U.S. patent application number 10/910713 was filed with the patent office on 2006-02-02 for high-low poker wagering games.
This patent application is currently assigned to Shuffle Master, Inc.. Invention is credited to Robert Scott, Roger M. Snow.
Application Number | 20060025191 10/910713 |
Document ID | / |
Family ID | 35733030 |
Filed Date | 2006-02-02 |
United States Patent
Application |
20060025191 |
Kind Code |
A1 |
Snow; Roger M. ; et
al. |
February 2, 2006 |
High-low poker wagering games
Abstract
A method of playing a wagering game comprises the steps of a
player placing a first wager to participate in the wagering game
and dealing at least a partial hand of cards to each player
participating in the wagering game. The method includes providing a
set of winning outcomes and corresponding payout odds against a pay
table, wherein the set of winning outcomes includes at least one
predetermined minimum high ranking hand and at least one
predetermined maximum low ranking hand. Additional card are dealt,
if necessary to complete each player hand. The method further
includes the step of paying a player a payout on the first wager
for obtaining a winning outcome without requiring the player to
make an election as between having at least one predetermined
minimum high ranking hand and at least one predetermined maximum
low ranking hand.
Inventors: |
Snow; Roger M.; (Las Vegas,
NV) ; Scott; Robert; (Las Vegas, NV) |
Correspondence
Address: |
Mark A. Litman & Associates, P.A.;York Business Center
Suite 205
3209 West 76th St.
Edina
MN
55435
US
|
Assignee: |
Shuffle Master, Inc.
|
Family ID: |
35733030 |
Appl. No.: |
10/910713 |
Filed: |
August 2, 2004 |
Current U.S.
Class: |
463/13 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3202 20130101; G07F 17/3293 20130101 |
Class at
Publication: |
463/013 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of playing a wagering game, comprising the steps of: a
player placing a first wager to participate in the wagering game;
dealing at least a partial hand of cards to each player
participating in the wagering game; providing a set of winning
outcomes and corresponding payout odds, wherein the set of-winning
outcomes includes at least one predetermined minimum high ranking
hand and at least one predetermined maximum low ranking hand;
dealing additional cards, if necessary to complete each player
hand; and paying a player a payout on the first wager for obtaining
a winning outcome without requiring the player to make an election
as between having at least one predetermined minimum high ranking
hand and at least one predetermined maximum low ranking hand.
2. The method of claim 1, wherein all the cards in the complete
player's hand are dealt in the initial dealing step.
3. The method of claim 1, wherein the at least a partial hand is
fewer than all of the cards forming the hand, and further
comprising the step of the player electing to make a second wager
prior to receiving additional cards to complete a hand.
4. The method of claim 3 wherein the second wager does not require
the player to make an election as between having at least one
predetermined minimum high ranaing hand and at least one
predetermined maximum low ranking hand
5. The method of claim 3, wherein when the player elects not to
make the second wager, the player folds and loses the ante
wager.
6. A method of playing a wagering game against a dealer hand,
comprising the steps of: A player placing a first wager to
participate in a single player hand against a single dealer hand;
Dealing at least a partial hand of cards to each player
participating in the wagering game; Dealing at least a partial hand
of cards to the dealer; Providing additional cards, when needed
according to the game rules to complete the single player hand and
single dealer hand; Comparing the player completed hand and the
dealer completed hand using a predetermined set of game rules, the
rules providing for comparison of hands at least on both the basis
of a minimum high-ranking hand and a maximum low ranking hand; and
Paying a player a payout on the first wager for obtaining a winning
outcome for player hands ranking higher than a ranking of the
dealer's hand and for player hands that have a ranking at or below
the maximum low ranking hand.
7. The method of claim 6, wherein the predetermined set of game
rules comprises standard poker rankings to determine rank.
8. The method of claim 6, wherein a number of cards in each
completed hand is 5, and the predetermined set of game rules for
the high-ranking comprises five-card poker rankings.
9. The method of claim 5, wherein a number of cards in each
completed hand is 3, and the predetermined set of game rules for
the high-ranking comprises three-card poker rankings, where a
straight is a higher rank than a flush.
10. The method of claim 5, wherein the maximum low ranking hand is
a 9 high.
11. The method of claim 5, wherein the predetermined set of game
rules comprises assigning a numerical value to each card and
summing the numerical values in each hand to arrive at a hand
count.
12. The method of claim 10, wherein Aces count as 1 or 11 in a low
hand according to rules of the wagering game, 1 or 11 in a high
hand according to rules of the wagering game, face cards count as
10, and numbered cards count as the respective number printed on
the card.
13. The method of claim 6 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: a pair equal to or greater
than a specific rank; and a hand without a pair with a highest card
rank in the hand equal to or less than a specific rank.
14. The method of claim 6 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: a pair equal to or greater
than a rank selected from the group consisting of 2, 3, 4, 5, 6, 7,
8, 9 or 10; and a hand without a pair with a highest card rank in
the hand equal to or less than a specific rank.
15. The method of claim 6 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: a pair equal to or greater
than a specific rank; and a hand without a pair with a highest card
rank in the hand equal to or less than a specific rank selected
from the group consisting of Jack, 10, 9, 8, 7, 6 or 5.
16. The method of claim 13 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: a pair equal to or greater
than a specific rank; and a hand without a pair with a highest card
rank in the hand equal to or less than a specific rank selected
from the group consisting of Jack, 10, 9, 8, 7, 6 or 5.
17. The method of claim 6 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: there are at least two
different odds available for a high hand, one different odds being
for a pair equal to or greater than a specific rank, and a second
different odds being for three-of-a-kind; and a hand without a pair
with a highest card rank in the hand equal to or less than a
specific rank.
18. The method of claim 6 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: a pair equal to or greater
than a specific rank; and there are at least two different odds
available for a low hand, one different odds being for a hand
without a pair with a highest card rank in the hand equal to or
less than a first specific rank, and a second odds being for a hand
without a pair with a highest card in the hand equal to or less
than a second specific rank, the second specific rank being lower
than the first specific rank.
19. The method of claim 6 wherein a pay table is associated with
rules of the wagering game that requires payment to a player
according to the following conditions: there are at least two
different odds available for a high hand, one different odds being
for a pair equal to or greater than a specific rank, and a second
different odds being for three-of-a-kind; and there are at least
two different odds available for a low hand, one different odds
being for a hand without a pair with a highest card rank in the
hand equal to or less than a first specific rank, and a second odds
being for a hand without a pair with a highest card in the hand
equal to or less than a second specific rank, the second specific
rank being lower than the first specific rank.
20. The method of claim 6 wherein play of the wagering game
includes underlying play of pai gow poker with a specific wager on
a) a front hand, b) a back hand or c) both front hand and back hand
to play the wagering game.
21. The method of claim 6 wherein different rules of ranking are
used in determining a minimum high-ranking hand and a maximum low
ranking hand.
22. The method of claim 6 wherein the wagering game comprises a
stud poker game.
23. The method of claim 6 wherein the wagering game comprises a
draw poker game.
24. The method of claim 6 wherein the wagering game requires the
use of community cards for players.
25. A method of playing a wagering poker game comprising: a player
placing an at least three-part wager; each player placing an at
least three-part wager being dealt a partial hand that that player
can inspect; a dealer receiving at least two community cards,
community cards being positioned face down; each player electing to
withdraw or keep in play a first part of the at least three-part
wager before a first of the at least two community cards is
exposed; and exposing at least one community card at a time until
all community cards are exposed; wherein any part of the at least
three-part wager remaining in play upon exposure of all community
cards will be paid against a pay table that includes payment for
ranks of both a) hands that are equal to or exceed a minimum rank
and b) hands that must be equal to or less than a maximum rank.
26. The method of claim 23 wherein each part of the at least
three-part wager is played against a pay table and not against a
dealer hand.
27. The method of claim 23 wherein the game is played with a
standard deck of playing cards.
28. The method of claim 23 wherein the game is played with a
standard 52-card deck and no wild cards.
29. The method of claim 23 wherein the game is played with a
standard playing card deck of 52 cards, 53 cards, or 54 cards, with
all cards in excess of 52 cards being a wild card.
30. The method of claim 26 wherein there are exactly four parts to
the at least three-part wager, and three parts are equal in value
and fourth part is double the value of one of the three parts.
31. The method of claim 26 wherein if one particular part of the
three parts is withdrawn, another part of the three equal parts
must be forfeit to the house.
32. A method of playing a wagering poker game comprising: a player
placing an at least four-part wager, a fourth part of the four-part
wager being at least twice the value of at least one of three parts
of the at least four-part wager, each player placing an at least
four-part wager being dealt a partial hand that that player can
inspect; a dealer receiving at least two community cards, community
cards being positioned face down; each player electing to withdraw
or keep in play a first part of the at least four-part wager before
a first of the at least two community cards is exposed; and
exposing at least one community card at a time until all community
cards are exposed; wherein any part of the at least four-part wager
remaining in play upon exposure of all community cards will be paid
against a pay table that includes payment for ranks of both a)
hands that are equal to or exceed a minimum rank and b) hands that
must be equal to or less than a maximum rank.
33. The method of claim 30 wherein each part of the at least
four-part wager is played against a pay table and not against a
dealer hand.
34. The method of claim 30 wherein the game is played with a
standard deck of playing cards.
35. The method of claim 30 wherein the game is played with a
standard 52-card deck and no wild cards.
36. The method of claim 26 wherein the game is played with a
standard playing card deck of 52 cards, 53 cards, or 54 cards, with
all cards in excess of 52 cards being a wild card.
37. The method of claim 26 wherein there are exactly four parts to
the at least three-part wager, and three parts are equal in value
and fourth part is double the value of one of the three parts.
38. The method of claim 26 wherein if one particular part of the
three parts is withdrawn, another part of the three equal parts
must be forfeit to the house.
39. The method of claim 36 wherein a first part of the three equal
parts may be withdrawn before revelation of a first community card,
and a second part of the three equal parts may be withdrawn prior
to revelation of a second community card.
40. The method of claim 37 wherein, if the second part of the three
equal parts is withdrawn, then the third part of the three equal
parts must be forfeit.
41. A method of playing a wagering poker game comprising: a player
placing at least four parts to an initial wager, three of the four
parts of the initial wager are equal in value, and a fourth wager
is twice the value of each of the three equal wagers; each player
placing the four-part wager being dealt a partial hand that that
player can inspect; a dealer receiving at least two community
cards, community cards being positioned face down; each player
electing to withdraw or keep in play a first one part of the three
equal wagers before a first of the at least two community cards is
exposed; after all players have made an election to withdraw or
keep in play the first one part of the three equal parts, exposing
a first community card; after exposure of the first community card,
each player electing to withdraw or keep in play a second part of
the three equal parts before a second of the at least two community
cards is exposed; after all players have made an election to
withdraw or keep in play the second one part of the three equal
parts, exposing a second community card; wherein any of the four
parts of the initial wager remaining in play upon exposure of all
community cards will be paid against a pay table that includes
payment for ranks of both a) hands that are equal to or exceed a
minimum rank and b) hands that must be equal to or less than a
maximum rank.
42. The method of claim 39 wherein each part of the at least
four-part wager is played against a pay table and not against a
dealer hand.
43. The method of claim 39 wherein the game is played with a
standard deck of playing cards.
44. The method of claim 39 wherein the game is played with a
standard 52-card deck and no wild cards.
45. The method of claim 39 wherein the game is played with a
standard playing card deck of 52 cards, 53 cards, or 54 cards, with
all cards in excess of 52 cards being a wild card.
46. An automated gaming system comprising a gaming table and an
upright video display panel communicatively connected to a computer
based processor that provides software to practice the method of
claim 1 comprising: an upright video display panel, the panel
displaying a virtual image of a dealer, a table having an upper
surface, the upper surface having a substantially horizontal video
display surface that provides a continuous field of video display
and at least two different player positions; and at least one main
game processor and optionally at least one additional game display
processor in information communication with the upright video
display panel and the video display surface, the main processor or
at least one display processor directing video display on both the
upright video display panel and the video display surface, and the
main game processor providing game rules for the play of at least
one casino table card game without the use of physical cards on the
table.
47. The automated gaming system of claim 44 wherein each player
position has an individual player processing board dedicated to
that position.
48. The automated gaming system of claim 45 wherein each individual
player processing board communicates directly with the main game
processor.
49. The automated gaming system of claim 45 wherein each individual
player processing board communicates directly with a single Dealer
game engine processor.
50. The automated gaming system of claim 47 wherein the single
Dealer game engine processor communicates directly with the display
processor.
51. The automated gaming system of claim 45 wherein the main game
processor contains data enabling the play of at least three
different casino table games wherein cards are used in the play of
each of the games.
52. The automated gaming system of claim 45 wherein the video
display surface has changeable light filtering that can screen
displayed images from various angles.
53. The automated gaming system of claim 50 wherein the light
filtering can be changed upon command by the processor.
54. The automated gaming system of claim 45 wherein player input is
provided at least in part by controls in the video display surface
and controls comprise touch screen controls.
55. The automated gaming system of claim 52 wherein additional
player input can be provided from player input provided on a
surface below the video display surface and facing a position where
players are to be seated.
56. The automated gaming system of claim 46 wherein communication
between the main game processor and the individual player processor
is performed through a transaction-based protocol.
57. The automated gaming system of claim 54 wherein either the main
game processor or the individual player processor can start a
transaction.
58. The automated gaming system of claim 48 wherein communication
between the main game processor and the individual player processor
is performed through a transaction-based protocol.
59. The automated gaming system of claim 56 wherein either the main
game processor or the individual player processor can start a
transaction.
60. The automated gaming system of claim 52 wherein each player
position has an individual player processing board dedicated to
that position and communication between the main game processor and
the individual player processor is performed through a
transaction-based protocol.
61. An automated gaming system comprising a gaming table and an
upright video display panel communicatively connected to a computer
based processor that provides software to practice the method of
claim 1 comprising: an upright video display panel, the panel
displaying a virtual image of a dealer; a table having an upper
surface, the upper surface having a substantially horizontal video
display surface that provides a continuous field of video display
and at least two different player positions; and at least one main
game processor and optionally at least one additional game display
processor in information communication with the upright video
display panel and the video display surface, the main processor or
at least one display processor directing video display on both the
upright video display panel and the video display surface, and the
main game processor providing game rules for the play of at least
one casino table card game without the use of physical cards on the
table and a plurality of player stations, each player station
having its own intelligence.
62. The device of claim 59 wherein each player station and the main
game processor are in communication.
63. The device of claim 60 wherein the communication is event
driven.
64. The device of claim 61 wherein information communicated is
included in an information packet.
65. An automated gaming system comprising a gaming table and an
upright video display panel communicatively connected to a computer
based processor that provides software to practice the method of
claim 1 comprising: an upright video display panel, the panel
displaying a virtual image of a dealer, a table having an upper
surface, the upper surface having a substantially horizontal video
display surface that provides a continuous field of video display
and at least two different player positions, each player position
having an intelligent board; and at least one main game processor
and optionally at least one additional game display processor in
information communication with the upright video display panel and
the video display surface, the main processor or at least one
display processor directing video display on both the upright video
display panel and the video display surface, and the main game
processor providing game rules for the play of at least one casino
table card game without the use of physical cards on the table;
wherein the intelligent boards are in communication with the main
game processor, sending packets of information from player
positions as events occur.
66. The automated gaming system of claim 63 wherein the
communication between the intelligent boards and the main game
processor comprises communication of player input.
67. The automated gaming system of claim 64 wherein there is a
dealer game engine intermediate the intelligent boards and the main
game processor.
68. A method of playing an automated game having an upright video
display panel communicatively connected to a computer based
processor that provides software to practice the method of claim 1,
the panel displaying a virtual image of a dealer, a table having an
upper surface, the upper surface having a substantially horizontal
video display surface that provides a continuous field of video
display and at least two different player positions, each of the at
least two player positions having an intelligent board, and a main
game processor, the method comprising sending packets of
information from intelligent boards at player positions to the main
game processor as events occur at player positions.
69. The method of claim 66 wherein player input initiates the
communication between the intelligent boards and the main game
processor.
70. The method of claim 67 wherein there is a dealer game engine
intermediate the communication path between the intelligent boards
and the main game processor.
71. The method of claim 66 wherein there the packets of information
are sent directly from the intelligence boards to the main game
processor for communication of player input.
72. The method of claim 66 wherein the communication is event
driven.
73. The method of claim 66 wherein the communication comprises a
cyclic redundancy check.
74. The method of claim 66 wherein the communication is transaction
based.
75. An automated wagering gaming event system connected to at least
one processor that provides software to practice the method of
claim 1 comprising: at least two distinct video displays, a first
display for showing a dealer in a card game and at least a second
display showing playing cards to individual players; the at least
one processor for enabling play of the wagering gaming event;
multiple player positions to enable multiple players to play the
game; wherein the at least one processor can a) feed or b) receive
and feed at least two different multiple video images and merge the
at least two multiple video images to form a composite image of a
dealer against a background, wherein the background comprises at
least one dynamic image.
76. An automated wagering gaming event system connected to at least
one processor that provides software to practice the method of
claim 1 comprising: at least two distinct video displays, a first
dealer display for showing a dealer in a card game and at least a
second display showing playing cards to individual players; the at
least one processor for enabling play of the wagering gaming event;
multiple player positions to enable multiple players to play the
game; wherein at least one processor can feed at least two
different multiple video images and merge the at least two multiple
video images to form a composite image of a dealer against a
background, the processor having a feed from a live video image
that can be used to provide a background component for a video feed
of the image of the dealer.
77. An automated wagering gaming event system connected to at least
one processor that provides software to practice the method of
claim 1 comprising: at least two distinct video displays, a first
dealer display for'showing a foreground image of a dealer in a card
game, and at least a second display showing playing cards to
individual players; the at least one processor for enabling play of
the wagering gaming event; multiple player positions to enable
multiple players to play the game; wherein at least one of the
processors can feed at least three different sets of video image
data and merge the at least three multiple video images to form a
composite image of a dealer against a background, the processor
feeding at least one set as a mask layer and at least one set as an
auxiliary dynamic background image.
78. The automated wagering system of claim 75 wherein the auxiliary
image is presented as a picture-in-picture image may also be
positioned into at least one of the dealer display or the second
image display.
79. The automated wagering system of claim 74 wherein a
picture-in-picture image may also be positioned into at least one
of the dealer display or the second image display.
80. The automated wagering system of claim 75 wherein a
picture-in-picture image may also be positioned into at least one
of the dealer display or the second image display.
81. The automated wagering system of claim 73 wherein a multiple
number of dynamic background images for the dealer foreground image
are stored in the system and are available for feed into the first
dealer display.
82. The automated wagering system of claim 74 wherein a multiple
number of background images for the dealer foreground image are
available for feed into the first dealer display, wherein at least
one background image is a dynamic background image.
83. The automated wagering system of claim 75 wherein a multiple
number of background images for the dealer foreground image are
available for feed into the first dealer display.
84. The automated wagering system of claim 78 wherein a multiple
number of background images for the dealer foreground image are
available for feed into the first dealer display.
85. An automated gaming system comprising a gaming table and an
upright video display panel connected to at least one processor
that provides software to practice the method of claim 1
comprising: a table having an upper surface, the upper surface
having a video display surface that provides a continuous field of
video display and at least two different player positions; and the
at least one main game processor in information communication with
the upright video display panel and the video display surface, the
processor directing video display on both the upright video display
panel and the video display surface, and providing game rules for
the play of at least one casino table card game without the use of
physical cards on the table.
86. The automated gaming system of claim 83 wherein each player
position has an individual player processing board dedicated to
that position.
87. The automated gaming system of claim 84 wherein each individual
player processing board communicates directly with a main game
processor.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to the field of gaming,
particularly card gaming, and both casino table card games and
electronic video gaming apparatus. In particular, a wagering game
that may be played on single player video, multiple player video,
Internet or live casino table games (or mixed live and automated
systems) is described.
[0003] 2. Background of the Art
[0004] Many different wagering games presently exist for use in
both home and casino environments. Such games should necessarily be
exciting, uncomplicated and easy to learn so as to avoid
frustrating the players. Card games such as poker and Twenty-One
have gained widespread popularity because of their established
ranking of hands and well known rules. Furthermore, each of these
games usually involves continuous wagering opportunities for the
players thus increasing player participation and excitement.
Lastly, the games move fairly quickly to maintain action and
activity. All of these factors have created games that are widely
accepted and widely known.
[0005] Some twenty-one tables offer a side bet game called
"Over-Under" or some variation thereof. In addition to the normal
markings on the table which are desirable for play of twenty-one
(designated spaces for cards, designated spaces for bets, etc.),
tables where Over-Under is played also have two additional
designated areas for bets. Usually the designated areas for the
additional side bets are in the form of circles. Each circle
identifies a specific bet, either "Over Thirteen" or "Under
Thirteen." Before the turn of the first card in each hand of
twenty-one, each player may place a bet as to whether the first two
cards will total "Over Thirteen" or "Under Thirteen" by placing a
bet in the appropriate circle. An amount of money equal to or less
than the basic twenty-one wager may be placed in either circle.
After the deal of the first two cards to each player, but before
conclusion of the hand, wagers made on the side bet game of
Over-Under have their wagers resolved (paid off or captured) by the
house. If the bet was Over Thirteen and the total of the cards was
over thirteen, the house would pay equal odds on the side bet
wager. If the total count of the first two cards was thirteen or
under, the house would capture the bet. Ties in this game (any
total of thirteen) always allows the house to capture the bet. This
side game has attained some level of acceptance and popularity, but
payouts are limited to one-to-one odds, with no special awards or
multiplication of bets available to increase the excitement of the
game. The play of the Over-Under game cannot possibly affect
decisions to be made in the play of the Twenty-One game as the
Over-Under game is completed when the first two cards are dealt.
Play of the Twenty-One game cannot either influence the play of the
Over-Under game or vice versa.
[0006] Many variations in the play of poker-type games have also
been introduced to increase the excitement and interest in the play
of both table and video versions of poker. For example, in a video
version of draw poker, U.S. Pat. Nos. 5,356,140 and 5,531,440 teach
that after an initial wager, two distinct hands may be dealt, and
the player may select between the two hands for continued play of
the game. Only a single hand and a single game may be played on the
wager.
[0007] U.S. Pat. No. 5,863,041 describes Pai Gow Poker with an
auxiliary game. In the ordinary play of Pai Gow Poker, seven cards
are dealt to a player, and the player divides the hand into a
five-card poker hand and a two-card poker hand. Each of the hands
made by a player must beat equivalently created hands (five and
two-card hands) dealt to the dealer. In addition to the normal play
of Pai Gow Poker, a player has the option of placing a bonus bet.
The bonus bet encompasses the attainment of hands of a
predetermined high poker rank and the award of bonuses for
attaining those hands only after the bonus bet is made. Although
the front hand is referred to as the Low hand, it must only be
lower in rank than the High, Back hand, and high front hands are
desirable.
[0008] In certain gaming jurisdictions, such as Minnesota, a
variant of Pai Gow is allowed where a player receiving an extremely
low Pai Gow hand (e.g., 9, 8, 7, 5, 4, 3, 2) receives an automatic
bonus for the low hand. No separate wager needs to be made on the
play to win such a bonus, and the underlying wager is likely to
lose on the play of the Pai Gow Game. This variant is played at
Canterbury Card Club in Shakopee, Minn.
[0009] U.S. Pat. Nos. 5,494,295 and 5,697,614 describe a casino
table card game and apparatus in which a player may select any
number of predetermined hand ranking rules to apply to the play of
a hand. A player is dealt an initial, partial hand, and the player
then elects a format of play on that initial hand, which format is
based upon selection of a set(s) of predetermined hand ranking
rules apply to the hand. In a preferred game, the dealer receives
two separate bank hands, one that utilizes the hand ranks of
standard poker and one that utilizes the hand ranks of low-ball
poker. Once each player has received four of his five cards, each
player decides which of the dealer's two hands to play against,
with the option of playing against both (as in selecting both ways
in a Hi-Low poker game). Then each player receives his or her
fifth, and last, card. At this point, the "bank" hands are exposed
and each player's hand is compared to the specific "bank" hand, or
hands, that they have elected to play against, winners are
determined, and wagers are settled. The election of playing against
a high rank hand, low rank hand or both ways, does not alter the
strategy or selection of cards, as only the hand dealt to the
player is utilized, without any replacement of cards coincident
with play strategy.
[0010] U.S. Pat. No. 5,664,781 describes a method and apparatus for
playing a poker-type card game. A number of different stud poker
hands are dealt on a playing surface and players wager as to which
will have the highest stud poker ranking. Game options include
choosing the hand with the lowest rank instead of the highest rank.
As each hand is fixed and there are no replacement cards, there can
be no play of one hand that is influenced by the play of another
hand.
[0011] U.S. Pat. No. 6,406,020 describes a method of playing a card
game particularly adapted for casino wagering. The game uses one or
more standard fifty-two card decks and involves a banker, a dealer
and one or more players. The player has the option of wagering
against a banker's high hand, low hand or both by placing an ANTE
bet or bets. The dealer deals two cards to each player placing an
ANTE bet and deals three cards to the banker. After viewing the
dealt hand, a player has the option of surrendering his ANTE bet or
bets or placing a PLAY bet or bets. Winning hands are determined by
the numerical value of the cards held by the player as compared to
the numerical value of the cards held by the banker. Bonus payoffs
are paid to the player if the player's hand qualifies as a certain
predefined high or low hand. A Jackpot to be paid for a certain
defined hand may be employed. The game is played with card count,
not poker ranking, although a count of twenty is described as a
pair, as when special decks with only counts thereon are used.
[0012] A high-low card game in which players are dealt three cards
and a dealer is dealt four cards, and hand rankings are determined
according to poker values, is disclosed in U.S. Pat. No. 5,810,663
to J. Bochichio. The players' hands are compared with the dealer's
hand and bets are paid or lost accordingly. The game requires the
player to make an election of High or Low as follows. In a high/low
card game, individual players place an ante and are dealt three
cards, face down while the dealer is dealt four cards, one of which
is face up and the other cards are face down. Players may then fold
and forfeit their ante or they may place an additional bet. Their
hand is either a high hand or a low hand against the dealer. Any
three of the dealer's four cards are employed to present a high
hand and any three of the dealer's cards are also employed to
present a low hand. If the dealer's high hand and low hand are not
of at least a predetermined rank, the respective high hand and low
hand players win prescribed odds on their bet dependent upon the
rank of their hand and keep their ante. If the dealer's hand is of
higher rank than the hand of a player who has bet for a high hand
or of lower rank than a player who has bet for a low hand and the
dealer's rank was sufficient to qualify, the respective betting
players lose both the ante and their bet.
[0013] U.S. Pat. No. 6,135,453 describes a method of playing a
high/low poker game that includes each seated player placing a
first high hand wager in a first high hand betting location and a
first low hand wager in a first low hand betting location; each
seated player optionally placing one or more additional wagers in
one or more additional high hand or low hand betting locations;
each seated player designating at least two cards or tiles selected
from an initial hand as a high hand and designating at least two
cards or tiles from an initial hand as a low hand; determining
winners and paying wagers for the first high hand and first low
hand betting locations by comparing the relative rank of the seated
players' high hands and low hands, respectively; and, if a seated
player placed a wager in one or more additional high hand or low
hand betting locations, then determining winners and paying wagers
for each additional high hand betting location and each additional
low hand betting location. A banking version of a high/low poker
game additionally includes the step of a dealer setting out a
dealer high hand and a dealer low hand to which the player's hands
will be compared. In addition, an apparatus for playing a high/low
poker game includes a playing area with at least two player
stations designated to provide a high hand placement location; a
low hand placement location; two or more high hand betting
locations; and two or more low hand betting locations. High-Low
poker is played in a number of different variants. The most common
variants of High-Low games are well described in "Silberstang's
Encyclopedia of Games and Gambling," Cardoza Publishing, Copyright
1996, Edwin Silberstang, pages 67-72. The typical games described
usually require the player to elect (often by placement of an
additional wager into a common pot) whether the player will play
for the High hand, the Low Hand or go Both Ways (by rearranging
cards, going both High and Low in certain games).
[0014] Similarly, The New Complete Hoyle Revised, Morehead et al.,
Doubleday Press, Copyright 1991, pages 28-30 describes poker
variations including High-Low games. With respect to Declarations,
Hoyle states, "In many games, each player is required to declare,
after the bets have been equalized in the last betting interval but
before any face-down cards are exposed for the showdown, whether he
is going for high, for low, or for both. He is bound by his
announcement, and if he declares for high, he may not compete for
low; . . . " Although methods are described for declaring the hand,
there is no description of a method by which there is no
declaration. This implies that "Hands speak for themselves." That
is, all hands must be compared top all other hands on both a basis
of High hands and on the basis of Low hands for the specific
cards.
[0015] In summary, it is desired to find a game that is easy to
play and also fast moving. When the player is provided with a
considerable amount of participation, and additional winnings based
on card combinations not related to only high hands, these games
become much more strategic and enjoyable. Furthermore, a game is
more exciting if a player feels anticipation and excitement from a
number of different sources throughout the game.
SUMMARY OF THE INVENTION
[0016] The present technology provides a method of playing a
wagering game, comprising at least the following steps: First, a
player places a first wager to participate in the game. The game
can be a primary game or a side bet game on a primary game. What is
meant by "primary game" for purposes of the present invention is a
game that the player is required to play when the player makes the
wager or wagers necessary to participate in the game. What is meant
by "side bet game" for purposes of the present invention is an
optional wager on a game that the player is not required to make.
The player has the option to play the side bet game while the
player is playing the primary game. In some game formats, a player
can play only the side bet game (without placing a wager on the
primary game, or play the primary game without participating in the
side bet wagering game.
[0017] It is less preferred in many games to allow the player to
play only the side bet wagering game, without having to play the
underlying game. The dealer deals to each player at least a partial
hand of cards (the term "at least a partial hand" includes dealing
a complete hand to a player or dealer) to each player participating
in the game. The method also includes providing game rules which
define a set of winning outcomes and corresponding payout odds,
wherein the set of winning outcomes includes at least one
predetermined high ranking hand (a hand equal to or greater than a
first predetermined rank) and at least one predetermined low
ranking hand (a hand equal to or less than a second predetermined
rank), wherein the first predetermined rank and the second
predetermined rank are not the same rank. The rules may provide the
same ranking system for determining the high-ranking hands as
determining the low ranking hands, or the ranking systems may be
different.
[0018] Additional cards are dealt, if necessary, and/or if the
rules require additional cards, to complete each player hand. If
the player's hand is one of a predetermined number of winning
outcomes, the player is paid a payout on the first wager for
obtaining a winning outcome. In one format of play, the player does
not make an election to play a high or a low hand. He
simultaneously plays the same hand hoping to get a high or a low
outcome with the same hand (or split hand, in the case of a pai gow
poker variant) of cards, in a round of play.
[0019] In another form of the invention, the player wagers a single
wager or a group of preferably non-severable wagers, that is, each
and every wager is applied against both a High hand and Low hand
potential for winning a high and low game that is played against a
dealer. For example, one, two, three or four distinct parts are
initially wagered, with each and every part potentially in play for
both the High hand and Low hand payout, preferably without any
election. The method comprises the steps of: a player placing a
first wager to play a player hand against a dealer hand, dealing at
least a partial hand of cards to each player participating in the
game, dealing at least a partial hand of cards to the dealer,
providing additional cards, when needed according to the game rules
to complete the single player and single dealer hands, comparing
the player and dealer completed hands using a predetermined set of
game rules, the rules providing for at least a minimum high-ranking
hand and at most a maximum low ranking hand, and paying a player a
payout on the first wager for obtaining a winning outcome for
player hands ranking higher than a ranking of the dealer's hand and
for player hands that have a ranking at or below the maximum low
ranking. The cards are inspected by the dealer (or a processor in
an electronic version) and the rules determine whether the hand
wins or loses playing High, Low or Both High and Low.
[0020] The games of the present invention may be implemented as
live table games, video poker gaming machines, hand-held games for
play, multiple player interactive wagering platform games (e.g., at
a kiosk, at a bank of individual positions with a joint or
individual screens for player cards, etc.), cell phone games, games
downloadable from the internet, parlor games, games executed on
personal computers, palm pilots, play stations and the like. Each
of the above game applications is contemplated by the present
invention.
BRIEF DESCRIPTION OF THE FIGURES
[0021] FIG. 1 shows a perspective view of a prior art format for an
automated gaming system.
[0022] FIG. 2 shows an overhead view of a prior art format for an
automated gaming system.
[0023] FIG. 3 shows a side view of a prior art format for an
automated gaming system.
[0024] FIG. 4 shows a block schematic of the electronic
configuration of a prior art animated gaming system.
[0025] FIG. 5 shows a perspective view of a format for an automated
gaming system according to the present invention.
[0026] FIG. 6 shows a frontal view of a gaming engine useful in the
practice of the present invention.
[0027] FIG. 7 shows a schematic of a player station useful in the
practice of the present invention.
[0028] FIG. 8 shows a schematic of a preferred embodiment of a game
display useful in the practice of the present invention.
[0029] FIG. 9 depicts the table layout and apparatus used in
playing the wagering game of the present invention; and
[0030] FIG. 10 is a block diagram representing the flow of play in
the game.
DETAILED DESCRIPTION OF THE INVENTION
[0031] The present technology provides a method of playing a
wagering game, comprising at least the following steps: First, a
player places a first wager to participate in the game. For
purposes of this disclosure, the "game" can be a primary game or a
side bet game on a primary game. What is meant by "primary game"
for purposes of the present invention is a game that the player is
required to play when the player makes the wager or wagers
necessary to participate in the game. A "side bet game" in contrast
is a game that the player can optionally play by placing a separate
side bet wager. Side bet games are typically played along with the
primary game, although the side bets may be resolved before, during
or after resolution of the bets in the primary game. Side bet games
are also typically played with all or part of the same hand of
cards used to play the primary game.
[0032] The dealer deals to each player at least a partial hand of
cards to each player participating in the game. The method also
includes providing game rules which define a set of winning
outcomes and corresponding payout odds, wherein the set of winning
outcomes includes at least one predetermined high-ranking hand (a
hand equal to or greater than a first predetermined rank) and at
least one predetermined low-ranking hand (a hand equal to or less
than a second predetermined rank), wherein the first predetermined
rank and the second predetermined rank are not the same rank. The
rules may provide the use of the same ranking system for
determining the high-ranking hands as determining the low ranking
hands, or the ranking systems may be different. For example, a game
designer might select standard five-card poker rankings for both
the high and low ranking system, determining that all hands above a
9 high and below a pair of 7's do not generate a payout. Winning
high hands would include a royal flush a straight flush, four of a
kind, full house, flush, straight, three of a kind, two pair, two
of a kind (at least 7's), and winning low hands would be a 2 high,
3 high, 4 high, 5 high, 6, high, 7 high, 8 high and 9 high pay. An
example of a different set of rules is for the High hand to be
evaluated with standard poker ranks (e.g., at least a pair of Jacks
needed to win) and the Low hand being evaluated on the total point
count of a hand (e.g., using Ace=11, 2=2, J, Q, K=10), wherein if
the total point count in a 5-card hand was 18 or less, there would
be an award payout.
[0033] Additional cards are dealt, if necessary, to complete each
player hand. If the player's hand is one of a predetermined number
of winning outcomes, the player is paid a payout on the first wager
for obtaining a winning outcome. The payout may pay 1:1 odds, or
may pay higher odds, depending on the desired game characteristics.
According to one embodiment of the invention, the player does not
make an election to play a high or a low hand. He simultaneously
plays the same hand hoping to get a high or a low outcome with the
same hand (or split hand, in the case of a pai gow poker variant)
of cards, in the same round of play.
[0034] The game rules typically identify a ranking system in which
outcomes can be ranked in order of probability of occurrence, and
payout odds are assigned such that less frequently occurring
combinations are paid higher payouts, and more frequently occurring
outcomes pay lower payouts.
[0035] Although it is not necessary, the ranking system that
identifies winning high-ranking hands may be a different ranking
system than that which identifies low ranking hands. For example,
when the game is a five-card poker game, standard five-card poker
rankings may be used to determine which hands are winning high
hands. In contrast, when ranking the same hand for purposes of
determining if the hand is sufficiently low to win, certain
combinations of cards such as straights, flushes and straight
flushes may be ignored. In one embodiment of an alternative format
of the invention, only high cards, pairs, three of a kind's and
four of a kind's are considered in ranking low-card hands, with the
high card hands being the only ranks low enough to qualify to win a
low-hand payout. In addition, the rank of the individual card is
considered such that a 2 high, for example, beats a 3 high in the
low hand game.
[0036] In one form of the invention, the highest-ranking low card
hand is a 9 high or lower. In one non-limiting example of the
invention, if the player holds a 5-6-7-8-9 of mixed suit, he or she
could win the high hand game for holding a straight, and also the
low hand game for holding a 9 high or lower. Under this example of
game rules, flushes, straights and straight flushes are not
considered in determining the low rank of a hand. According to this
aspect of the invention, if the player does not hold at least a
pair, the hand is ranked by identifying the high card in the hand,
even if the hand would be identified as a straight, flush or
straight flush in ordinary poker rankings (according to the
exemplary high hand rules).
[0037] The game of the present invention is preferably played
against a pay table that includes at least two sets of winning
outcomes (at least one high hand outcome and at least one low hand
outcome), including a hand that is typically considered a winning
hand, and another hand that is typically considered a losing hand.
For example, in the High hand outcome game of poker, the minimum
winning hand might be a pair of 7's or better, while the maximum
winning low (winning) hand is a 9 high or lower. There are many
other possible ways to practice the invention. In one form of the
invention, a pay table of multiple high hand combinations and at
least one maximum low hand rank or value is provided, and
corresponding payout odds are assigned to the various outcomes. If
just one maximum low hand rank is used, all winning low hands
typically pay the same payout. Alternatively, a pay table of
winning low hands could be combined with a pay table of winning
high hands or a minimum high hand value.
[0038] One feature of a preferred embodiment of the present
invention is that no specific election or distinct (High only or
Low only) wager is made in order for the player to have a chance to
win the low hand or the high hand game. Players are always eligible
to win the high hand and low hand games in the same round of play,
and using all or part of the same hand of cards. It is also an
aspect of the invention to offer a game in which the player can win
both the high hand and the low hand in one round of play. This
result is due to the variation in the high and low card ranking
rules. In other forms of the invention, the low and high card games
are evaluated against standard poker rankings, and the player can
only win a high hand or a low hand, but not both.
[0039] The method of the present invention can be practiced as a
three-card poker game, where standard three-card poker rankings are
used on the high hands and at least one maximum low hand value
(i.e., 5 or lower) is used to rank the low hand. One exemplary
group of three-card poker game play methods are described in U.K.
Patents 9414822 and 9426324 and in U.S. Pat. Nos. 5,685,774,
6,056,641, 6,237,916, 6,345,823, and 6,698,759 (by Webb and Snow
and some or all of which are assigned to Shuffle Master, Inc., the
assignee of the present invention. The content of the
above-referenced three-card poker patents is herein incorporated by
reference.) While playing a high and low game against a pay table
(the pair plus bet), the game against the dealer (the ante bet)
could be conducted under known rules, where the high hand wins, or
using low hand rules, in which the lowest ranking hand wins. The
low card ranking rules can be identical to the high hand ranking
rules (i.e., three of a kind is higher than a pair), or the low
card ranking rules can be different (i.e. straights, flushes,
straight flushes, pairs and three of a kinds are ignored and only
the high card is considered, or under a different set of rules, if
there is no pair or better, only the high card is considered). For
example, if there is no actual pair of cards (including no
three-of-a-kind, two pairs, full house or four-of-a-kind), then the
Low rank of the hand would be considered without regard to suits
(no flushes would exist) or order of the cards (no straights would
exist) for the Low hand ranking.
[0040] According to one aspect of the invention, the game is played
with a betting structure similar to certain variants of poker, in
which the players make a single ante bet to participate, receive
fewer than all of the cards or be allowed to view fewer than all of
the cards, and then make at least one raise bet to stay in the
game. Additional betting rounds may be a feature of the game. After
the betting steps are complete, the player receives or views the
remaining cards in his hand, and the final bets are resolved. For
example, the players can make one or more bets to participate in
the game, and can be dealt a partial hand of cards after the first
round of wagering. For example, in a three-card version of the
game, the player could be dealt two cards and be allowed to view
the cards before deciding to fold, losing his bet, or to make a
raise bet to stay in the game. Or the player may see one or more of
the dealer's cards and make his raise bet before viewing his own
cards. At the conclusion of the dealing of the cards, the hands are
resolved according to the predetermined high and low winning
outcomes, preferably without any specific designation of the wager
or election that the wager goes towards only High rankings to win
or only towards a Low ranking to win.
[0041] Other betting structures could be used to implement the
method of the present invention. For example, the betting structure
of Let it Ride.RTM. poker, described in U.S. Pat. Nos. 5,288,081;
5,437,462; 6,273,424; and 6,334,614, the game distributed and owned
by Shuffle Master, Inc. of Las Vegas, Nev. could be used in the
game of the present invention. The content of the disclosures of
the above-identified Let it Ride.RTM. game patents is herein
incorporated by reference. In the game of Let it Ride.RTM. poker,
three equal bets are placed prior to the dealer dealing each player
three cards. Two community cards are dealt face-down. After the
players view their partial hand, the player may elect to withdraw a
first portion of the bet. The dealer then reveals a first community
card. The player now has information on four out of the five cards
in his or her hand. Based on this information, the player is
permitted to withdraw a second portion of his bet. The third
portion remains at risk. The dealer then reveals the second
community card and awards payouts to players according to a pay
table of high hands, and at least one low hand value, such as an 8
high or lower, for example.
[0042] Although this example of the invention provides multiple
winning high hands and corresponding payout odds, and one maximum
low hand value, the invention contemplates the use of multiple
winning low hand values and corresponding payout odds. For example,
a 4 high might pay 3:1 while a 9 high might pay 1:1 in the same
form of the game. Also, the high hands could all pay even money,
while specified low hands pay odds payouts.
[0043] Examples of poker-type games that use different types and
numbers (3 and 5) of cards have been described above. Other
poker-type games that utilize 2 cards, 4 cards, 6 cards, 7 cards,
best 2 out of 3 cards, best 3 out of 4 cards, best 4 out of 5
cards, best 5 out of 6 cards, best 5 out of 7 cards, etc. and other
numbers of cards are contemplated by the invention. The games can
be stud poker games, draw poker, pai gow poker, blackjack or
baccarat or other games that utilize a ranking scheme to determine
winning game outcomes.
[0044] Although one preferred set of winning outcomes is poker
rankings, other ranking systems are contemplated. For example, the
cards could each be assigned a numerical value, with 1-10 value
cards having their face value, an Ace counting as a 1 in a low hand
or as 11 in a high hand, and face cards counting as 10 count cards.
The game rules could provide that the player play for the highest
five-card composite numerical score, with a non-limiting example of
a high score of 27 and above paying 2: 1, a score from 26 to 16
paying 1:1, etc., and a low score of 7 or lower paying 1:1 odds. In
this way, there is a range between the High count or High rank
hands and the Low count or Low rank hands where there would be no
payout according to the pay tables.
[0045] The game could use standard poker rankings for the
high-ranking hands, and numerical hand values could be used on the
low hands. Other ranking systems are contemplated, such as the use
of suits, color, etc. as indications of rank.
[0046] In addition to using a standard deck or decks of cards,
special decks could be used to increase, decrease or eliminate the
probability of occurrence of certain hand values, adding more
interest to the game. For example, a Spanish 21.TM. deck (with all
10 value cards removed), a canasta deck, a deck with one or more
wild cards, or with one or more promotional cards, extra suits,
certain suits removed, etc. could be used to practice the method of
the present invention.
[0047] In another format of the invention, the player wagers a
single wager or a group of preferably non-severable wagers, that
is, each and every wager is applied against both a High hand
potential and Low hand potential for winning a high and low game
that is played against a dealer. The method comprises the steps of:
a player placing a first wager to play a player hand against a
dealer hand, dealing at least a partial hand of cards to each
player participating in the game, dealing at least a partial hand
of cards to the dealer, providing additional cards, when needed
according to the game rules to complete the single player and
single dealer hands, comparing the player and dealer completed
hands using a predetermined set of game rules, the rules providing
for at least a minimum high-ranking hand and at least a maximum low
ranking hand, and paying a player a payout on the first wager for
obtaining a winning outcome for player hands ranking higher than a
ranking of the dealer's hand and for player hands that have a
ranking at or below the maximum low ranking. The cards are
inspected by the dealer (or a processor in an electronic version)
and the rules determine whether the hand wins or loses playing
High, Low or Both High and Low.
[0048] According to the invention, the same ranking rules or
different ranking rules may be used to evaluate the high hand and
the low hand games. For example, in a five-card stud poker game,
the high hand rankings are standard five-card poker rankings. In
one form of the invention, the low hand may be ranked by slightly
different criteria. When the player holds a hand that does not
actually contain a pair or better, regardless of what type of hand
he holds (i.e., a straight, a flush or a straight flush), the
highest card is the maximum rank of the hand for low-hand ranking
purposes. For example, if the player holds a 9-8-7-6-5 unsuited, he
will qualify for a high hand odds payoff for a straight, and will
also qualify for a winning low hand with a 9 high or lower.
Normally, the player will win the high or low bet, but not both,
unless there is a bonus or rule that allows the hand to be played
both ways, rather than just being awarded the highest or lowest
payout possible from the dual reading of the hand.
[0049] The game can be played as a single hand game, or a double
hand game. For example, the game could be a 2, 3, 4, 5, 6, 7 or
more card poker game, or a 7-card Pai Gow poker game. The game
could be played according to baccarat rules where the hit and stand
rules are fixed, the 10 value cards count as zero, etc. and a
payout could be provided for the highest low-ranking hand or lower,
i.e. a 5 or lower. The method could also be used in the game of
blackjack, for example, where the player's hand count at the point
of busting or standing is compared to a maximum low card value, of
12 or lower, for example. The method could even be used in the game
of war, where a bonus amount is paid to a player who receives
certain high-ranking hands, such as a 9 or better, and a
low-ranking card, such as a 3 or lower. The betting structure can
be modified so that the player has one or more opportunities to
fold out of the game or make an additional raise bet. The betting
structure could require the player to place multiple bets, but
allow the players to withdraw a portion or number of the initial
multiple bets during game play. The betting structure could be
further modified so that if the player withdraws a bet, the house
is permitted to sweep another bet, but allow the player to continue
to play the game. In one example of the invention, the betting
structure is similar to Let it Ride.RTM. poker except that there
are three equal bets and a fourth bet that is twice the value of
bets 1, 2 or 3. The player is given partial information on his or
her hand, and can withdraw bet one, but stay in the game. Upon
receiving additional (but less than complete) information about the
composition of the hand, the player can withdraw bet number 2 or
leave it in the game. If the bet is withdrawn, bet three is swept
by the house. Bet four always stays in play.
[0050] The game can also be played as a draw poker game, where the
player has opportunities to withdraw and replace cards. For
example, the player might receive 5 cards in a five-card draw poker
game and under the rules, be allowed to discard and draw up to five
additional cards or allowed to discard and receive a maximum number
of cards less than 5 (e.g., 1, 2, 3 or 4 cards). The game can also
involve multiple betting steps where the player must either make
additional bets or fold out of the game.
[0051] One important aspect of the preferred technology being
described is the format where the player, under the game rules, can
win high hands or low hands on the same wager, and do so without
making a decision, election or special wager on which hand to play.
Although the game is best suited for a game in which the player
does not draw and discard, the method can be applied to that type
of game also.
[0052] The games of the present invention may be implemented as
live table games, television or cable game show games, video poker
gaming machine platforms, hand-held games for play, multiple player
interactive wagering platform games (with kiosk formats, single
player screens, community screens, and/or banks of seats for
players with a common dealer screen), cell phone games, games
downloadable from the internet, parlor games, games executed on
personal computers, palm pilots, play stations and the like. Each
of the above game applications is contemplated by the present
invention.
[0053] A gaming system that can be used to practice the method of
the present invention comprises a table and a dealer "virtual"
video display system positioned for view by players seated at the
table. The table may seat at least two players up to the amount of
players that can be configured about the table and have a view of
the dealer video display system. Typically each gaming system will
have at least four player available positions, with space
determinations considered as to whether there would be 4, 5, 6 or 7
player positions. It is possible to have a completely circular
dealer display (e.g., holographic display in a cylindrical
centerpiece) and have players distributed around the entire
periphery, but this is too dissimilar to standard play arrangements
and could slow the game down, as play should approximate that of a
live game, with players playing in sequence. A surface of the table
will include a generally continuous display surface for showing all
player hands, community cards, dealer hands and any other cards
used to play the game for any purpose, and, where there are touch
screen player controls, for displaying the player touch screen
controls. A majority of the table surface comprises a video monitor
in one example of the invention. Where there are no touch screen
controls, the table surface may include player control panels at
each player station near the continuous display surface. The use of
a continuous display surface offers some significant advantages in
simulating or recreating a standard card table surface. Cards may
be readily viewed by other players at a table, which is standard in
table games and adds to player enjoyment. Individual monitors,
especially where slanted towards the individual players make such
table-wide card reading difficult. The use of the full screen
(continuous) display also allows for better animation to be
provided, such as displaying virtual images of cards moving to the
player and "virtual" chips being placed on the table when wagers
are indicated. For purposes of this disclosure, the term "virtual"
means a graphical video representation of a real object or person,
such as a dealer, cards and chips, for example.
[0054] The individual player positions preferably have a separate
intelligence at each player position that accepts player input and
communicates directly with a game engine (main game computer or
processor). The intelligence is preferably an intelligent board
that can process information. For purposes of this disclosure the
term "intelligent" refers to the ability to execute code, either
provided in the form of software or hardware circuits. Such
processing may at least comprise some of signal converting (e.g.,
signals from player card readers, credit deposit, currency readers,
coin readers, touch screen signals, control panel signals) into a
signal that can be included in an information packet and
interpreted by the main game computer when the signal is sent.
Communication between the intelligence at each player position is
direct to the main game computer and may be by self-initiated
signal sending, sequenced polling by the main game computer (e.g.,
each position communicates directly to the main game computer in
turn), timed communication, or any other order of communication
that is direct between the intelligence and the main game
computer.
[0055] One preferred form of communication between the main game
computer and player station computers is by means of self-initiated
signal sending. There is essentially a single main game computer
that contains video display controls and programs for both the
dealer display and the table top display, audio controls and
programs, game rules (including storage of multiple games if
intended to be available on the machine), random number generator,
graphic images, game sequence controls, security systems, wager
accounting programs, external signaling and audit functions, and
the like. In other forms of the invention, the above functions are
divided between a main processor and one or more additional
processors. The intelligence at each player position speeds up the
performance of all aspects of the game by being able to communicate
directly with the main game computer and being able to process
information at the player position rather than merely forwarding
the information in raw form to the main game computer. Processing
player information at player positions frees up resources for use
by the main processor or processors.
[0056] A card game system may also include a suitable data and
control processing subsystem that is largely contained within a
main control module supported beneath the tabletop. The control and
data processing subsystem includes a suitable power supply for
converting alternating current from the power main as controlled by
a main power switch. The power supply transforms the alternating
line current to a suitable voltage and to a direct current supply.
Power is supplied to a power distribution and sensor/activity
electronics control circuit. Commercially available power switching
and control circuits may be provided in the form of a circuit board
which is detachable, and plugs into a board receptacle of a
computer mother board or an expansion slot board receptacle. A main
game controller motherboard may include a central microprocessor
and related components well-known in the industry as computers
using Intel brand Pentium.RTM. microprocessors and related memory
or intelligence from any other manufacturing source. A variety of
different configurations and types of memory devices can be
connected to the motherboard as is well known in the art. Of
particular interest is the inclusion of two flat panel display
control boards connected in expansion slots of the motherboard.
Display control boards are each capable of controlling the images
displayed for the dealer video display and for each of the player
position display areas on the continuous display screen on the
table and other operational parameters of the video displays used
in the gaming system. More specifically, the display control boards
are connected to player bet interfaces circuits for the player
stations. This arrangement also allows the display control boards
to provide necessary image display data to the display electronic
drive circuits associated with the dealing event program displays
and the dealer display.
[0057] The motherboard and/or the individual player intelligent
boards also includes a serial port that allows stored data to be
downloaded from the motherboard to a central casino computer or
other additional storage device. In one example, each player board
communicates directly with the casino computer system. This allows
card game action data to be analyzed in various ways using added
detail, or by providing integration with data from multiple tables
so that cheating schemes can be identified and eliminated, and
player tracking can be maintained. Player performance and/or skill
can be tracked at one table or as a compilation from gaming at
multiple tables, as by using Bloodhound.TM. security software
marketed by Shuffle Master, Inc., which may be incorporated into
this automated gaming system. Additionally, player hand analysis
can be performed. The motherboard and/or individual player
intelligent boards may also have a keyboard connection port that
can be used to connect a larger format keyboard to the system to
facilitate programming and servicing of the system.
[0058] Although the preferred system shown does not require
features illustrated for receiving automated player identification
information, such features can alternatively be provided. Card
readers such as used with credit cards, or other identification
code reading devices can be added in the system to allow or require
player identification in connection with play of the card game and
associated recording of game action by one of the processors. Such
a user identification interface, for example a card reader located
at each player station, can be implemented in the form of a variety
of magnetic card readers commercially available for reading
user-specific identification information. The user-specific
information can be provided on specially constructed magnetic cards
issued by a casino, or magnetically coded credit cards or debit
cards frequently used with national credit organizations such as
VISA, MASTERCARD, AMERICAN EXPRESS, casino player card registry,
banks and other institutions. The information could also be
provided on other writable media, such as an RFID chip with
writable memory, or bar coding, as just a few examples.
[0059] Alternatively, it is possible to use so-called smart cards
to provide added processing or data storage functions in addition
to mere identification data. For example, the user identification
could include coding for available credit amounts purchased from a
casino. As further example, the identification card or other
user-specific instrument may include specially coded data
indicating security information such as would allow accessing or
identifying stored security information which must be confirmed by
the user after scanning the user identification card through a card
reader. Such security information might include such things as file
access numbers which allow the central processor to access a stored
security clearance code which the user must indicate using input
options provided on displays using touch screen displays. A still
further possibility is to have participant identification using a
fingerprint image, eye blood vessel image reader, or other suitable
biological information to confirm identity of the user that can be
built into the table. Still further it is possible to provide such
participant identification information by having the pit personnel
manually code in the information in response to the player
indicating his or her code name or real name. Such additional
identification could also be used to confirm credit use of a smart
card or transponder. All or part of the functions dedicated to a
particular player station are controlled by the player station
intelligence in one form of the invention. Additionally, each
player station intelligence may be in communication with a casino
accounting system.
[0060] It should also be understood that the continuous screen can
alternatively be provided with suitable display cowlings or covers
that can be used to shield display of card images from viewing by
anyone other than the player in games where that is desirable. This
shielding can also be effected by having light-orientation elements
in the panel, and some of these light-orientation elements are
electronically controllable. In this manner, the processor can
allow general viewing of cards in games where that is desirable or
tolerated, and then alter the screen where desired. These types of
features can be provided by nanometer, micrometer or other small
particulate or flake elements within a panel on the viewing area
that are reoriented by signals from the processor. Alternatively,
liquid crystal or photo chromatic displays can be used to create a
screening effect that would allow only viewers at specific angles
of view from the screen area to view the images of cards. Such an
alternative construction may be desired in systems designed for
card games different from blackjack, where some or all of the
player or dealer cards are not presented for viewing by other
participants or onlookers. Such display covers or cowlings can be
in various shapes and configurations as needed to prevent viewing
access. It may alternatively be acceptable to use a
player-controlled switch that allows the display to be momentarily
viewed and then turned off. The display can be shielded using a
cover or merely by using the player's hands. Still further it is
possible to use a touch screen display that would be controlled by
touch to turn on and turn off. Similar shielding can be used to
prevent others from viewing the display.
[0061] A review of the figures will assist in a further
understanding of the invention.
[0062] FIG. 1 shows a fully automated gaming table 1 of the prior
art, as disclosed in U.S. patent application 2003/0199316. The
system 1 comprises a vertical upright display cabinet 2 and a
player bank or station cluster arrangement 3. The vertical display
cabinet 2 has a viewing screen 7 on which images of the virtual
dealer are displayed. The top 8 of the player bank arrangement 3
has individual monitor screens 10 for each player position, as well
and tabletop inserted coin acceptors 11, and player controls 12 and
13. There is a separate and larger dealer's hand screen 9 on which
dealer cards are displayed in a format large enough for all players
to view. Speakers 16a and 16b are provided for sound transmission
and decorative lights 14 are provided.
[0063] FIG. 2 shows an overhead view of the same prior art
automated gaming system 1 with the viewing screen 7 shown more
clearly as a CRT monitor. It can also be seen that each player
position has to form an arc cut into the semicircular player
seating area 18. FIG. 3 shows a side view of the same prior art
automated gaming system of FIGS. 1 and 2 where the orientation of
the three different types of CRT monitors 7, 9 and 10 are
shown.
[0064] FIG. 4 shows the schematic circuitry of a prior art
automated system as disclosed in 2003/0199316. FIG. 4 is a block
diagram of processing circuitry in the game device of FIG. 1. The
game device housing comprises a CPU block 20 for controlling the
whole device, a picture block 21 for controlling the game screen
display, a sound block for producing effect sounds and the like,
and a subsystem for reading out CD-ROM.
[0065] The CPU block 20 comprises an SCU (System Control Unit) 200,
a main CPU 201, RAM 202, RAM 203, a sub-CPU 204, and a CPU bus 205.
The main CPU 201 contains a math function similar to a DSP (Digital
Signal Processing) so that application software can be executed
rapidly.
[0066] The RAM 202 is used as the work area for the main CPU 201.
The RAM 203 stores the initialization program used for the
initialization process. The SCU 200 controls the busses 205, 206
and 207 so that data can be exchanged smoothly among the VEPs 220
and 230, the DSP 241, and other components.
[0067] The SCU 200 contains a DMA controller, allowing data
(polygon data) for character(s) in the game to be transferred to
the VRAM in the picture block 21. This allows the game machine or
other application software to be executed rapidly. The sub-CPU 204
is termed an SMPC (System Manager & Peripheral Control). Its
functions include collecting sound recognition signals from the
sound recognition circuit 15 or image recognition signals from the
image recognition circuit 16 in response to requests from the main
CPU 201. On the basis of sound recognition signals or image
recognition signals provided by the sub-CPU 204, the main CPU 201
controls changes in the expression of the character(s) appearing on
the game screen, or performs image control pertaining to game
development, for example. The picture block 21 comprises a first
VPD (Video Display Processor) 220 for rendering TV game polygon
data characters and polygon screens overlaid on the background
image, and a second VDP 230 for rendering scrolling background
screens, performing image synthesis of polygon image data and
scrolling image data based on priority (image priority order),
performing clipping, and the like. The first VPD 220 houses a
system register 220a, and is connected to the VRAM (DRAM) 221 and
to two frame buffers 222 and 223. Data for rendering the polygons
used to represent TV game characters and the like is sent to the
first VPD 220 through the main CPU 220, and the rendering data
written to the VRAM 221 is rendered in the form of 16- or 8-bit
pixels to the rendering frame buffer 222 (or 223). The data in the
rendered frame buffer 222 (or 223) is sent to the second VDP 230
during display mode. In this way, buffers 222 and 223 are used as
frame buffers, providing a double buffer design for switching
between rendering and display for each individual frame. Regarding
information for controlling rendering, the first VPD 220 controls
rendering and display in accordance with the instructions
established in the system register 220a of the first VPD 220 by the
main CPU 201 via the SCU 200.
[0068] The second VDP 230 houses a register 230a and color RAM
230b, and is connected to the VRAM 231. The second VDP 230 is
connected via the bus 207 to the first VPD 220 and the SCU 200, and
is connected to picture output terminals Voa through Vog through
memories 232a through 232g and encoders 260a through 260g. The
picture output terminals Voa through Vog are connected through
cables to the display 7 and the satellite displays 10.
[0069] Scrolling screen data for the second VDP 230 is defined in
the VRAM 231 and the color RAM 230b by the CPU 201 through the SCU
200. Information for-controlling image display is similarly defined
in the second VDP 230. Data defined in the VRAM 231 is read out in
accordance with the contents established in the register 230a by
the second VDP 230, and serves as image data for the scrolling
screens that portray the background for the character(s). Image
data for each scrolling screen and image data of texture-mapped
polygon data sent from the first VPD 220 is assigned display
priority (priority) in accordance with the settings in the register
230a, and the final image screen data is synthesized.
[0070] Where the display image data is in palette format, the
second VDP 230 reads out the color data defined in the color RAM
230b in accordance with the values thereof, and produces the
display color data. Color data is produced for each display 7 and 9
and for each satellite display 10. Where display image data is in
RGB format, the display image data is used as-is as display color
data. The display color data is temporarily stored in memories
232a-232f and is then output to the encoders 260a-260f. The
encoders 260a-260f produce picture signals by adding synchronizing
signals to the image data, which is then sent via the picture
output terminals Voa through Vog to the display 7 and the satellite
displays 10. In this way, the images required to conduct an
interactive game are displayed on the screens of the display 7 and
the satellite displays 10.
[0071] The sound block 22 comprises a DSP 240 for performing sound
synthesis using PCM format or FM format, and a CPU 241 for
controlling the DSP 240. Sound data generated by the DSP 240 is
converted into 2-channel sound signals by a D/A converter 270 and
is then presented to audio output terminals Ao via interface 271.
These audio output terminals Ao are connected to the input
terminals of an audio amplification circuit. Thus, the sound
signals presented to the audio output terminals Ao are input to the
audio amplification circuit (not shown). Sound signals amplified by
the audio amplification circuit drive the speakers 16a and 16b. The
subsystem 23 comprises a CD-ROM drive 19b, a CD-I/F 280, and CPU
281, an MPEG-AUDIO section 282, and an MPEG-PICTURE section 283.
The subsystem 23 has the function of reading application software
provided in the form of a CD-ROM and reproducing the animation. The
CD-ROM drive 19b reads out data from CD-ROM. The CPU 281 controls
the CD-ROM drive 19b and performs error correction on the data read
out by it. Data read from the CD-ROM is sent via the CD-I/F 280,
bus 206, and SCU 200 to the main CPU 201 that uses it as the
application software. The MPEG-AUDIO section 282 and the
MPEG-PICTURE section 283 are used to expand data that has been
compressed in MPEG (Motion Picture Expert Group) format. By using
the MPEG-AUDIO section 282 and the MPEG-PICTURE section 283 to
expand data that has been compressed in MPEG format, it is possible
to reproduce motion picture. It should be noted herein that there
are distinct processor for the CPU block, video block, sound block,
CD-ROM drive and Memory with their independent PCU's. This requires
significant computing power and still has dumb (no intelligence)
player input components.
[0072] FIG. 5 shows an example of an automated table system 101
useful to practice the game play methods of the present invention.
The system 101 has an upright dealer display cabinet 102 with a top
104 and the dealer viewing screen 107 which may be any form of
display screen such as a CRT, plasma screen, liquid crystal screen,
LED screen or the like. The player bank arrangement 103 has a
continuous display screen 109 on which images of cards being dealt
105, dealer's cards 108, bets wagered 111 and touch screen player
input functions 110 are displayed. Other player input functions may
be provided on a panel 106 which might accept currency, coins,
tokens, identification cards, player tracking cards, ticket
in/ticket out acceptance, and the like.
[0073] FIG. 6 shows an electronic/processor schematic for a
MultiPlayer Platform (MPP) gaming system according to the presently
described. The MPP Game engine (dealer) comprises a Heber Pluto 5
casino game board 200 (Motorola 68340 board) operating off the PC
Platform Pentium.RTM. 4 MPP Game Display processor 202. The game
display processor operates on a Windows XP platform. The respective
subcomponents on the Pentium 4 processor are labeled to show the
apportionment of activity on the motherboard and the component
parts added to the board. As is shown, the game engine has an
Uninterruptible Power Supply 204. The game display processor
directs activity on the Speakers, directs activities onto the MPP
Game Service panel, and the Plasma Monitor Card Table display. It
is important to note that all communications are direct from the
game display processor, freeing up resources available to the game
engine processor.
[0074] FIG. 7 shows the electronic/processing schematics of the MPP
Player Station Intelligence board (Heber Pluto 5 Casino, Motorola
68340), each of which player stations (one for each player
position) is in direct connection to the MPP Game Engine (Dealer),
which is in turn directly connected to the PC Platform. (not shown
in this Figure). Each Intelligence board receives information for
all player input systems specific to that player station, such as
the shown Coin Acceptor, Coin Hopper, Bill validator, Ticket
Printer, Touch Screen and/or Display Button Panel, Dual Wire
Ticket-in-Ticket-Out Printing and SAS System (SAS is one exemplary
standard communications protocol used by a number of casinos
central computer systems.) A significant benefit resides in the use
of the independent Intelligence boards at each player position
being in direct communication with the MPP Game Engine 300, as
opposed to each individual player position button panel being dead
or inactive until authorized by the main game processor, as
previous automated gaming systems were constructed.
[0075] The above-described architecture is also an improvement in
providing a system with not only the intelligence at each player
position, but also in redistributing processing capability for
functions among various processing components within the gaming
system. In one architectural format, all functions of the gaming
engine, except for the player localized intelligence functions, are
consolidated into a single PC (e.g., the Pentium 4 shown in the
Figures). This would include all game functions, player video
functions, dealer video functions, dealer audio functions,
security, central reporting (to a casino's central computer, for
example), currency and debit functions, alarm functions, lighting
functions, and all other peripherals on the system, except for the
localized player functions. Alternatively, all functions requiring
communication with the casino's main computer system are located on
the player station intelligent boards. In this system, the main
game processor would talk directly with the player intelligent
boards, preferably in the same novel communication format described
below.
[0076] An alternative system is shown in FIGS. 6, 7 and 8, where
there is a dealer engine processor intermediate the main game PC
and the Player intelligent boards. Both systems are a distinct
improvement over the prior art, but with the higher power available
for PC's, and with the ease of programming a PC as opposed to an
embedded system, the consolidation of the game functions and the
ability of the main game engine to communicate with each of the
player positions is enabled. As shown in FIG. 8, the Game display
processor 300 is preferably a Pentium.RTM. 4 PC and is separate
from the main processor. With the player intelligent boards, the
main game PC can receive packets of information from each player
station as events occur rather than having to poll each player
position on a regular basis I 00 times to gain the specific
information for each player input that may be made.
[0077] A description of the Heber Board, (an exemplary board that
can be used as a player station processor and/or game engine
processor 16) a commercially available intelligent processing board
is as follows. The Heber Board is known for its reliability and
flexibility, especially for the Pluto 5 family of gaming products.
The Pluto 5 is the controller of choice for the global gaming
industry. Flexibility comes from a set of features built into the
Pluto 5 (Casino) controller, and from the choice of optional add-on
boards that can be used to adapt the Pluto family to best suit
individual applications. In the area of interfacing, there are
three distinct boards, each of which serves a particular function
in helping the Pluto 5 to connect with the world outside:
RS485 Board
[0078] RS485 is an industrial-grade board for linking multiple
systems in unforgiving circumstances for centralized information
gathering. The Heber RS485 board is fully opto-isolated to provide
complete circuit safety when used within `electrically noisy`
environments. The RS485 board uses a single RS232 connection to the
Pluto 5 board and all necessary power is also derived through this
link. Two header connectors may be provided for the RS485 channel
to allow daisy chain connections between multiple systems.
HII/ccTalk Board
[0079] This board specializes in communicating with industry
standard note/coin acceptors and payout hoppers. Equipped with dual
communication channels, each port is configurable to use either the
HII format to connect with Mars.RTM. coin/note acceptors or the
ccTalk format for Money Controls.RTM. hoppers. Both channels are
controlled via a single RS232 connection to the Pluto 5 board and
all necessary power is also derived through this link. The Heber
FastTrack.TM. package contains modular library functions for
passing information via these channels.
Four Channel Relay Board
[0080] The relay board allows control of medium- to high-level
loads such as solenoids, without risk of damage or interference to
the Pluto 5 circuitry. Four power-switching channels are available
with absolute isolation from the Pluto 5 control signals. Each
relay is capable of switching direct or alternating currents of up
to 7A at a maximum voltage of 250V.
[0081] Like the Pluto 5 board itself, its modular options have been
used extensively so that their designs are fully developed and
entirely stable. The options that are specified are consistently
provided in mass quantities. As with all Pluto products,
programming for the modular options is straightforward. This is
enhanced with the use of the Pluto 5 Enhanced Development Kit and
also the FastTrack.TM. package. Between them, these kits contain
all of the low level and high level programming tools and library
functions needed for gaming applications. These systems can be
provided through a Pluto 5 Enhanced Development Kit datasheet
80-15353-7 (Heber Limited, Belvedere Mill, Chalford, Stroud,
Gloucestershire, GL6 8NT, UK Tel: +44 (0) 1453 886000 Fax: +44 (0)
1453 885013 www.heber.co.uk. Specifications for the various boards
are identified below.
RS485 Interface
Host Interface
[0082] RS232 connection to Pluto 5/Pluto 5 Casino
[0083] All power provided via RS232 link from host system
Communication Port
[0084] Dual four-way Molex 0.1'' KK headers for daisy chaining
purposes
Dimensions
[0085] 80.times.61 mm (3.14.times.2.4'')
Part Number
[0086] Opto-isolated RS485 board 01-14536-2
HII/ccTalk Interface
Host Interface
[0087] RS232 connection to Pluto 5/Pluto 5 Casino
[0088] All power provided via RS232 link from host system
Communication Port
[0089] Single or dual 10 way header connectors
Dimensions
[0090] 101.6.times.69.85 mm (4.times.2.8'')
Part Number
[0091] Dual channel HII/ccTalk board 01-16171-2
Four Channel Relay Board
Host Interface
[0092] Connection to Pluto 5/Pluto 5 Casino via ribbon cable using
four standard output lines
[0093] All power provided via ribbon cable link from host
system
Switching Capabilities
[0094] Up to 250V AC or DC@7A maximum per channel
Dimensions
[0095] 80.times.61 mm (3.14.times.2.4'')
Part Number
[0096] Four channel relay board
[0097] 01-15275-1
[0098] 80-16949-1
[0099] One proposed hardware configuration uses a "satellite"
intelligent processor at each player position. The player station
satellite processor is substantially the same as the primary game
engine processor, a Heber Pluto 5 Casino board. The satellite
processors receive instruction from the primary game engine but
then handle the communications with player station peripherals
independently. Each satellite processor communicates with only the
peripherals at the same player station. Thus each player station
has a dedicated satellite processor communicating with only the
peripherals at the same player station and with the casino's
central computer system. The peripherals are, but not limited to:
Slot accounting Systems, Bill Validator, Ticket Printer, Coin
Acceptor, Coin Hopper, Meters, Button panel or LCD touch screen and
various doors and keys.
[0100] The satellite processors run proprietary software to enable
functionality. The player station software is comprised of two
modules, the first being an OS similar to the game engine Operating
System and the second being station software that handles
peripheral communications. The software may be installed on EPROMs
for each satellite processor. The primary method of communication
between the satellite processors and the primary game engine is via
serial connectivity and the previously described protocol. In one
example, information packets are prepared by the satellite
processors and are sent to the game engine processor on the
happening of an event.
[0101] The proposed game engine provides communication to the
player stations to set the game state, activate buttons and receive
button and meter information for each player station. Communication
is via a serial connection to each of the stations. The new
protocol for communication between the game engine, game display
and player stations is an event driven packet-for-packet
bi-directional protocol with Cyclic Redundancy Check (CRC)
verification. This is distinguished from the Sega system that used
continuous polling. This communication method frees up resources in
the same engine processor because the processor no longer needs to
poll the satellites continuously or periodically.
[0102] The new protocol uses embedded acknowledgement and sequence
checking. The packet-for-packet protocol uses a Command Packet,
Response Packet and a Synchronization Packet as illustrated below.
The protocol uses standard ASCII characters to send data and a
proprietary verification method. TABLE-US-00001 Format of Command
Packet STX SEQ DATA LENGTH DATA CRC-16 ETX 1 1 3 3-999 5 1 Format
of Response Packet STX SEQ DSP PRV ETX 1 1 1 1 1 Format of
Synchronization Response Packet STX MTS MRS ETX 1 1 1 1 Legend For
Figures STX Start of Packet Character SEQ Sequence # (Cycles from
`0` thru `9`) LEN Length of Data Area (`003` thru `999`) DATA ASCII
Data Fields Separated with `I` Character CRC CRC-16 Value (`0000`
thru `65535`) Cyclic Redundancy Check ETX End of Packet Character
DSP Disposition Code (`A` ACK, `N` NAK, or `I` Invalid Sequence)
PRV Sequence Number of Last ACK'ed Packet (0 thru 9) MTS Main's
Current Transmit Sequence Number MRS Main's Current Receive
Sequence Number
[0103] The Command Packet and Response Packet are used during
primary game communications. The protocol uses redundant
acknowledgement. For example: The packet is initially acknowledged
when first received by the recipient. The same recipient will
resend anther acknowledgement in the next communication. This
second acknowledgement is the `PRV` data in the response
packet.
[0104] The communications between the Game Engine and the Player
Station intelligence is preferably a transaction-based protocol.
Either device can start a transaction, which is why it is essential
that there be an intelligent board at each player position. All
packets of information may be sent in any acceptable format, with
ASCII format preferred as a matter of designer choice. All command
packets usually contain a sequence number that is incremented after
each successful packet exchange. The Game Engine and the Player
Station intelligence use sequence numbers that are independent of
each other. The sequence number keeps the communications in
synchronization. This synchronization method is described
later.
[0105] The command packet is used to send various commands such as
Inputs, Lamps, Doors, Errors, Chirp, Game Results, player input,
coin acceptance, player identification, credit acceptance, wagers,
etc . . . The command packet format may be, by ay of a non-limiting
example: [0106] <STX><Sequence number><Data
Length><Data><CRC-16><ETX>
[0107] The data format with in the command packet may be: [0108]
<Address><Command><Field 1>|<Field
2>|<Field n>|
[0109] The response packet format may be: [0110]
<STX><Sequence number><Disposition><Previous
ACK><ETX>
[0111] The sync request packet format may be: [0112]
<SYN>
[0113] The sync response packet format may be: [0114]
<STX><Mains Current Transmission Sequence><Mains
Current Receive Sequence><ETX>
[0115] A major strength of the protocol is its resilience of the
Game Protocol and its ability to free up resources within the game
engine. Those resources can in turn be used to provide more
intricate games, and multi-media affects.
Synchronization Method:
[0116] The satellite and host must become synchronized in order to
provide for reliable communications using packet numbers. To
facilitate this, a novel protocol synchronization method that is
used. Upon applying power to the satellite, or after a
communications failure, the satellite automatically enters into
synchronization mode. In the synchronization mode the satellite
sends out the ASCII SYN (0.times.16) character about every second.
It is expecting a special response packet containing transmit and
receive packet sequence numbers to be used from that point on.
After receiving the special response packet, the sequence numbers
are used as-is, and not incremented until the a successful packet
exchange. After communications is synchronized, the sequence
numbers are incremented after each packet is successfully sent or
received.
[0117] As was noted before, the main game processor may contain
information, data, programming and other necessary functions to
enable the play of multiple games off the same machine. For
example, the main game engine may have rules and commands that will
enable play of high and low games of the present invention and
other card games. The system may be controlled so that different
games may be played at different times on command of the casino or
players.
EXAMPLE I
[0118] A proposed High-Low Poker game is a five card poker variant
game that may be played in electronic (single player video format
of multi-player video kiosk format) or preferably a live casino
table gaming format.
[0119] One or more players plays against a pay table. The
underlying play of the game is similar to Shuffle Master,
Incorporated's proprietary Let It Ride.RTM. stud poker game, but
with a different betting structure, different game strategy,
different pay tables, and other significant differences that are
described herein.
[0120] In one embodiment, a player places four initial wagers,
referred to herein as Bet 1, Bet 2, Bet 3 and Bet $. Bets 1, 2 and
3 are preferably equal amounts and Bet $ is double that amount
(that is, double one of the Bets 1, 2 or 3 amounts). In a five-card
poker game, each player is dealt a three-card partial hand, and the
dealer is dealt two community cards. In the final ranking of player
hands, the two community cards are used to make a five card hand
with each of the player's three-card partial hands.
[0121] After the player receives the three-card partial hand, each
player has the opportunity to withdraw Bet 1. Each player then has
the opportunity to withdraw Bet 2 after the first community card is
displayed. The house may or may not collect Bet 3 from any player
that withdraws Bet 2, but in a mathematically preferred embodiment
for the house, Bet 3 is collected by the house when Bet 2 is
withdrawn. The player therefore has the opportunity to withdraw 2/5
parts of the initial wager. Bet $ remains in play after withdrawal
of Bet 2.
[0122] The pay table also includes an even money payout for a Low
hand a rank of 9-High and lower on each wager left in play at the
end of the betting sequence. The change in the betting structure
(with the Bet $ wager) and the addition of the Low hand payout
significantly affects both the payout, hold and strategy of the
underlying Let It Ride.RTM. stud poker game (or a wild card variant
thereof). The addition of the Low hand payout increases the hit
frequency of a winning hand from 23% (in standard Let It Ride.RTM.
stud poker) to 40% in the High-Low Poker variant described herein.
Also, lowering the minimum high hand payout to a pair of 7's or
better further increases the hit frequency of the game. Play
strategy is affected as it becomes desirable to remain in the game
(and keep additional wagers in play) with initial cards (e.g., 2, 3
and 8) that would ordinarily be nearly worthless in the play of the
standard Let It Ride.RTM. stud poker game. At the same time that
players are more likely to remain in the game with what would
ordinarily have been a weak hand (as described above), this tends
to keep more optionally wagered money (the withdrawable parts of
the wagers) on the table, balancing out the higher frequency of
player wins, with a greater amount of money being placed at risk at
less than 50% likelihood of winning that wager with weak cards,
with the additional payback being at 1:1 odds for the Low hand win
against the pay table. These changes in the game significantly
impact play and strategy and add whole new dimensions to the play
of the game.
[0123] The play of the games of this technology may be
alternatively described as follows. A first alternative is as a
method of playing a wagering poker game comprises:
[0124] a player placing at least three wagers;
[0125] each player placing an at least three-part wagers being
dealt a partial hand that that player can inspect;
[0126] a dealer receiving at least two community cards, community
cards being positioned face down;
[0127] each player electing to withdraw or keep in play a first
part of the at least three-part wager before a first of the at
least two community cards is exposed; and exposing at least one
community card at a time until all community cards are exposed,
[0128] wherein any of the at least three-part wagers remaining in
play upon exposure of all community cards will be paid against a
pay table that includes payment for ranks of both a) hands that are
equal to or exceed a minimum rank and b) hands that must be equal
to or less than a maximum rank.
[0129] A second alternative is as a method of playing a wagering
poker game comprising:
[0130] a player placing at least four wagers, a fourth wager of
which must be twice the value of at least one of three of the at
least four wagers;
[0131] each player placing an at least four-part wagers being dealt
a partial hand that that player can inspect;
[0132] a dealer receiving at least two community cards, community
cards being positioned face down;
[0133] each player electing to withdraw or keep in play a first
part of the at least four-part wager before a first of the at least
two community cards is exposed; and exposing at least one community
card at a time until all community cards are exposed,
[0134] wherein any of the at least three-part wagers remaining in
play upon exposure of all community cards will be paid against a
pay table that includes payment for ranks of both a) hands that are
equal to or exceed a minimum rank and b) hands that must be equal
to or less than a maximum rank.
[0135] A third alternative is as a method of playing a wagering
poker game comprising:
[0136] a player placing at least four wagers, three of the four
wagers are equal in value, and a fourth wager must be twice the
value of each of the three of the four wagers;
[0137] each player placing an at least four-part wagers being dealt
a partial hand that that player can inspect;
[0138] a dealer receiving at least two community cards, community
cards being positioned face down;
[0139] each player electing to withdraw or keep in play one of the
three equal wagers before a first of the at least two community
cards is exposed; and exposing a first community card;
[0140] after exposure of the first community card, each player
electing to withdraw or keep in play a second of the three equal
wagers before a second of the at least two community cards is
exposed;
[0141] then exposing a second community card;
[0142] wherein any of the at least three-part wagers remaining in
play upon exposure of all community cards will be paid against a
pay table that includes payment for ranks of both a) hands that are
equal to or exceed a minimum rank and b) hands that must be equal
to or less than a maximum rank.
[0143] Referring to FIG. 9, the apparatus for the wagering game of
the present invention includes a typical casino gambling or gaming
table 10A. The table 10A has a curved side 12A for accommodating up
to seven players and a straight side 14A for accommodating the
dealer. The table 10A has a flat surface 16A covered with felt or
other appropriate material. Although seven playing positions or
locations 18Aa-Ag for individual players are provided, it is not
essential to the game that exactly seven persons play and as many
as sixteen players may participate. For casino play, a maximum of
seven players provides for a game that is easily manageable by the
dealer and house, and one in which the individual players feel more
involved. A house dealer position 20A, including an area suitable
for displaying the dealer's cards 21A, is provided.
[0144] Each of the playing positions 18Aa-Ag includes a wagering
zone 22A, comprising three separate and four distinct wagering or
betting areas 22Aa, Ab, Ac, Ad. Each position 18Aa-g also includes
a card area 19Aa-g for receiving and displaying cards dealt to the
player occupying the position. The wagering areas 22Aa, b, c, d are
designed to receive appropriate wagering indicators or settling
means such as chips (not shown). Wagering area 22Ac is specifically
designated as the Bet $ position, as later described in detail, but
any of the at least three or at least four wagers may be designated
for any of these shown positions.
[0145] At one side of the dealer station 20A, the apparatus for
practicing the method of the present invention may include a
microprocessor or computer controlled shuffling machine 32A
supported by a table extension 34A. The shuffling machine 32A may
be of the type disclosed in U.S. Pat. No. 4,807,884, the disclosure
of which patent is incorporated herein by reference. The shuffling
machine 32A may include a dealing module for automatically and
sequentially dealing cards and also may include a display means for
displaying wager amounts, the identity of winning players, or other
game related information.
[0146] Referring to the flow diagram of FIG. 10, the initial step
in playing the game of the present invention is preparing or
shuffling a deck of cards, represented at block 40A, by activating
the shuffling machine 32A or by hand-shuffling a deck to provide a
shuffled deck. Next, the players place the initial wager, block
42A, by putting three equal first wagers of equal amounts in each
of the three betting areas 22Aa, b, d, and an amount that is double
each of the three equal first amount into betting area 22Ac. Two of
the parts of this initial wager, the parts placed in wagering area
22Aa and 22Ab are retrievable at the option of the player. The
third portion placed in area 22Ad and the separate Bet $ wager in
22Ac are nonwithdrawable bets. After the placing of the wager by
each player, the cards are dealt, block 44A, three cards being
dealt down to each player and two cards are dealt down in front of
the dealer. The players inspect or "sweat" their cards in
preparation for reaching decision block 46A. At decision block 46A,
the players are queried by the dealer about whether the first part
of the initial wager, the part placed in wagering area 22Aa, should
be left or whether the player wishes to withdraw that portion of
the bet. Each player makes the decision at decision block 46A on
the basis of the three cards forming the player's incomplete hand
at this point. Once each player has been queried and has decided
whether or not to let the first portion of the bet ride, and those
bets the player chooses to retrieve or remove are physically
removed from area 22Aa and returned to the player, the dealer shows
one of the down common cards, block 48A. Now, each player has four
cards to consider, the three cards dealt to that player originally
and the single common card showing on the table. Each player must
then decide whether to let the second part of the initial wager
ride or whether to withdraw it from the game. After each player is
queried and decides what to do with regard to the second part of
the bet, and those bets to be withdrawn are physically removed from
area 22Ab and returned to the player, the dealer reveals the second
common down card, as represented at block 52A.
[0147] Each player now has a five card hand comprised of the three
cards each player was originally dealt plus the two revealed common
cards. The third bet, the bet placed at wagering area 22Ad, and the
BET $ wager in 22Ac are nonretrievable portions of the initial bet
and the flow of the game proceeds to block 54A wherein the players
show or reveal their three cards to the dealer. The dealer resolves
each player's bet (which includes all four parts, three parts, the
second and third part with the BET $ wager or only the third part
and the BET $ wager, depending on the player's choices during play
of the hand) based on the five card hand at block 56A and
determines what payout, if any, the player is entitled to receive
according to the payout schedule at the particular gaming table or
casino. Bets on non-winning hands are collected by the dealer or
house. The hand is then over and the flow of the game returns to
block 40A, preparing and shuffling the deck for a new hand.
[0148] The award or payoff is given for each of the optional bets
that were allowed to ride to the end of the hand and for the
nonwithdrawable part of the bet. A typical pay table would be as
follows: TABLE-US-00002 Hand Odds Pair, Tens or Better 1-1 (even
money) Two Pairs 2-1 Three of a Kind 3-1 Straight 4-1 Flush 6-1
Full House 9-1 Four of a Kind 25-1 Straight Flush 50-1 Royal Flush
250-1 9-HIGH or lower 1-1
EXAMPLE II
[0149] In this example of the invention, the player is playing a
primary game against a dealer and a side bet game that has high and
low winning hands. The bonus bet pays predetermined odds for
certain winning hands. The players and the dealer received five
cards each to make a poker hand.
[0150] Players make an Ante bet (against the dealer's hand) and
receive five cards, for example with all face up or portions up and
down, such as three face-up and two face-down of four face-up and
one face down. They may also make an optional bonus bet. The dealer
deals himself five cards face-down. After looking at the up cards,
the players either make a Bet to back up the Ante, or fold. The
dealer reveals his hand. The player wins if the five-card poker
ranking of the player hand exceeds that of the dealer's hand. In
the event of a tie, the bets push.
[0151] The players also have the option to make a side wager on a
high-low game that is played simultaneously. Regardless of whether
the player's hand beats the dealer's hand, if the player places the
side bet, he qualifies for payouts for the following hands:
TABLE-US-00003 Hand Odds Royal Flush 500:1 Straight Flush 100:1
Full House 10:1 Flush 6:1 Straight 4:1 Three of a Kind 3:1 Two Pair
2:1 Pair of Jacks or better 1:1 10 high 1:1 9 high 2:1 8 high 3:1 7
high 4:1 6 high 10:1 5 high 50:1
Double payouts are possible according to this example of the
invention. For example, if a player has a five-high straight, his
bonus wins 50:1 on the low hand and 4:1 on the high hand. The high
hand rankings are identical to five-card poker, and the low-hand
rankings are a modified form of the same ranking structure, except
that straights, flushes and straight flushes are ignored.
[0152] The method of the present invention is not limited to five
card poker games, but may be applied or used in other appropriate
games such as seven card poker. The method of the present invention
does not require a shuffling machine 32A, dealing module 33A or a
display means 36A. However, these facilitate and expedite the play
of the game as well as add interest to the game. While the initial
wager of the present invention is preferably comprised of three
equal bets, the bets do not necessarily have to be equal. While
equal bets are essential for casino play, unequal bets may be used
in home play, if desired. The wagering game of the present
invention might be played live in casinos with a dealer, or in
casinos or homes in interactive electronic or video form with
automatic coin or betting means receptacles and payout capability,
wherein appropriate symbols for cards, wagers or score keeping
would be displayed electronically. A "board-type game" suitable for
home, club or casino use may also be provided for practicing the
method of the present invention.
* * * * *
References