U.S. patent application number 11/058471 was filed with the patent office on 2006-08-17 for chinese poker deck.
Invention is credited to Jacob Y. Wong.
Application Number | 20060181026 11/058471 |
Document ID | / |
Family ID | 36814886 |
Filed Date | 2006-08-17 |
United States Patent
Application |
20060181026 |
Kind Code |
A1 |
Wong; Jacob Y. |
August 17, 2006 |
Chinese poker deck
Abstract
A deck of 52 cards has 27 cards with three sets of numbers 1-9
and suits circles, bamboo and script; another 20 twenty cards worth
10 made up of wind directions East ("E"), South ("S"), West ("W")
and North ("N"), plus a Green Dragon ("GD"), each having four
identical cards; and 5 Feng Shui cards worth 11 ranked in value
from F1 to F5. The deck can be used to play Poker-like games with a
hierarchical ranking for cards in the deck of: F1, F2, F3, F4, F5,
GD, E, S, W, N, 9, 8, 7, 6, 5, 4, 3, 2 and 1. A new game using the
deck is to deal player(s) and a dealer three cards, two of the
dealer's cards facing down and the other up. Player(s) select one
or more cards until all players stand or bust, unless a player's
initial cards are all 10s (i.e., E, S, W, N or GD), which is an
instant win. Next, the dealer's down cards are shown and the dealer
draws cards until a bust or the unit digit sum of the dealer's
cards is five or less (unless the dealer has 3 10 cards, in which
case the dealer wins). A bust occurs when a hand has any
combination of three 10 or F cards. The winning hand between a
dealer and a player, assuming no busts, is the hand with the lowest
unit digit sum.
Inventors: |
Wong; Jacob Y.; (Goleta,
CA) |
Correspondence
Address: |
LAW OFFICES OF ROY ANDERSON
3541 OCEAN VIEW BLVD
GLENDALE
CA
91208
US
|
Family ID: |
36814886 |
Appl. No.: |
11/058471 |
Filed: |
February 14, 2005 |
Current U.S.
Class: |
273/292 |
Current CPC
Class: |
A63F 2001/005 20130101;
A63F 2001/0425 20130101; A63F 1/00 20130101; A63F 2001/0416
20130101; A63F 3/00157 20130101 |
Class at
Publication: |
273/292 |
International
Class: |
A63F 1/00 20060101
A63F001/00 |
Claims
1. A deck of 52 cards, comprising: a first set of nine number
cards, each of which bears a different designation representing the
numbers 1 through 9 and a first suit designation; a second set of
nine number cards, each of which bears a different designation
representing the numbers 1 through 9 and a second suit designation;
a third set of nine number cards, each of which bears a different
designation representing the numbers 1 through 9 and a third suit
designation; a set of four East wind cards, each of which ("E")
bears an East Wind designation; a set of four South wind cards,
each of which ("S") bears a South Wind designation; a set of four
West wind cards, each of which ("W") bears a West Wind designation;
a set of four North wind cards, each of which ("N") bears a North
Wind designation; a set of four Green Dragon cards, each of which
("GD") bears a Green Dragon designation; and a first ("F1"), a
second ("F2"), a third ("F3"), a fourth ("F4") and a fifth ("F5")
Feng Shui parameter card, each of which bears a unique Feng Shui
parameter designation.
2. The deck of claim 1, wherein the five unique Feng Shui parameter
designations represent longevity, luck, wealth, health and
fertility.
3. The deck of claim 1, wherein the unique Feng Shui parameter
designations of the first through the fifth Feng Shui parameter
cards represent, respectively, longevity, luck, wealth, health and
fertility.
4. The deck of claim 3, wherein the first suit designation is a
circle designation, the second suit designation is a bamboo
designation and the third suit designation is a script
designation.
5. A method of playing poker games using the deck of claim 1,
comprising the steps of: assigning a hierarchical ranking for cards
in the deck, in descending order, as follows: F1, F2, F3, F4, F5,
GD, E, S, W, N, 9, 8, 7, 6, 5, 4, 3, 2 and 1; and playing a game
using the said deck that invokes the hierarchical ranking for
determining who is the winner of the game.
6. A deck of 52 cards, comprising: three sets of nine cards, each
of which bears a different designation representing the numbers 1
through 9; twenty cards bearing a designation associated with the
number 10; and five cards, each of which bears a designation
associated with the number 11.
7. The deck of claim 6, wherein each of the three sets of nine
cards also bears its own unique suit designation.
8. The deck of claim 7, wherein the twenty cards bearing a
designation associated with the number 10 are comprised of five
groups of cards, each of which bears its own unique designator.
9. The deck of claim 8, wherein four of the unique designators
represent an East wind, a South wind, a West wind and a North
Wind.
10. The deck of claim 9, wherein a fifth unique designator is a
green dragon.
11. The deck of claim 9, wherein a first suit designation is a
circle designation, a second suit designation is a bamboo
designation and a third suit designation is a script
designation.
12. The deck of claim 11, wherein each of the five cards with the
designation associated with the number 11 bears a unique Feng Shui
parameter designation.
13. A method of playing a game with a dealer and a player using a
deck of 52 cards comprised of three sets of nine cards, each of
which bears a different designation representing the numbers 1
through 9, twenty cards bearing a designation associated with the
number 10, and five cards, each of which bears a designation
associated with the number 11, comprising the steps of: dealing the
player and the dealer three cards, with two of the cards dealt to
the dealer facing down and one of the cards dealt to the dealer
facing up; allowing the player to select one or more cards, before
any additional cards are dealt to the dealer, until the player
stands or busts; if the player stands, revealing the cards dealt to
the dealer facing down and dealing from zero to one or more
additional cards to the dealer according to a rule for when the
dealer must stand and when the dealer must take another card until
the dealer stands or busts; and declaring either the dealer or the
player a winner of the hand; wherein the dealer is the winner if
the player busts and the player is the winner if the dealer busts;
wherein the player or the dealer bust upon drawing any combination
of three cards bearing the designation associated with the number
10 or the number 11; wherein the rule is that the dealer must take
another card if a unit digit sum of the designations of the
dealer's cards is five or higher but the dealer must stand if the
unit digit's sum is four or less; wherein the player is the winner
if the player has three cards bearing the designation associated
with the number 10; wherein the dealer is the winner if the dealer
has three cards bearing the designation associated with the number
10 and the player does not have three cards bearing the designation
associated with the number 10; and wherein the winner between the
player and the dealer when both the player and the dealer stand is
the one with the lowest unit digit sum unless both the player and
the dealer have the same unit digit sum, in which case a tie
breaking rule is invoked.
14. The method of claim 13, wherein each of the three sets of nine
cards also bears its own unique suit designation.
15. The deck of claim 14, wherein a first suit designation is a
circle designation, a second suit designation is a bamboo
designation and a third suit designation is a script
designation.
16. The deck of claim 13, wherein the twenty cards bearing a
designation associated with the number 10 are comprised of five
groups of cards, each of which bears its own unique designator.
17. The deck of claim 16, wherein four of the unique designators
represent an East wind, a South wind, a West wind and a North
Wind.
18. The deck of claim 17, wherein a fifth unique designator is a
green dragon.
19. The deck of claim 13, wherein each of the five cards with the
designation associates with the number 11 bears a unique Feng Shui
parameter designation.
Description
FIELD OF THE INVENTION
[0001] The present invention is in the field of gaming apparatus
and methods, tool or accessories in the casino gambling industry.
In particular, the present invention parallels the international 52
card pack, which has been used for decades for playing casino games
of the West, to play a variety of new and novel casino games
reflecting the civilization, culture and history of the East.
BACKGROUND
[0002] The casino gaming industry continually seeks to invent new
gambling games in order to add flare to the old standbys such as
Blackjack, Craps, Poker, Baccarat etc. The object is to keep the
gaming interest of both the old and the new customers high in order
to maintain and grow the revenues and profits for the industry. In
actuality, the so-called new games surfaced in recent years are
rarely new but are takeoffs from older games. For example,
Caribbean Stud is based on Stud Poker. So are Let It Ride and Three
Card Poker. Notwithstanding, new games are still in great demand
whether or not they are really new or are just takeoffs from the
older standbys.
[0003] As we, the "earth people" living in this planet, enter into
the 21.sup.st century, there have been profound changes in world
affairs that severely impact the well-being of our society. One can
list a number of such events that led to those changes. But among
them three really stand out. The first event has to be the end of
the cold war between the Soviet Union and the United States which
led indirectly to the breakup of the Soviet Empire. This event has
changed many lives, both within and without the former Soviet
Union. Many people living formerly under the Soviet rule are today
enjoying their political freedom for the first time after many
decades. More importantly they have now become productive and free
citizens once again in their new environments leading to
significant economical gain because of their entrepreneurship and
hard work.
[0004] The second event has to be the advent of the Internet
starting as early as in the late 1970s. Although it took more than
two decades including the notorious "WWW or World Wide Wait" period
instead of "World Wide Web" for its ridiculously slow services in
the beginning, and a gigantic bubble burst in the capital
investment community shortly after the turn of the last century to
prove to everybody that it is indeed one of the most important
events that has taken place. Indeed the Internet, together with the
tremendous advances in the silicon chip and the computer software
technologies during the past two decades have literally ushered the
world into the so-called Information Age. Today virtually
everything in private and public commerce is done on the Internet
leading to an unprecedented productivity gain in many sectors of
industry. It is primarily a direct result of the dawning of this
Information Age discussed above that has led to the third event as
elucidated below.
[0005] The third event could broadly be described as globalization,
meaning simply that all activities involving international
commerce, trade, finance, communication and production of goods and
services are taking place irrespective of continental, national or
geographical boundaries as long as they are done in the most
efficient and cost-effective manner. The direct consequence of
globalization is that goods and services are much cheaper than
before because of the immense gain in overall productivity. In
other words, countries that possess plenty of cheap labor will
automatically be given the opportunity to produce goods or to
perform services that are needed worldwide. This globalization has
led to a significance rise in the standard of living for almost all
countries during the past decade, especially those in the third
world. However, globalization is a two-edged sword. Whereas some
countries like China and India, whose economies have been benefited
tremendously by the effects of globalization, other countries like
the US, European Union countries and even Japan have suffered
significant negative effects like the loss of employment and the
closing down of many factories that are no longer competitive in
the world scene. Globalization is today an on-going process and
nobody knows for sure what will eventually become of our world. One
thing, however, is amply clear. China is presently experiencing a
strong rise in its economical fortune.
[0006] During the past two decades, as more and more affluent
Chinese and Asian gamblers, a direct result of globalization
discussed above, came to Las Vegas and Atlantic City to play, there
has been a growing sense of opportunity for the casinos to come up
with new games in order to attract the attention of these new
customers. Common sense will have it that if these new games could
be devised based upon the cultural folklores and ancient concepts
that the Chinese and Asian revere, such as Yin Yang (two opposing
forces) and Feng Shui (wind and water), the chance of these new
games being enthusiastically accepted by the new comers will be
greatly enhanced. Furthermore, if these new games could blend the
old and popular Chinese gambling games such as Mahjongg, Tin Gau,
Sic Bo and Fan Tan (the so-called "Big Four"), with the traditional
Western style gambling games such as Roulette, Poker, Blackjack
etc., the so-called gaming fusion of the East and West, then the
chance of success should even be greater.
[0007] While the need to create new games for casinos in the U.S.,
based upon the fusion of the culture and gambling methods of both
the East and the West, is pretty much a no-brainer, its realization
might not be as simple as one is led to believe. However, it can
clearly be done if innovation and prudence are brought to bear in
reaching this goal. It is quite apparent that the single most
important gambling tool or instrument that anchors many of the
traditional Western gambling games is the international 52-card
pack. The many versions of the poker games such as Texas Hold'em,
5-Card Stud, 7-Card Stud (Hi/Lo), Draw Poker etc. and many of the
so-called new games such as "Spanish 21", "Caribbean Stud", "three
Card Poker" etc. all use the international 52-card pack to play the
games. In addition to the poker game, the vastly popular Blackjack
and the new game of "Let It Ride" also uses the international
52-card pack to play them. Finally, the important game of Baccarat,
the favorite of the high rollers, also uses the international
52-card pack to play the game. Apart from the international 52-card
pack, the wheel and the small ball used in the playing of Roulette
and the two dices used in the playing of Craps are dedicated to
their respective specific games and are therefore different both in
function and applicability to the international 52-card pack.
[0008] It is well known that over centuries the Chinese love to
play the games of chance or to put it simply, they love to gamble.
Gambling is literally in their blood, so to say, just as the Irish
love visiting their neighborhood pub for a drink of beer after work
prior to going home. As mentioned earlier, the traditional gambling
games in the East for the Chinese are the so-called "Big Four",
namely Mahjongg, Tin Gau, Sic Bo and Fan Tan. Both the Mahjongg and
the Tin Gau games have their special set of tiles dedicated to
playing the game and they are therefore unique. One uses three dice
to play the Sic Bo game and just a big pile of beans or pebbles and
a "pick" to play the Fan Tan game. What is conspicuously missing in
the East is the counterpart of the West's 52-card pack which
anchors many favorite Western gambling games. As alluded to
earlier, in order to fully grasp the marketing opportunity that
more and more affluent Chinese and Asians will be visiting Las
Vegas and Atlantic city in the coming years, casino operators are
keen to score one or more "winner" games for the visitors. The
current inventor recognizes this unique opportunity and captures it
by devising a novel Chinese style poker deck called the "Chinese
Poker Deck" whose construct reflects not only its Western origin,
but also allows the permeation of the culture and thinking of the
East into same through the use of one of the "Big Four" gambling
games, namely the Mahjongg.
[0009] It is clear from the discussion above that a Chinese Poker
Deck has to be invented, or created from scratch, but based upon
the Eastern cultural thinking and concept of the original Western
52-card pack in order to take full advantage of the affluent
Chinese and Asian gamblers visiting Las Vegas and Atlantic City in
the coming years. It is without argument that Mahjongg is by far
the most popular gambling game in China and the Far East for at
least several hundred years. Thus it is prudent that a portion of
the unique tiles of the Mahjongg set is used as a basis for forming
the Chinese Poker Deck. Because of the fact that most Chinese and
Asians are already quite familiar with and knowledgeable in playing
Mahjongg, they naturally would be able to recognize the various
special tiles of the game without much difficulty. As a matter of
fact, most Chinese have already known for years the entire set of
Mahjongg tiles by heart since their adulthood. During the early
'50s, there were Mahjongg parlors in most major casinos in Las
Vegas to accommodate small numbers of gamblers from China and the
Far East. But due to the small operating profits obtained by
casinos from these Mahjongg parlors, most of them started to
disappear from the Las Vegas gambling scene in the early '70s. By
the early '80s in Las Vegas, Mahjongg parlors became nothing but a
fond memory of the past. Still, Mahjongg continues to be the number
one family gambling game in Asia, particular in China. Although
officially no gambling is allowed within the People's Republic of
China, because people love to play this game so much that the
playing of Mahjongg has been tacitly allowed since the communists
took over China back in 1949 and such is still prevailing
today.
[0010] It is difficult to imagine a Chinese who is indifferent to
Feng Shui--the age old Chinese concept of associating harmony with
luck and good fortune! Feng Shui in Chinese means wind and water.
Its origin dates back several thousand years to ancient China. The
geography of that vast land requires careful consideration when
constructing a building since the mountain winds can be severe and
the lower areas are prone to flooding. Thus for the ancient
Chinese, Feng Shui literally means "luck engineering". However, the
ancient Chinese did not consider luck as synonymous with chance. To
them luck was opportunity and they believed that even if presented
with opportunity, many of us do not act and grasp it with both
hands. Today Feng Shui remains as both a fascinating and a revered
living concept for the Chinese. They not only believe in Feng Shui,
but also strive to improve it whenever and wherever possible in
order to increase their opportunity, thereby enhancing their luck
in whatever they are doing.
[0011] Practically speaking, this Chinese folk culture of Feng Shui
could therefore be interpreted as an "art of professional
placement" or "opportunity engineering". For the modern Chinese, it
is most important for them to seek harmony with Feng Shui, meaning
for them to find or identify opportunities for themselves and then
to pursue them. The five opportunities most recognized with Feng
Shui by the Chinese are 1) Longevity; 2) Luck; 3) Wealth; 4) Health
and 5) Fertility. Every Chinese is advised to constantly seek out
these opportunities in the hope that they can be realized by
executing the right strategies.
[0012] Thus, in addition to using a portion of the Mahjongg set to
form the Chinese Poker Deck, the incorporation of the concept of
Feng Shui into it is equally important and opportunistic in order
to blend in the cultural folklore of the Chinese people into this
new deck of cards. The novel approach to selecting a portion of the
Mahjongg tiles set and the Feng Shui parameters into the Chinese
Poker Deck, together with the detailed description of the present
invention and its preferred embodiments, will be made in the
following paragraphs along with the help of the accompanying
drawings.
SUMMARY OF THE INVENTION
[0013] The present invention is generally directed to a novel deck
of 52 cards named the "Chinese Poker Deck" that has: (1) 27 cards
made up of three sets of nine cards, each of which bears a
different designation representing the numbers 1 through 9 and a
suit designation selected from circles, bamboo and script; (2)
another 20 twenty cards bearing a designation associated with the
number 10 made up of the four wind directions, East ("E") , South
("S"), West ("W") and North ("N"), plus a Green Dragon ("GD"),
there being four identical cards in these five categories; and (3)
an additional 5 cards, each of which bears a designation associated
with the number 11 and a unique Feng Shui parameter designation
(such as longevity, luck, wealth, health and fertility), the Feng
Shui cards being ranked in value for certain uses from F1 to
F5.
[0014] In a separate group of aspects of the present invention, a
method is disclosed for playing Poker-like games using the Chinese
Poker deck in which a hierarchical ranking for cards in the deck is
assigned, in descending order, as follows: F1, F2, F3, F4, F5, GD,
E, S, W, N, 9, 8, 7, 6, 5, 4, 3, 2 and 1, and then this ranking is
used for determining who is the winner of the game.
[0015] In another, separate group of aspects of the present
invention, a method is disclosed for playing a new game called LO
SHU using the Chinese Poker Deck. In LO SHU, the player(s) and the
dealer are dealt three cards, with two of the cards dealt to the
dealer facing down and one of the cards dealt to the dealer facing
up. Similar to Blackjack, the player(s) select one or more cards,
before any additional cards are dealt to the dealer, until all
players stand or bust, unless a player's initial cards are all 10s
(i.e., selected from the group consisting of E, S, W, N and GD), in
which case the player instantly wins. If a player stands, the
dealer's down cards are revealed and the dealer must continue to
take additional cards until the dealer busts or the unit digit sum
of the dealer's cards is five or less (unless the dealer has 3 10
cards, in which case the dealer wins). A bust occurs when a hand
has any combination of three 10 or F cards. The winning hand
between a dealer and a player, assuming no busts, is the hand with
the lowest unit digit sum.
[0016] Accordingly, it is a primary object of the present invention
to provide a new deck of cards called the Chinese Poker Deck and
new methods of playing games using this deck.
[0017] This and further objects and advantages will be apparent to
those skilled in the art in connection with the drawings and the
detailed description of the preferred embodiment set forth
below.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1. The currently invented Chinese Poker Deck.
[0019] FIG. 2. The point numbering convention for both the
traditional poker deck and the Chinese Poker Deck.
[0020] FIG. 3. Tabulation of point values for three-card hands from
the presently invented Chinese Poker Deck for playing the game of
LO SHU.
[0021] FIG. 4. The ranking of the cards in both the traditional
poker deck and the presently invented Chinese Poker Deck.
DETAILED DESCRIPTION OF THE INVENTION
[0022] In accordance with the present invention, a new deck of
cards is disclosed that can be used for a variety of different
games, some of which are also described herein. The new deck of
cards is referred to as the Chinese Poker Deck.TM. because, like a
traditional poker deck (i.e., a deck of 52 cards, having four
suits-clubs, diamonds, hearts and spades-each of which has 13 cards
comprised of 2-10, Jack, Queen, King and Ace), it uses 52 cards,
but the cards integrate various aspects of traditional Chinese
games and culture. The result is a novel deck that allows the East
to meet the West, and vice versa.
[0023] The Chinese Poker Deck is comprised of 27 numbered cards in
three suits and 25 additional non-suit cards as shown in FIG. 1.
The 27 numbered cards 1 are divided into three groups or
suits--circles 2, bamboos 3 and scripts 4--each of which has nine
cards numbered from 1 to 9. The 25 additional non-suit cards 5 are
divided into 16 wind cards 6 (which is subdivided into four groups
representing East 7, South 8, West 9 and North 10 winds, and each
wind has four identical cards), 4 Green Dragon cards 11 (each of
which is identical) and 5 Feng Shui cards 12. The 5 Feng Shui cards
12 are ranked from 1 to 5, 1 being the highest, and each bears a
unique Feng Shui parameter designation which, in an especially
preferred embodiment, represents, from 1 to 5, respectively,
Longevity, Luck, Wealth, Health and Fertility. The wind and dragon
cards might be compared to face cards in a traditional poker deck
in that each such card is assigned a value of 10 in games in which
the cards need to have a number value, such as in the game of
Blackjack, while the five Feng Shui cards are assigned a value of
11 in such games.
[0024] The incorporation of the three suits of circles 2, bamboos 3
and scripts 4 into the Chinese Poker Deck ties the deck to the
traditional Chinese game of Mahjongg which uses the same three
suits. Similarly, Mahjongg also uses the four winds as well as
dragons (typically green, red and white). However, unlike Mahjongg,
the Chinese Poker Deck uses such symbols and designations in a new
context, i.e., the context of a deck of 52 cards. Thus, the Chinese
Poker Deck at one invokes a certain feeling of familiarity to one
familiar with Mahjongg, while the 52 card deck also invokes a
certain feeling of familiarity to one familiar with the traditional
poker deck (international 52-card pack).
[0025] The Chinese Poker Deck departs from any similarity to
Mahjongg by the addition of the five Feng Shui cards 5 (see FIG. 1)
which are not found in Mahjongg. Because of the pull of Feng Shui
in the Chinese and Eastern culture, even though Feng Shui is not
incorporated into Mahjongg, its addition to the Chinese Poker Deck
brings an additional type of familiarity to those familiar with its
precepts. In addition, because there are 5 such cards, it allows
the Chinese Poker Deck to be perfectly rounded out to 52 cards so
as to maintain the same number of cards found in the traditional
poker deck.
[0026] The ramifications of the Chinese Poker Deck are profound.
The Chinese Poker Deck can be used to play traditional Western
poker games, although the odds and some of the rules (such as
values or ordering of hands) will necessarily have to be changed to
adapt to the new composition of the deck. While this by itself is
interesting, and offers new flavors and variants of games, such
could be said for any change to the traditional deck of cards.
However, because the Chinese Poker Deck also incorporates ideas
found in Mahjongg, it can also be used to play new games that might
be analogized as variants of Mahjongg, even though they are totally
novel variants in a new medium. And, with the incorporation of the
Feng Shui cards, the Chinese Poker Deck opens up totally new
possibilities and allows persons familiar with the precepts of Feng
Shui to connect with such possibilities on a whole new level.
Finally, because all of these variants can be played with the same
deck, as one begins playing any of the many games that are possible
with the Chinese Poker Deck, one becomes familiar with the new
deck, and possibly becomes more open to playing other games with
the same deck. In this way, a person familiar with Western games
may be drawn to more Eastern types of games, and vice versa, thus
creating an intersection of the two cultures in a single deck of
cards.
[0027] To better illustrate the novelty and usefulness of the
Chinese Poker Deck, instructions will now be given for four novel
games that have been invented that use the Chinese Poker Deck--Lo
Shu.TM., Pa Kua Poker.TM., Dragon Poker.TM. and Mahjongg
Junior.TM..
[0028] The first novel game that will be described is called Lo
Shu. It is perhaps closest to Blackjack in terms of its play, but
it also has elements of Baccarat, all in a totally new, and fun,
format.
The Playing Rules of LO SHU.TM.
[0029] Set up like Blackjack, one dealer playing against one or
more players. [0030] Each player, including dealer, is dealt 3
cards (one card per round), all facing down with the exception of
dealer's last card which is dealt face-up. [0031] Like Baccarat,
the unit digit of the sum of the 3 cards is the point value of the
3-card hand. For example, unit digit 4 of sum 24 is the point
value. [0032] Contrary to Baccarat, the lowest point value "0" is
the highest. [0033] Only hand to beat "0" hand is "LO SHU" or 3"10"
cards. [0034] Player can select to get more cards ("hit") to
improve his or her hand without limit until "Busted" at which point
he or she must show all cards and loses the hand. [0035] "Busted"
in LO SHU is when a player's hand has more than 3 cards but with
3"10" or "11" cards in the player's possession. [0036] Dealer must
stand (no hits) when the point value of his cards is "5" or better.
[0037] Any player who gets 3 "10" cards before any "hit" or "LO
SHU" wins first and with a bonus of 50% of bet. There is no draw in
"LO SHU" hands. [0038] Any player who "Busted" first loses. There
is no draw in "Busted" hands. [0039] If both the dealer and a
player do not bust and have the same unit digit sum, it is a draw
or push (nobody wins).
[0040] FIG. 2 shows the point numbering system for both the West
(international 52-card pack) and the East (Chinese Poker Deck)
deck. FIG. 3 shows the tabulation of point values for three-card
hands from the presently invented Chinese Poker Deck for playing
the game of LO SHU.
[0041] The second novel game that will be described is called Pa
Kua Poker. It is perhaps closest to poker in terms of its play, but
it has some variants.
The Playing Rules of Pa Kua Poker.TM.
[0042] A fully dealt Pa Kua Poker hand has 7 cards. One card is
dealt first, followed by 2 cards, and then followed by 4 rounds of
a single card each. [0043] Pa Kua hands used to determine a winner
comprise 1-, 2- or 3-card hands and not a 5-card hand as in Western
Poker. [0044] Pa Kua Poker has six rounds of betting starting with
a 1-card hand bet followed by 4 2-card hand bets and ending up with
a final 3-card hand bet. [0045] For the first 5 bets, the winner
takes only half the bet money for a particular round and the other
half goes to the pot. [0046] The winner of the final 3-card hand
wins the entire pot. [0047] With the exception of the first 1-card
hand, a player can show any 2 cards (open face) in the player's
possession to win any 2-card rounds. [0048] A player does not have
to show any cards during any 1-card or 2-card rounds if the player
calls (matches the last bet) but later admits losing that
particular round. [0049] For the final 3-card round, player can
show any 3 cards in the player's possession. [0050] For Pa Kua
Poker, there is no "straight", "flush" or "straight flush". [0051]
Player can quit at any round of the game and loses all bet money
including the ante. In determining what 2-card or 3-card hand is a
winner, a hierarchical ranking for cards in the deck, in descending
order, is as follows: F1, F2, F3, F4, F5, GD, E, S, W, N, 9, 8, 7,
6, 5, 4, 3, 2 and 1 (see FIG. 4). In dealing with pairs or
triplets, the hierarchical ranking follows that for the single card
as depicted in FIG. 4. Thus any pair or triplet of the Feng Shui
parameters (F1 through F5) is higher than that for the GD and so
on. This same ranking scheme can also be used in other poker like
games.
[0052] The third novel game, called Dragon Poker, is described in
the following rules of play.
The Playing Rules of Dragon Poker.TM.
Background
[0053] Dragon Poker can be played by 2-4 players using the Chinese
Poker Deck.TM.. This game takes the features from both the Western
Poker game (5 or 7 cards Stud) and also the popular Chinese game of
Mahjongg. As such, it is a very unique game and can be played only
with the Chinese Poker Deck.
Playing Principles of the Game
[0054] Players of this game try to build up a certain hand or
combination of cards like Mahjongg from the player's collection of
six cards in order to win. Players take turns to deal the six cards
to the other players one at a time. Before dealing, all players
have to pay the ante of one unit. The first player on the dealer's
left gets dealt first and then the dealing goes around in a
clockwise direction. Very rarely will any player be dealt a winning
hand of six cards right from the beginning. If so, the game ends
abruptly and every player pays the winner a predetermined number of
winning units (see below). In addition, the winning player also
gets to win the pot.
[0055] The remaining non-dealt cards are left as a deck and are
placed somewhere near the pot and in a location most easily reached
by all players. Assuming that nobody wins after the first dealing
of six cards, the player who was dealt first has the right to
exchange any number of the player's 6 cards up to a maximum of
three. For every card that the player wishes to exchange the player
has to put one unit into the pot. For example, if the player wishes
to exchange the maximum of three cards, then the player has to put
3 units into the pot. The player puts his or her to-be exchanged
number of cards (1 to 3) face down to start a second deck of cards
somewhere near the pot and accessible to all players. The player
receives the new cards from the original deck of remaining cards
starting from the top.
[0056] Then it is the turn for the player on the player's left to
exchange cards. This goes on until all players have completed their
first round of exchange. If during or after the first round of
exchanges has been completed, one of the players obtains a winning
hand, then the game ends and each of the other players has to pay
the winner a predetermined number of units (see below). The winner
also wins the pot.
[0057] This will go on until 1) there are less than 3 cards left in
the original deck at the end of an exchange by a player or 2) one
of the players obtains a winning hand.
[0058] For case #1 mentioned above, the exchanged deck together
with the remaining cards from the original deck will be shuffled by
the dealer and cut by another player and then put back as a new
exchange deck of cards near the deck. The exchange of cards
continues for the players until case #2 mentioned takes place. The
game ends and dependent upon the winning hand of the winner, each
of the other players has to pay the winner a bonus (see below) in
addition to the winner keeping the pot.
Tallying the Winnings for the Winner
[0059] 1. If any of the players obtains any of the possible winning
hands (see below) immediately after the dealing of the first round
of 6 cards, each of the other players has to pay that player 100
units. If one or more of the players simultaneously obtain a
winning hand under this circumstance, the player with the higher
class of winning hands (see below) will be the winner. [0060] 2. If
any of the players obtains any of the possible winning hands (see
below) during the first round of card exchange, each of the other
players has to pay that player 50 units. There cannot be more than
one winner in this case because of the sudden death rule, namely
whoever amasses a winning hand first wins. [0061] 3. If any player
wins with a Class 0 hand (see below), that player will collect no
additional winning bonus from the other players other than just
winning the pot. [0062] 4. If any player wins with a Class 1 hand
(see below), that player will collect an additional one-half of the
pot value from each player as bonus. [0063] 5. If any player wins
with a Class 2 hand (see below), that player will collect an
additional full pot value from each player as bonus. [0064] 6. If
any player wins with a Class 3 hand (see below), each player has to
pay that player an additional 100 units as bonus. Definitions for
the Classes of Winning Hands Class 0: [0065] This hand comprises
the cards [Any F or Feng Shui card, F1-F5], GD, E, S, W, and N.
Class 1: [0066] This hand comprises two noncontiguous suit
sequences of 3 from the same suit. Class 2: [0067] This hand
comprises two contiguous suit sequences of 3 from the same suit.
Class 3: [0068] This hand comprises all five of the Feng Shui
cards, namely F1, F2, F3, F4 and F5.
[0069] The fourth novel game, called Mahjongg Junior, is described
in the following rules of play.
The Playing Rules of Mahjongg Junior.TM.
Background
[0070] This game can be played by 2-4 players using the Chinese
Poker Deck. In general this game is played almost exactly like the
regular Mahjongg game but with the following exceptions: [0071]
Because the Chinese Poker Deck only has 52 cards or tiles instead
of the usual 136, the set is simplified with the following changes:
[0072] There is only ONE each of the three suits, namely Circles
[C], Bamboos [B] and Scripts [S] for a total of 27 cards or tiles.
[0073] There is only the Green Dragon [GD] in this game and no Red
nor White Dragons, for a total of only 4 cards. [0074] There are
the usual East [E], South [S], West [W] and North [N] winds, four
each for a total of 16 cards. [0075] Finally, five Feng Shui
parameter cards have been added, F1 to F5, respectively
representing Longevity, Wealth, Health, Luck and Fertility. [0076]
Because of the 52 cards, the usual Mahjongg hand of 13 tiles is
reduced to 7 Cards and the winning hand has 8 cards instead of the
usual 14 in regular Mahjongg. [0077] The makeup of the winning hand
for the Junior is in principle exactly the same as the regular
Mahjongg comprising 2 triplets (three of a kind or a suit sequence)
and a pair (eyes) instead of 4 triplets and a pair (eyes). [0078]
There is one peculiar winning hand in the Mahjongg Junior game not
available in regular Mahjongg and that is the so-called "Gar Yiu
Gau" (GYG) or "Fake Yiu Gau" instead of the real one in the regular
Mahjongg. This winning "Gar Yiu Gau" (GYG) hand is composed as
follows: [0079] Seven distinct cards from either F1, F2, F3, F4,
F5, GD, E, S, W, N, C1, C9, B1, B9, S1 or S9 card and a pair of
eyes formed by having a duplicate card from the above list. For
example, a winning GYG hand could be composed of cards F1, E, S, W,
C1, B9, S1 plus another S to form the pair of eyes. [0080] This GYG
winning hand represents the easiest hand to score and therefore is
of the lowest winning value. It is often used as a strategy to get
one out of a period of bad luck or not scoring or as a defensive
play against some other player or players having a high-scoring
hand. How the Game is Played (Identical to regular Mahjongg) [0081]
1. Assuming that there are 4 players playing this game, the first
order of business as in the regular Mahjongg game is to throw 2
dice to decide who is going to be the first banker (The East wind
position). Dice number counting is always counterclockwise for
Mahjongg.
[0082] Thus, the player to the right of the banker (East) would be
the South wind position. [0083] 2. The banker shuffles the cards
and haves them cut by another player before dealing or distributing
each player one at a time with 7 cards but the banker with 8. This
is the first hand of the "East" or first round of plays. [0084] 3.
The banker first discards one of his or her 8 cards face-up unless
the banker has a scoring hand (very rare), i.e. either the GYG
hand, 2 triplets plus a pair (eye) or five Feng Shui cards (even
rarer) [see below]. [0085] 4. This discarded card can either be 1)
ignored by other players; 2) picked up by the South player by using
it to form any suit sequence of 3, an operation called "Tsee" ; 3)
picked up by any player to form a three-of-a-kind, an operation
called "Pung" or 4) picked up by any player to score. [0086] 5. If
the discarded card is ignored, then it is the South player's turn
to draw a card from the top of the remaining deck. The South player
then discards one of his or her cards unless the player has a
scoring hand. The fate possibilities for this discarded card follow
those stipulated in item #4 above. [0087] 6. Following 2) of item
#4 that East's discarded card is picked by a player in any wind
position, e.g. South, to form a suit sequence of three ("Tsee"),
South has to display this suit sequence face-up in front of him or
her and discards one of the remaining 5 cards and is left with 4
cards afterwards. Then it is West's turn (opposite East) to draw a
card followed by discarding one. [0088] 7. Following 3) of item #4
that East's discarded card is picked up by any of the three other
players to form a three-of-a kind ("Pung"). The 3-of-a-kind triplet
has to be displayed face-up in front of the player who "Punged" and
followed by discarding one of his or her remaining cards.
Afterwards it is the turn of the player to the right to draw a
card. [0089] 8. Following 4) of item #4 that East's discarded card
is picked up by any of the three other players to score. When this
happens, that particular hand of the game is over and the amount of
the winning is tallied up (see below) to be paid by the non-scoring
players to the scoring player. [0090] 9. If the East player scores,
then he or she will continue to be banker and another hand will
start following the steps described in items #1-8. As long as the
East player continues to score, the East player will remain as the
banker until one of the other three players scores. [0091] 10. If
East does not score, then it is the South's turn to be the banker
and another hand starts following the steps described in items
#1-8. This will be the second hand of the "East" or first round of
plays. [0092] 11. When it is the "West" turn to be the banker, it
will be the third hand or play of the "East" round. Finally, a
four-hand "East" round will end and East will become the banker
again to start the second or "South" round of plays. In general
custom, the Mahjongg game is played in multiple units of "4-round"
(namely East, South, West and North) events. The 4-round and
8-round events are particularly popular and common to play. Other
Occurrences During the Play [0093] 1. When a player has already a
3-of-a-kind triplet in his or her hand and obtains the fourth
either by drawing during the player's turn or through a discard by
the other players, he or she can display the quadruplet face-up and
then draw a card from the bottom of the deck of remaining cards
before giving up the turn of play to the player to the right.
[0094] 2. When a player discards a card scored by one of the other
players, the player is responsible for paying also the winning
liabilities incurred by the other two players in addition to his or
her own. [0095] 3. When a player scores after drawing a card during
his or her turn, all players are liable for the player's own
winning indebtedness to the scorer. [0096] 4. When a player
officially declares that he or she scores but actually does not
because of a mistake or oversight, the player is responsible for
paying the other players the top winning liability (128 units)
allowed for by the game. [0097] 5. The player's right to score
through the discarded card is according to the player's position
with respect to the banker (East) in a counterclockwise direction.
Thus the player to the right of the banker (or South) has the right
to score first followed by the West player (sitting opposite the
banker) and the North player etc. Only 25 one player can score at
any one time. [0098] 6. A player is allowed to pick up two
discarded cards to form two triplets (3-of-a-kind or suit sequence
of 3) and left with only one card. In this case, the player is
looking for another card to match his in order to make a pair
(eyes) to score. Scoring
[0099] There are several scoring conventions for Mahjongg and none
is universal. Different players might wish to adhere to different
scoring conventions but they have to unanimous before starting. The
following is recommended for the Mahjongg Junior. [0100] 1. The
lowest scoring hand is the "Gar Yiu Gau" (GYG) or Class 0 and is
worth one unit of winning for regular players and double or two
units for the banker. In other words, if the banker scores, all the
other players have to pay 2 units. If a player other than the
banker scores, only the banker has to pay 2 units. [0101] 2. Any
time a player scores via drawing the player's own card, the winning
value of the player's hand is worth double. Thus if a banker scores
a GYG via drawing his or her own card, everybody has to pay the
player 4 units. Similarly if a player other than the banker scores
by drawing his or her own card, the banker pays that player 4 units
while the non-bankers pay 2 units. [0102] 3. The next higher value
hand is either (pair of eyes implied): [0103] 3-of-a-kind Triplet
plus any suit sequence of 3, or [0104] Any two suit sequences of 3
but not in the same suit [0105] Each hand is Class 2 and is worth 4
units of winning. Scoring by self-drawing doubles to 8 units. If
the banker scores, the winning is doubled again to 16 units. [0106]
4. The next higher hand is any two 3-of-a-kind triplets or Class 3
(pair of eyes implied). It is worth 8 units of winning. Scoring by
self-drawing doubles to 16 units. If the banker scores, the winning
is doubled again to 32 units. [0107] 5. The next hand representing
the highest winning hand or Class 6 and is worth 64 units of
winning. Scoring by self-drawing doubles to 128 units. If the
banker scores, the winning is doubled again to 256 units. The Class
6 hands are: [0108] Five Feng Shui parameter cards in the scoring
hand. No pair of eyes needed. [0109] Two sequences of 3 in the same
suit, and a pair of eyes needed to score. [0110] 5. In addition,
3-of-a-kind triplet of GD adds one class of winning to any winning
hand. Thus if the scoring hand is two 3-of-a-kind triplets and a
pair and one set of triplet happens to be GD, then it becomes a
Class 4 hand worth 16 units of winning. [0111] 6. Other wind
direction cards, namely E, S, W and N may also improve the winning
hand by one or two classes dependent on the location of the player
and the round of play. For example, a triplet of E for the banker
(East) is worth one class more and the same triplet for the banker
during the East round is worth two classes more to his winning
hand. Similarly, if the banker is East, then a triplet of W is
worth an extra class for the West player. It would be worth two
extra classes more if it happens to be also at the West round of
play. The same holds true for triplets of S and N too respectively
for the same situations with the South and North players. Playing
with Only 2 or 3 Players
[0112] Generally speaking, Mahjongg is best enjoyed when there are
4 players to play the game. However, Mahjongg can also be played by
either 2 or 3 players. All the rules for playing the Mahjongg
Junior described above apply equally.
[0113] While the invention has been described herein with reference
to certain preferred embodiments, those embodiments have been
presented by way of example only, and not to limit the scope of the
invention. Additional embodiments thereof will be obvious to those
skilled in the art having the benefit of this detailed description.
Further modifications are also possible in alternative embodiments
without departing from the inventive concept. For example, just
like there are many variants on the game of poker, there can be
many variants to the play, rules and characteristics of the games
set forth in this disclosure, and many more games can be invented
and played with the Chinese Poker Deck.
[0114] Accordingly, it will be apparent to those skilled in the art
that still further changes and modifications in the actual concepts
described herein can readily be made without departing from the
spirit and scope of the disclosed inventions as defined by the
following claims.
* * * * *