U.S. patent application number 11/897047 was filed with the patent office on 2008-03-06 for matrix bingo.
Invention is credited to Richard Welcher Bloomstein, Michael Randolph Siegel.
Application Number | 20080054564 11/897047 |
Document ID | / |
Family ID | 39150411 |
Filed Date | 2008-03-06 |
United States Patent
Application |
20080054564 |
Kind Code |
A1 |
Siegel; Michael Randolph ;
et al. |
March 6, 2008 |
Matrix bingo
Abstract
A method for playing bingo like games utilizing a small sequence
of essentially random play numbers applied to a matrix to generate
a relatively large quantity of call numbers to cover patterns on
one or more game cards.
Inventors: |
Siegel; Michael Randolph;
(Northfield, IL) ; Bloomstein; Richard Welcher;
(Highland Park, IL) |
Correspondence
Address: |
RICHARD W. BLOOMSTEIN
1443 CAVELL STREET
HIGHLAND PARK
IL
60035-2807
US
|
Family ID: |
39150411 |
Appl. No.: |
11/897047 |
Filed: |
August 29, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60840791 |
Aug 29, 2006 |
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Current U.S.
Class: |
273/269 |
Current CPC
Class: |
A63F 3/061 20130101 |
Class at
Publication: |
273/269 |
International
Class: |
A63F 3/06 20060101
A63F003/06 |
Claims
1. A method of generating call numbers comprising: a) selecting or
assigning a relatively small set of play indicia, b) applying said
play indicia to columns and rows of at least one matrix to locate a
quantity of call indicia, c) applying said call indicia to
locations in a game.
2. The method in claim 1 wherein said play indicia are the digits
0-9.
3. The method in claim 1 wherein said play indicia are in whole or
in part randomly selected or assigned.
4. The method in claim 1 wherein said matrix is distributed to a
plurality of players.
5. The method in claim 1 wherein said locations in a game appear on
one or more identical game cards distributed to a plurality of
players.
6. A bingo or bingo like game employing at least one matrix to
generate a relatively large quantity of call indicia from a
relatively small set of play indicia.
7. The game in claim 6 wherein said play indicia are the digits
0-9.
8. The game in claim 6 wherein said play indicia are in whole or in
part randomly assigned.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of PPA 60/840,791 filed
Aug. 29, 2006 by the present inventors.
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0002] Not Applicable.
REFERENCE TO SEQUENCE LISTING, A TABLE, OR A PROGRAM LISTING
COMPACT DISC APPENDIX
[0003] Not Applicable.
BACKGROUND OF THE INVENTION
[0004] 1. Field of Invention
[0005] This invention relates to method of playing bingo like
games.
[0006] 2. Prior Art
[0007] Bingo, a well-known game for groups does not allow players
to play independently. All in a group must play at the same time.
Moreover players are not provided identical game cards. Each player
buys or receives his own game cards.
[0008] Matrix Bingo, as proposed in this application, overcomes
these limitations by using one or more matrices to generate a
relatively large quantity of call numbers from a small sequence of
essentially random play numbers. Although several bingo patents
have recognized the matrix nature of the bingo game cards, none
have proposed generating the call numbers used to cover the numbers
in the cards from a small sequence of random play numbers or
similar indicia.
[0009] Objects and Advantages--
[0010] The object of this invention is to provide games of chance
that can be played independently by a large group of individuals
without requiring special devices other than pencil and paper. A
further objective is that the games be amusing in the sense that
they are interactive and take some time to play. A further
objective is to provide a set of identical game cards to a group of
participants. A further objective is to provide games that offer
sufficient control over the odds of winning to offer large prizes.
A further objective is to permit players to determine quickly if
they win. A further objective is to permit gamekeepers a means to
verify winners.
[0011] A typical form of the invented game, called matrix bingo,
meets all these objectives. Similar games, like regular bingo or
lottery, do not.
[0012] Although a primary objective of matrix bingo is to provide a
game of chance that can be played without requiring special
devices, the game can be played on special devices such as
computers at either a gaming institution or at home.
BRIEF SUMMARY OF THE INVENTION
[0013] Matrix Bingo provides games of chance that can be played
independently by a large group of individuals. It uses a
pre-printed matrix to expand a small sequence of essentially random
play numbers into a relatively large quantity of call numbers that
are applied to patterns on bingo like game cards.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING
[0014] FIG. 1 illustrates the typical play of the game. A player
applies a small group of "play numbers" (10) from a pull-tab (1) or
receipt (2) to a matrix (3). The matrix (3) generates a large group
of "call numbers" (14) from the "play numbers" (10). The player
uses the generated call numbers (14) to cover matching numbers on
game cards (5). Like bingo, covering all the numbers in a
pre-defined pattern on a game card wins the prize associated with
the card.
[0015] FIG. 2 illustrates a typical pull-tab ticket (1) with play
numbers (10) and validation number (11).
[0016] FIG. 3 illustrates a typical receipt (2) with play numbers
(10) and date (12).
[0017] FIG. 4 illustrates a typical matrix (3), which includes a
diagonal (13) and call numbers (14). Play numbers (10) circled in
the diagonal, "2" and "7", activate the call numbers in triangles
(15), row tails (16), and column tails (17).
[0018] FIG. 5 illustrates the same matrix (3) but activated by a
play number with repeating digits, e.g. "33".
[0019] FIG. 6 illustrates a possible one-dimensional matrix (4).
The one-dimensional matrix (4) can be used as an addition to the
typical two-dimensional matrix.
[0020] FIG. 7 illustrates a typical game card (5) and a pattern
(19) of game cells (18) that must be covered to win a prize.
[0021] FIG. 8 illustrates a possible alternative to the matrix (3)
in FIG. 4.
INDEX OF ITEMS
[0022] 1. Pull-tab--a source of play numbers (10). [0023] 2.
Receipt--an alternative source of play numbers (10). [0024] 3.
Typical matrix--generates call numbers (14) from play numbers (10).
[0025] 4. One-dimensional matrix--can be used in addition to
typical matrix (3). [0026] 5. Game card [0027] 6. Alternative
matrix [0028] 10. Play numbers [0029] 11. Validation numbers [0030]
12. Date [0031] 13. Diagonal of typical matrix [0032] 14. Call
numbers [0033] 15. Triangle of activated call numbers [0034] 16.
Row tails of activated call numbers [0035] 17. Column tails of
activated call numbers [0036] 18. Game cells--call numbers of game
cards [0037] 19. Pattern of game cells required to win a card
DETAILED DESCRIPTION OF THE INVENTION
[0038] The three major components of matrix bingo are Play Numbers
(10), Generating Matrix (3), and Game Cards (5). Typically, a game
manager provides each player with all three as well as rules for
converting play numbers into call numbers (14). In the preferred
embodiment the game manager may also provide a programmed digital
computer for verifying winners.
[0039] Generally each player will be given, or acquire, a unique
set of play numbers (10). By coincidence more than one player may
have the same set of play numbers (10) or even win the same game(s)
with different play numbers (10). Therefore each game or game
session, may have no winners, one winner, or more than one winner.
The game manager may control the odds of winning or the expected
number of winners by one or more of the following:
[0040] a) Adding more play numbers (10) or using letters of the
alphabet increases the unique possibilities and reduces odds of
winning;
[0041] b) Seeding the generating matrix with useful call numbers
(14) in frequently occurring positions (e.g., near center) to
increase odds of winning or remote positions (along edges) to
decrease odds;
[0042] c) Seeding game cards with frequently occurring call numbers
(14) or requiring fewer numbers on a pattern to increase odds of
winning or the reverse to decrease odds;
[0043] d) Specifying rules that convert certain play number
combinations into fewer call numbers (14) to decrease odds of
winning or more to increase odds (e.g., what column rows are is
covered by identical digits).
[0044] The game may be repeated on different days or at different
locations using the same or different play numbers (10), generating
matrix, game cards, and prizes.
[0045] The term, "numbers" are used in the illustrations that
follow for simplicity. Letters, and even symbols such as playing
cards can also be used as indicia.
Play Numbers.
[0046] Play numbers (10) are a small set of indicia, typically four
digits. The player can acquire a set of play numbers (10) from some
type of verifiable ticket issued by a lottery management device or
sales location. Alternately the play numbers (10) can be acquired
more or less randomly from numbers that appear on a restaurant or
store receipt or even another lottery ticket. Any set of verifiable
numbers, even driver's license or social security number, can be
used as play numbers (10).
[0047] An example of a pre-printed pull-tab ticket (1) with six
play numbers (10) appears in FIG. 2. A verification number (11)
allows authentication. In the preferred embodiment all the numbers
on the ticket are obscured until the ticket is purchased. This
permits a programmed digital computer to verify the ticket and
minimize fraud.
[0048] An example of play numbers (10) acquired from a cash
register receipt (2) appears in FIG. 3. In the preferred embodiment
only certain digit positions, e.g. unit position of seconds, are
used as more or less random. The date (12) can be used to associate
the receipt with a specific promotion date. If social security
numbers, for example, are used, it is also convenient to specify
certain digit positions.
[0049] For example, a newspaper can run a series of matrix bingo
games by altering the digit positions of readers' social security
numbers for different combinations with the same matrix and game
cards. (The newspaper could also print a different matrix and /or
game cards.) Although matrix bingo can be played without special
devices it can be played on digital computer that may generate,
display, and/or record play numbers (10).
[0050] Although numbers are used in the examples letters could also
be used. It is only necessary that the diagonal of the generating
matrix (see later) use the same digits or characters.
Generating Matrix:
[0051] A Generating Matrix (3) is illustrated in FIGS. 4 and 5. It
is typically prepared by the game manager and distributed to all
participants. In the preferred embodiment, the generating matrix is
a ten by ten cell table with play numbers (10) occupying a diagonal
and call numbers (14) occupying the rest of the table. In the
preferred embodiment the diagonal (13) consists of the consecutive
digits 0 through 9 and the balance of the table filled with
randomly selected numbers 0 through 99. Other choices can be made.
For example the diagonal need not be in order. The table can be
filled to reduce or increase the winning of certain games by
repeating or seeding call numbers needed in the game cards (5). The
table can be, for example, 100 by 100 using four two digit play
numbers.
[0052] An example of a ten-by-ten generating matrix appears in FIG.
5.
[0053] Players are given a set of rules (see later) for converting
their play numbers (10) into call numbers (14) by using the matrix.
All the participants in a single game event receive the same
matrix.
[0054] Although numbers are used in the examples letters could also
be used. Moreover, the diagonal need not contains the consecutive
numbers 0 . . . 9.
[0055] In the preferred embodiment a single generating matrix is
employed. Multiple as well as one-dimensional matrices (item 4 in
FIG. 6.) can also be used. Additional matrices can be used to
change the odds or expected number of winners. For example one of
the call numbers required to win a game can be held back from the
normal two dimensional matrix and appear only in an additional one
dimensional matrix reducing the chance of winning by one-tenth,
etc.
[0056] An alternative matrix (6) is illustrated in FIG. 8. Many
configurations are possible.
[0057] In the preferred embodiment all required call numbers should
appear and in a manner to allow at least one winner.
Game Cards:
[0058] The Game Cards are cards identifying call numbers (14)
required to win any game. In the preferred embodiment the game
cards are a set of patterned bingo cards.
[0059] An example of a pattern (19) appears in FIG. 7.
[0060] Although numbers are used in the examples letters, etc.,
could also be used.
Rules For Converting Play Numbers Into Call Numbers:
[0061] In the preferred embodiment, the player, circles the two
diagonal values equal to the two digits in the bottom play number
as in FIG. 4 for values "2" and "7" circled for the play number
"27." Then he draws a line down from the left most circle, "2".
Then he draws a line to the left from the right most circle, "7".
In the preferred embodiment, the numbers enclosed in the triangle
(15) constitute the call numbers (14) for the game card (5). The
game manager may also include numbers in the row tail (16), the
column tail (17), and the numbers from "2" through "7" in the
diagonal.
[0062] In a similar manner the player circles the two diagonal
values equal to the two digits in the top play number, draws a line
up from the right most circle, and a line to the right from the
left most circle.
[0063] A special case arises if the two digits of a play number are
the same, for example in FIG. 5, bottom play number was "33" so the
"3" is circled. The player draws one line to the left and one line
down from the circle. All the numbers in the rectangle constitute
the call numbers (14).
[0064] In a 10.times.10 matrix, the numbers 00 and 99 borders the
edge. The game manager can choose to limit the rectangle to a
single column or row or the entire half of the matrix.
[0065] The player uses each of the call numbers (14) to cover each
of the matching pattern squares (19) in the game cards (5) just as
he would use numbers called in a traditional bingo game. If he is
able to completely cover any pattern, he wins the prize associated
with that game card (5). Combinations that generate no call numbers
can win a special game, similar to "losers' bingo".
Verifying Winners:
[0066] Although a digital computer is not required to play matrix
bingo, it is recommended to verify winners. In the preferred
embodiment the computer is connected to terminals at retail
merchants via a network such as the Internet almost any connection,
even a dedicated computer--keyboard--display device could be
used.
[0067] The computer can service several promotions, allowing the
merchant and/or player to enter the promotion identification as
well as the play numbers (10) to check. It is convenient to store
within the computer the matrix (3) and all of the game cards (5)
associated with each promotion. For each promotion the matrix (3)
can be stored as a two-dimensional matrix and each game (5) card
stored as a list of numbers necessary to cover the pattern
(19).
[0068] In the preferred embodiment the computer program accepts the
play numbers (1.0) and identifies the call numbers (14) in the
cells in the matrix (3) they include and applies the call numbers
(14) to the game cards (19) to establish a wins and losses.
[0069] Because the winning is "instant" the game manager can
require winners to claim their prizes promptly, even within
twenty-four hours. Thus matrix bingo can be played daily without
the expense of reprinting matrices or game cards. The game manager
can also set pari-mutuel prizes and/or cumulative jackpots.
* * * * *