076] 6) However, after establishing the POINT, if on any
subsequent deal, the dealer's first and next two cards total equals
the established POINT, and prior to the dealer obtaining a first
two card total of 7 as described above, the player would lose all
money wagered on the DON'T PASS LINE, as well as any and all
additional money wagered on this particular established POINT (the
LAYING of the odds).
[0077] 7) Once either the POINT is made, or the dealer's first two
cards total 7 after the POINT is established, all bets would be
settled, and this would signify the end of that portion or play for
that particular established POINT. The dealer on the house's next
hand would be looking to establish a "new" POINT for the players.
Basically a "new" session of DJ VU CRAPS.TM. would begin for the
players.
[0078] 8) Players wagering on the DON'T PASS LINE can take their
entire wager (including any LAY wager placed) down at any time
during the course of play, as long as there have been no cards
dealt.
[0079] c) COME and DON'T COME (these areas will be described
together, and can only be made after the POINT has been
established):
[0080] 1) The COME area is similar to the PASS LINE wager (refer to
the PASS LINE description of play). However, these wagers can only
be placed after the POINT is established. In essence any and all
players making a COME wager, are looking for the dealer to in
essence establish another POINT for them. All of the same rules
apply as far as deals of 2, 3, 7, 11, or 12 are concerned.
Furthermore, all of the same rules apply as far as this additional
POINT is concerned.
[0081] 2) The DON'T COME area is similar to the DON'T PASS LINE
wager (refer to the DON'T PASS LINE description of play). However,
these wagers can only be placed after the POINT is established. In
essence any and all players making a DON'T COME wager, are looking
for the dealer to establish another additional point for them. All
of the same rules apply as far as deals of 2, 3, 7, 11, or 12 are
concerned. Furthermore, all of the same rules apply as far as this
additional POINT is concerned.
[0082] d) FIELD:
[0083] 1) Players may also play the FIELD. This is a one deal wager
where the player receives a 1 to 1 payout if the dealer's first two
cards on the very next deal total 3, 4, 9, 10, or 11. Some casinos
will replace the 9 with the 5 and vice versa. This is a choice
reserved by the house, and does not impact the integrity of the
game of the invention. Whether the number 5 or 9 is included in the
field, would be pre-established, and noted on each and every table
so that all players would be fully aware of the numbers making up
the FIELD wager.
[0084] 2) Also included in the FIELD wager and payout would be a
dealer total of 2 or 12 on the dealer's first two cards of the very
next deal. Under these scenarios, the payout would be as
follows:
3 NUMBER PAYOUT 2 2 to 1 12 3 to 1
[0085] 3) The FIELD wager is a one deal wager, and the player will
win as described above. However, any other first two card total
obtained by the dealer (other than that identified by the FIELD and
displayed on the table layout) will result in a player loss of the
entire wager placed. All of the field wagers are settled on each
and every round of dealing. Hence, a one deal wager, with the
player either winning or losing on each deal.
[0086] e) PLACE (or BUY) and LAY wagering:
[0087] 1) PLACE (or BUY) wagering:
[0088] a. A player wishing to PLACE a wager on any of the following
numbers: 4, 5, 6, 8, 9, or 10, may do so at any time, and before
any cards are dealt for a particular round of dealing.
[0089] b. Players placing (or buying) a wager on a particular
number are looking for the dealer's first two cards on any
subsequent deal to total the number the wager was placed on.
[0090] c. This wager will remain active until such time that the
dealer's first and next two cards total the number the wager was
placed on, or a 7. Any other total obtained by the dealer would be
irrelevant to the player making this wager, and the wager would
remain on the table, unless the player indicates to take the wager
down (or turn the wager off). The player can take their wager down
(or turn off their wager) at any time during the course of play, as
long as no cards have been dealt to begin a new round of
dealing.
[0091] d. If the dealer's first and next two cards total the number
the player placed the wager, then the player would win and be paid
according to the below payout table:
4 PLACE BUY (plus 5%) NUMBER PAYOUT PAYOUT 4 or 10 9 to 5 2 to 1 5
or 9 7 to 5 3 to 2 6 or 8 7 to 6 6 to 5
[0092] e. However, if the dealer's first and next two cards total a
seven, any and all players who have made a PLACE (or BUY) wager
would lose the entire amount wagered. Remembering that all other
numbers aside from a 7 or the number the PLACE (or BUY) wager was
made are inconsequential to this wager, and the wager will remain
active for the next round of dealing, unless the player decides to
take the wager down (or turn the wager off).
[0093] f. A player BUYING a number would have to place a desired
wager plus 5% to obtain the odds in the far right column as stated
in section d. above. The additional 5% would go directly to the
house. Therefore, if the player desired to BUY the 5 for $10.00,
they would have to give the dealer $10.50. The $10.00 would be
placed on the 5, and the player would receive a payout of 3 to 2 on
this $10.00, should the player win. The $0.50 would be retained by
the house, and will not be included in any payout calculation.
[0094] 2) LAY wagering:
[0095] a. A player wishing to LAY a wager on any of the following
numbers: 4, 5, 6, 8, 9, or 10, may do so at any time, and before
any cards are dealt for a particular round of dealing.
[0096] b. Players laying a wager on a particular number are looking
for the dealer's first two cards on any subsequent roll to total a
7.
[0097] c. This wager will remain active until such time that the
dealer's first and next two cards total the number the wager was
placed on, or a 7. Any other total obtained by the dealer would be
irrelevant to the player making this wager, and the wager would
remain on the table, unless the player indicates to take the wager
down. The player can take their wager down at any time during the
course of play, as long as no cards have been dealt to begin a new
round of dealing.
[0098] d. If the dealer's first and next two cards total 7, then
the player would win, and be paid according to the below payout
table:
5 NUMBER LAY (plus 5%) PAYOUT 4 or 10 1 to 2 5 or 9 2 to 3 6 or 8 5
to 6
[0099] e. However, if the dealer's first and next two cards total
the number the LAY wager was placed on, the player loses the entire
amount wagered. Remembering that all other numbers aside from a 7
or the number the LAY wager was made are inconsequential to this
wager, and the wager will remain active for the next round of
dealing, unless the player decides to take the wager down (or turn
the wager off).
[0100] f. A player LAYING a number would have to place down a
desired wager plus 5%. The additional 5% would go directly to the
house. Therefore, if the player desired to LAY the 5 for $10.00,
they would have to give the dealer $10.50. The $10.00 would be
placed behind the 5, and the player would receive a payout of 2 to
3 on this $10.00, should the player win. The $0.50 would be
retained by the house, and will not be included in any payout
calculation.
[0101] DJ VU POWER BOX.TM.:
[0102] 1) This is a one deal playing area, where a wager placed in
this area would be impacted by the sum of the first two cards that
the dealer attains at the beginning of any dealing round.
[0103] 2) The wager must be placed before any cards are dealt to
any of the players at the table, and including the dealer.
[0104] a. The player may place a wager on the following:
[0105] 1. Any one number individually.
[0106] 2. On a line which divides two numbers.
[0107] 3. At the intersection of all four numbers.
[0108] b. The player will lose all money wagered on any of the
areas in the DJ VU POWER BOX.TM., if the sum of the dealer's first
two cards is any sum other than a 2, 3, 11, or 12. Additionally,
the player would lose all money wagered if the sum of the dealer's
first two cards is any sum other than the number or numbers in
which his or her wager was placed on, or touches on the DJ VU POWER
BOX.TM..
[0109] c. The player can only win if the sum of the dealer's first
two cards is the exact number his or her wager was placed on, or
touches on the DJ VU POWER BOX.TM., with the payouts being as
follows:
6 WAGER PLACED PAYOUT 2 33 to 1 12 33 to 1 3 16 to 1 11 16 to 1 2
& 12 16 to 1 2 & 3 10 to 1 11 & 12 10 to 1 3 & 11 7
to 1 2, 3, 11, & 12 4 to 1
[0110] d. All odds and payouts must be clearly marked on the table
so that all players are aware of the exact odds and payouts for
each wager placed.
[0111] C. DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. area of the
game:
[0112] 1. This section of the game can be implemented by the house
if they so desire to offer a PROGRESSIVE PAYOUT (BONUS PAYOUT) to
the players. If the house does not wish to offer this aspect of the
game, than this section of the invention will not apply. However,
if the house chooses to offer their players this part of the
invention then the following terms, rules, conditions, will apply
to this portion of game play of the invention as described in
greater detail below.
[0113] a) In each standard deck of seventy-two cards, there will be
one set of six cards numbered 1 through 6 that will be
differentiated from the other sixty-six cards for that one specific
deck. Therefore, the deck where the house offers the DJ VU
PROGRESSIVE.TM.--DJ VU BONUS.TM. option will contain eleven groups
of cards numbered 1 through 6 (66 cards in total), and one group of
SPECIAL (wild) cards numbered 1 through 6 (6 cards in total). All
seventy-two cards will be used in play.
[0114] b) Multiple decks (three or more) must be used by the house
in implementing this portion of the invention, and each deck will
contain sixty-six REGULAR cards, and six SPECIAL (wild) cards as
described above.
[0115] c) The SPECIAL cards are used only for the purposes of the
DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. section of the game of the
invention. These SPECIAL (wild) cards do not impact the DJ VU
12.TM. game or DJ VU CRAPS.TM. game portions of the invention.
[0116] d) These SPECIAL (wild) cards only impact the players whom
have chosen to wager on this area of the table.
[0117] e) Players who have chosen not to wager on this portion of
the invention will not be affected by these SPECIAL (wild)
cards.
[0118] f) The DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. wagering
option is available to each player before any cards are dealt to
start the DJ VU 12.TM. game or the DJ VU CRAPS.TM. game portion of
the invention. Players would have to place a wager on the area
designated for the DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. option,
to be eligible for this payout. After these wagers are placed, and
before any cards are dealt, the house will identify any and all
players choosing this wagering option.
[0119] g) This is a one deal playing area, where a wager placed in
this area will only be impacted by the first two cards that the
player attains at the beginning of any dealing round, and the
dealer's up card at the beginning of that same dealing round. All
other cards dealt during the round do not impact this portion of
the invention.
[0120] h) Furthermore, this bonus option only impacts the player's
payout as designated by the DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM.
area of the game of the invention, and does not have a material
impact to the overall play of the games of the invention.
[0121] i) The house may or may not require the player to play at
the table minimums in each portion of the invention, both DJ VU
12.TM. game and the DJ VU CRAPS.TM. game to be eligible to play in
the DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. area.
[0122] j) There are three payout tables for this portion of the
invention, and these tables can be viewed below:
7 1) PAY TABLE A a. ANY one special card 1 to 1 b. ANY two special
cards 8 to 1 c. ANY pair of special cards 25 to 1 d. ANY three
special cards 250 to 1 e. ANY pair of special cards 500 to 1 with
any other special card f. ANY three of a kind special cards 10,000
to 1
[0123]
8 2) PAY TABLE B a. ANY one special card 2 to 1 b. ANY two special
cards 8 to 1 c. ANY pair of special cards 25 to 1 d. ANY three
special cards 125 to 1 e. ANY pair of special cards 200 to 1 with
any other special card f. ANY three of a kind special cards 1,000
to 1
[0124]
9 3) PAY TABLE C a. ANY one special card 2 to 1 b. ANY two special
cards 10 to 1 c. ANY pair of special cards 25 to 1 d. ANY three
special cards 125 to 1 e. ANY pair of special cards 200 to 1 with
any other special card f. ANY three of a kind special cards 500 to
1
[0125] k) Although there are specific payout tables described
herein, it is possible that a separate JACKPOT for each number 1
through 6 is made available. In essence there would be a JACKPOT
paid for each specific ANY three of a kind special card
combination. This JACKPOT would be progressive (DJ VU
PROGRESSIVE.TM.) in nature, and therefore, all JACKPOT payouts
could be extremely different.
[0126] l) These JACKPOT amounts would be posted at each any every
table offering the JACKPOT portion of this invention.
[0127] m) The JACKPOTS would grow in size over time as a percentage
of each wager that is placed on this portion of the invention would
be added to each of the 6 JACKPOTS (numbers 1 through 6)
equally.
[0128] n) The player assuming they qualify for the DJ VU
PROGRESSIVE.TM.--DJ VU BONUS.TM. option would receive a payout
equal to the level attained, and not all levels.
[0129] o) If neither of the player's first two cards or the
dealer's up card is a SPECIAL card for that specific round of play,
then the player wagering on this area of the invention would lose
the entire wager, and wager would be secured by the house.
[0130] p) A player receiving two SPECIAL cards, will still be
afforded the options of SPLITTING, HITTING, RAISING, or
SURRENDERING their cards without affecting their DJ VU
PROGRESSIVE.TM.--DJ VU BONUS.TM. option, as a full settlement of
this section of the invention is made prior to the player making
any of these decisions.
[0131] q) The DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. option only
applies to the first two cards that the player attains at the
beginning of any dealing round, and the dealer's up card at the
beginning of that same dealing round. Therefore, once a hand is
SPLIT, the player will not be afforded the same payouts on the
"newly" created hands under this section of the invention.
[0132] The benefits of this game over the conventional methods of
blackjack and craps are numerous. There are PLAYER advantages and
HOUSE advantages which will be described in greater detail
below.
[0133] Player Advantages:
[0134] 1. Many players are intimidated by the game of craps due to
the complexity of the table. This invention will simplify the game
by maintaining the basic wagering structure of conventional craps.
Ultimately this will teach the basics of craps to the novice
(beginning) player in a more controlled environment, and would
ultimately prepare them to advance and play the conventional game
of craps as known today. The player upon learning these basics,
will become more educated, and would be a more well balanced,
versatile, and experienced player.
[0135] 2. Simply due to the nature of the invention and the essence
of double gaming on one specific table, this will give the player
the sense of multiple action at all times. This builds excitement
within the player, and also gives the player more options and ways
to win. This is good for the house as well.
[0136] 3. As the table has multiple aspects, table minimums could
(at the discretion of the house) be generally lower than those
usually established for the typical blackjack table.
[0137] 4. Another advantage to this invention is the fact that the
players will be able to sit down to play at all tables at all
times. This is extremely important for both the elderly and
handicapped players. The comfort and accessibility provided will be
superior to the current method of craps which is played today.
Although there are handicapped accessible craps tables, casinos
rarely have them in their establishment. Simply put, this invention
can be played by any person, who is of legal age to enter and wager
in a casino setting.
[0138] 5. All action is directly in front of the player. The
dealer's cards will be centered and clearly visible to all players
at all times.
[0139] 6. Again due to the multiple nature of the invention, if the
player is constantly getting bad cards or hands, this may be
acceptable. There are still multiple ways to win. This gives the
player a feeling of chance, as they have the DJ VU 12.TM. game, DJ
VU CRAPS.TM. game, and DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM.
portions of the invention on each and every hand that is dealt.
[0140] 7. The player may feel in more control of the cards, as they
may get the feeling of manipulating the cards by taking hits,
passing, splitting, etc.
[0141] B. House Advantages:
[0142] 1. The house can maximize their floor space. By basically
combining the essential elements of two games into one game, the
house will be better able to utilize the space within the gaming
area.
[0143] 2. Multiple action (refer to PLAYER ADVANTAGE 2.), this
gives the dealer more ways to win, and secure money for the
house.
[0144] 3. By teaching the basic concepts of craps in a more
controlled environment, more casino goers will understand the game
of craps, and could then apply these newly found skills to the
conventional method of craps. By educating the player, this will
enliven and equip them to become a more versatile player (refer to
PLAYER ADVANTAGES 1.).
[0145] 4. The concept by which this invention was based takes two
established and successful games, and:
[0146] a. Allows the casino to offer more gaming options to the
players to which they already have a general understanding of how
to both play and wager. The learning curve on the invention will be
easy and fast for the player. Allowing them to get right into the
action, and enjoy the excitement.
[0147] b. The skill sets that many professional dealers already
possess, can
[0148] c. be carried over to this invention. Although the house
will
[0149] d. certainly conduct training classes, the skills required
to deliver the
[0150] e. invention to the players are basic skills that many
dealers already
[0151] f. have, or could be easily acquired.
[0152] 5. Just as the deck of card represents a set of dice in the
play of DJ VU CRAPS.TM., similarly these cards could be used and
sold in the after market as a boxed set of dice. Children could
then use these cards in the play of games that require dice to be
used. The utilization of these cards (in the place of dice) would
significantly reduce the choking hazard risk associated with a
standard set of dice. Furthermore, children would be able to
recognize these numbers more easily than they would the patterns on
a standard set of dice. As children become older, they could
establish rules themselves for the SPECIAL or WILD cards in each
deck. For example if the draw was a SPECIAL or WILD card, it could
mean: that you could move another opponent the indicated number,
move yourself either backward or forward the indicated number,
count it as a 2.times. (or some other multiple), or you simply get
an extra turn.
[0153] The games of the invention can be dealt by the house with a
single or multiple decks. However, if a single deck is used, the
house can not offer the progressive payout option for the
implementation of a single deck game. The house could only offer
the DJ VU PROGRESSIVE.TM.--DJ VU BONUS.TM. option of the invention
if they used three or more decks of cards. The invention can be
delivered to the player through the use of a single dealer or
multiple dealers. The invention can be delivered to the player
through the use of automated shuffling machines, systems, or
through a manual shuffle by the dealer with the cards being
subsequently delivered to the players out of a dealer shoe. An
automatic (continuous) shuffler, such as those shufflers provided
by Shuffle Master, Inc. for multiple standard card decks would be
extremely useful in delivering this invention to the player.
[0154] The house reserves the right to deliver the game in any way
or fashion that suits their need. The way that the house delivers
the invention to the player does not materially, substantially, or
in any other way affect the integrity of the game of the invention.
The invention on its own merit warrants any type of delivery method
the house may wish to use, implement, or adopt to deliver the
invention to the player. The invention itself will not be altered
or compromised by the type of delivery method the house desires to
use, implement, or adopt.
[0155] Although referenced throughout the above description of
tandem play (playing the games at the same time, with the same
decks of cards), please let it be noted that DEJA VU 12.TM. and DJ
VU PROGRESSIVE.TM.--DJ VU BONUS.TM. could and can stand alone.
Meaning that DEJA VU 12.TM. and DJ VU PROGRESSIVE.TM.--DJVU
BONUS.TM. portions of the game can be played independent from DEJA
VU CRAPS.TM..
[0156] As with any game which is implemented by the house, cheats
will not be tolerated, and will be handled accordingly. Entering a
casino is a privilege, and the casino may reserve the right to ban
certain individuals from the premises, including but not limited to
known and newly discovered card counters, cheats, slight of hand
experts, etc.
[0157] The DJ VU.TM. table game and its respective bonus games and
events may be played in a purely electronic format. Cards may be
electronically provided, wagers may be placed electronically, odds
calculated and paid electronically, wins and losses determined
electronically, and all record keeping and credit keeping steps in
the game may be performed and stored in a processor. An electronic
craps game presently is commercialized and could be converted to DJ
VU.TM. games by simple imaging and software conversions of the
craps game.
[0158] FIG. 1A shows a standard, non-bonus card 2 having an
indicia-bearing surface 4, small, corner marking indicia 6 and a
large central indicia 8.
[0159] FIG. 1B shows a bonus event card 20, having an
indicia-bearing surface 22, corner indicia 24, and a central large
indicia 28. The small corner indicia 24 are shown with surrounding
colored field 26 indicating a Dj VU.TM. bonus event, and a similar,
larger filed 30 is shown on the center indicia 28. An edge bar code
32 (or other equivalent additional readable information may be
provided on the cards to enhance their machine readable capability,
if optics and software are not able to read the indicia 24 or
28.
[0160] FIG. 2 shows a table 100 layout for use in one non-limiting
variant of the games described herein. There is a general surface
area 102 on the table 100 that carries betting regions 104 (only
four areas are shown for convenience), shuffling machine or card
delivery shoe 106, card discard rack or tray 108, dealer card
placement area 110, point indication area 112, Field area 114, Pass
Line 116, Don't Pass line 118, point marker 120 and a placed wager
122.
[0161] Although specific details have been provided in the
description of the play of the present games, those skilled in the
art will appreciate that alternatives, equivalents and other
variations are still within the general teachings of the invention.
The specific teachings should not be considered as absolutely
limiting in the scope of the invention. For example, smart tables
are now being developed in which video screens portray all cards
being played in a virtual format. Both dealer's cards and player's
cards are provided in image form, with the software in a
computer(s) managing all elements of the game, including rules,
card randomness, wagering, crediting payouts, simulating dealers,
and the like.
* * * * *