U.S. patent application number 12/691418 was filed with the patent office on 2010-08-12 for method and system for conducting an online fantasy game.
This patent application is currently assigned to OPEN SPORTS NETWORK, INC.. Invention is credited to Barry A. CARPE, Mark C. HENNESSY, Michael LEVY, David A. MARCHETTI, Robert C. PHYTHIAN.
Application Number | 20100203935 12/691418 |
Document ID | / |
Family ID | 42540868 |
Filed Date | 2010-08-12 |
United States Patent
Application |
20100203935 |
Kind Code |
A1 |
LEVY; Michael ; et
al. |
August 12, 2010 |
METHOD AND SYSTEM FOR CONDUCTING AN ONLINE FANTASY GAME
Abstract
Disclosed is a method for conducting a plurality of fantasy
games including creating a fantasy game on a game server,
collecting a first round of wagers, assigning a first fantasy
player and a second fantasy player to the community team, assigning
a third fantasy player and a fourth fantasy player to the first
fantasy team based upon the first rank list, assigning a fifth
fantasy player and a sixth fantasy player to the second team based
upon the second rank list, collecting a second round of wagers,
assigning a first, second, third, fourth, fifth, and sixth score to
the first, second, third, fourth, fifth, and sixth fantasy players,
respectively, calculating a first team score for the first fantasy
team, calculating a second team score for the second fantasy team;
and determining a winner between the first fantasy team and the
second fantasy team.
Inventors: |
LEVY; Michael; (Boca Raton,
FL) ; PHYTHIAN; Robert C.; (St. Paul, MN) ;
CARPE; Barry A.; (Boca Raton, FL) ; MARCHETTI; David
A.; (Boca Raton, FL) ; HENNESSY; Mark C.;
(Miramar, FL) |
Correspondence
Address: |
HOLLAND & KNIGHT LLP
2099 PENNSYLVANIA AVE, SUITE 100
WASHINGTON
DC
20006
US
|
Assignee: |
OPEN SPORTS NETWORK, INC.
Deerfield Beach
FL
|
Family ID: |
42540868 |
Appl. No.: |
12/691418 |
Filed: |
January 21, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61146211 |
Jan 21, 2009 |
|
|
|
Current U.S.
Class: |
463/4 ;
463/42 |
Current CPC
Class: |
G07F 17/3274
20130101 |
Class at
Publication: |
463/4 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for conducting a plurality of fantasy games hosted on a
game server having a virtual lobby for accessing the plurality of
fantasy games and having a plurality of fantasy players
corresponding to a plurality of real-world performers in a
plurality of real-world events, the method comprising: connecting
to the game server; creating a fantasy game on the game server, the
fantasy game comprising: a first fantasy team comprising a first
plurality of roster positions and a first rank list; a second
fantasy team comprising a second plurality of roster positions and
a second rank list; a community team comprising a third plurality
of roster positions; collecting a first round of wagers; assigning
a first fantasy player and a second fantasy player to the community
team; assigning a third fantasy player and a fourth fantasy player
to the first fantasy team based upon the first rank list; assigning
a fifth fantasy player and a sixth fantasy player to the second
team based upon the second rank list; collecting a second round of
wagers; assigning a first score to the first fantasy player, a
second score to the second fantasy player, a third score to the
third fantasy player, a fourth score to the fourth fantasy player,
a fifth score to the fifth fantasy player, and a sixth score to the
sixth fantasy player; calculating a first team score for the first
fantasy team by summing the greater of the first score and the
third score with the greater of the second score and the fourth
score; calculating a second team score for the second fantasy team
by summing the greater of the first score and the fifth score with
the greater of the second score and the sixth score; and
determining a winner between the first fantasy team and the second
fantasy team.
2. The method of claim 1 wherein: the first fantasy player is
assigned before the third fantasy player, the second fantasy player
is assigned before the third fantasy player; the third fantasy
player is assigned before the fifth fantasy player; the fifth
fantasy player is assigned before the sixth fantasy player; and the
sixth fantasy player is assigned before the fourth fantasy
player.
3. The method of claim 1 wherein: the first, third, and fifth
fantasy players play a first same position in a first sport; and
the second, fourth, and sixth players play a second same position
in a second sport.
4. The method of claim 3 wherein: the first same position is a
quarterback; the second same position is a running back; and the
first sport and the second sport are football.
5. The method of claim 3 wherein the first sport and the second
sport are a same sport.
6. The method of claim 1 further comprising: assigning a seventh
fantasy player to the community team; assigning a eighth fantasy
player to the first fantasy team; assigning a ninth fantasy player
to the second fantasy team; collecting a third round of wagers;
assigning a seventh score to the seventh fantasy player, an eighth
score to the eighth fantasy player, and a ninth score to the ninth
fantasy player; adding the greater of the seventh score and the
eighth score to the first team score; and adding the greater of the
seventh score and the ninth score to the second team score.
7. The method of claim 6 wherein: the seventh fantasy player is
assigned before the eighth fantasy player; and the eighth fantasy
player is assigned before the ninth fantasy player.
8. The method of claim 6 wherein: the first, second, and third
fantasy players are initially held secret and revealed before the
collecting of the third round of wagers.
9. The method of claim 6 further comprising: assigning a tenth
fantasy player to the community team; assigning a eleventh fantasy
player to the first fantasy team; assigning a twelfth fantasy
player to the second fantasy team; collecting a fourth round of
wagers; assigning a tenth score to the tenth fantasy player, an
eleventh score to the eleventh fantasy player, and a twelfth score
to the twelfth fantasy player; adding the greater of the tenth
score and the eleventh score to the first team score; and adding
the greater of the tenth score and the twelfth score to the second
team score.
10. The method of claim 9 wherein: the tenth fantasy player is
assigned before the eleventh fantasy player; and the eleventh
fantasy player is assigned before the twelfth fantasy player.
11. The method of claim 9 wherein: the tenth fantasy player is
initially held secret and revealed before the collecting of the
fourth round of wagers.
12. The method of claim 9 further comprising: assigning a
thirteenth fantasy player to the community team; assigning a
fourteenth fantasy player to the first fantasy team; assigning a
fifteenth fantasy player to the second fantasy team; collecting a
fifth round of wagers; assigning a thirteenth score to the
thirteenth fantasy player, an fourteenth score to the fourteenth
fantasy player, and a twelfth score to the fifteenth fantasy
player; adding the greater of the thirteenth score and the
fourteenth score to the first team score; and adding the greater of
the thirteenth score and the fifteenth score to the second team
score.
13. The method of claim 12 wherein: the thirteenth fantasy player
is assigned before the fourteenth fantasy player; and the
fourteenth fantasy player is assigned before the fifteenth fantasy
player.
14. The method of claim 12 wherein: the thirteenth fantasy player
is initially held secret and revealed before the collecting of the
fifth round of wagers.
15. A system for conducting a plurality of fantasy games
comprising: a game server for hosting the plurality of fantasy
games; a client for connecting to the game server; a virtual lobby
for finding and selecting one of the plurality of fantasy games; a
plurality of fantasy players corresponding to a plurality of
real-world performers in a plurality of real-world events; a first
fantasy game comprising: a first fantasy team comprising a first
plurality of roster positions and a first rank list; a second
fantasy team comprising a second plurality of roster positions and
a second rank list; a community team comprising a third plurality
of roster positions; a wagering module for collecting a first and
second round of wagers; a draft engine for conducting a fantasy
draft wherein: a first fantasy player and a second fantasy player
are assigned to the community team; a third fantasy player and a
fourth fantasy player are assigned to the first fantasy team based
upon the first rank list; a fifth fantasy player and a sixth
fantasy player are assigned to the second team based upon the
second rank list; a scoring module for scoring the fantasy game
wherein: a first, second, third, fourth, fifth, and sixth scores
are assigned to the first, second, third, fourth, fifth, and sixth
fantasy players, respectively; a first team score is calculated for
the first fantasy team by summing the greater of the first score
and the third score with the greater of the second score and the
fourth score; a second team score is calculated for the second
fantasy team by summing the greater of the first score and the
fifth score with the greater of the second score and the sixth
score; a winner is determined between the first fantasy team and
the second fantasy team;
16. The system of claim 15 wherein: the first fantasy player is
assigned before the third fantasy player, the second fantasy player
is assigned before the third fantasy player; the third fantasy
player is assigned before the fifth fantasy player; the fifth
fantasy player is assigned before the sixth fantasy player; and the
sixth fantasy player is assigned before the fourth fantasy
player.
17. The system of claim 15 wherein: the first, third, and fifth
fantasy players play a first same position in a first sport; and
the second, fourth, and sixth players play a second same position
in a second sport.
18. The system of claim 17 wherein: the first same position is a
quarterback; the second same position is a running back; and the
first sport and the second sport are football.
19. The method of claim 17 wherein the first sport and the second
sport are a same sport.
20. A method of conducting a fantasy draft for a fantasy game
having a first and second fantasy team, a community team, a first
and second rank list, a plurality of fantasy players corresponding
to a plurality of real-world performers in a plurality of
real-world events, the method comprising: collecting a first round
of wagers; assigning a first fantasy player and a second fantasy
player to the community team; assigning a third fantasy player and
a fourth fantasy player to the first fantasy team based upon the
first rank list; assigning a fifth fantasy player and a sixth
fantasy player to the second team based upon the second rank list;
collecting a second round of wagers; assigning a seventh fantasy
player to the community team; assigning a eighth fantasy player to
the first fantasy team; assigning a ninth fantasy player to the
second fantasy team; collecting a third round of wagers; assigning
a tenth fantasy player to the community team; assigning a eleventh
fantasy player to the first fantasy team; assigning a twelfth
fantasy player to the second fantasy team; collecting a fourth
round of wagers; assigning a thirteenth fantasy player to the
community team; assigning a fourteenth fantasy player to the first
fantasy team; and assigning a fifteenth fantasy player to the
second fantasy team; collecting a fifth round of wagers;
21. The method of claim 20 wherein: the first fantasy player is
assigned before the third fantasy player; the second fantasy player
is assigned before the third fantasy player; the third fantasy
player is assigned before the fifth fantasy player; the fifth
fantasy player is assigned before the sixth fantasy player; the
sixth fantasy player is assigned before the fourth fantasy player;
the seventh fantasy player is assigned before the eighth fantasy
player; the eighth fantasy player is assigned before the ninth
fantasy player; the tenth fantasy player is assigned before the
eleventh fantasy player; the eleventh fantasy player is assigned
before the twelfth fantasy player; the thirteenth fantasy player is
assigned before the fourteenth fantasy player; and the fourteenth
fantasy player is assigned before the fifteenth fantasy player.
22. The method of claim 20 wherein: the first round of wagers is
collected before the first fantasy player is assigned; the second
round of wagers is collected before the seventh fantasy player is
assigned; the third round of wagers is collected before the tenth
fantasy player is assigned; the fourth round of wagers is collected
before the thirteenth fantasy player is assigned; and the fifth
round of wagers is a collected after the fifteenth fantasy player
is assigned.
Description
[0001] This invention claims the benefit of U.S. Provisional Patent
Application No. 61/146,211 filed on Jan. 21, 2009, which is hereby
incorporated by reference in its entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The embodiments of the invention relate to an online fantasy
game and, more particularly, to a method and system for conducting
an online fantasy game. Although embodiments of the invention are
suitable for a wide scope of applications, it is particularly
suitable for an online fantasy game of short duration in which
participants partake in multiple fantasy drafts and make wagers on
the outcome of the fantasy game.
[0004] 2. Discussion of the Related Art
[0005] In general, fantasy games are games that are based upon
actions of people in the real world at an event, such as a
professional sports game. Participants in a fantasy game select a
fantasy player or fantasy players which correspond a person or
persons from the real world. Participants accumulate points when
the selected persons perform certain acts in the real-world event.
A participant wins in a fantasy game by accumulating more points
than other participants.
[0006] A fantasy game is hosted by a fantasy game provider, such as
a website operator. The participants in a fantasy game can be
called managers and compete with other managers in a group called a
fantasy league. A fantasy league can be created and run by a
commissioner on a server provided by the fantasy game provider.
[0007] Each manager has a team with a number of roster positions.
Roster positions are filled, at the discretion of the manager, from
a pool of fantasy players. Within a traditional fantasy league,
fantasy players are typically owned exclusively by a single manager
and correlate to real-world performers. Fantasy players earn points
for their fantasy team based upon a real-world performance of the
real-world performer in a real-world event. Managers can trade or
substitute fantasy players with a history of poor performances for
other fantasy players. Roster changes may be made before the
underlying real-world performance of a fantasy player has begun.
Managers defeat an opponent by obtaining a higher score based upon
the manager's prior selection of fantasy players who collectively
scored more points than opponent's fantasy players.
[0008] Typically, fantasy games are based on athletic competitions
in the real world. Athletic competitions can include American
football, baseball, basketball, and hockey. For example, a manager
might score points when a particular baseball player hits a home
run or when a basketball player scores a free throw. However,
fantasy games are not necessarily limited to athletic competitions
and can be based upon any happening in the real world.
[0009] To facilitate scoring in a traditional fantasy game, the
fantasy game provider will procure and analyze statistics of the
underlying real-world performances. Statistics refer to
quantifiable information about the real-world player's performance.
For example, a fantasy player may accumulate points when the
corresponding real-world player scores a goal. The statistics can
be provided by an agent of the fantasy game provider who observes
the real-world performances and tallies the attributes of the
performance as they occur. Alternatively, the statistics can be
provided by a third party statistics service which assimilates
statistical data about underlying real-world performances and makes
them available to the fantasy game provider at a cost.
[0010] Statistical data is traditionally gleaned by a human who
manually records attributes of the performance while the
performance is occurring. The performance is typically observed by
watching a televised broadcast of the real-world event. The
statistical data can be simultaneously uploaded to the internet for
integration into a fantasy game hosted by the fantasy game
provider. Statistical data typically include the name of the
performer and quantifiable attributes of the performer's
performance.
[0011] In traditional fantasy games, a group of managers will join
a league which is created and run by a commissioner. Managers then
take turns selecting fantasy players to fill their rosters in a
fantasy draft. Once a fantasy player has been selected by one
manager, that same fantasy player cannot be selected by another
manager. Fantasy players not initially selected in the fantasy
draft are called free agents and can be selected by managers to
fill roster positions later in the fantasy game.
[0012] In traditional fantasy games managers directly compete
against other managers in periodic one-on-one competitions called
matchups. League rules dictate the duration of fantasy game,
matchup schedules, and scoring methodology. The fantasy game
typically persists for the entire set of underlying real-world
performances. Matchups between managers occur for a subset of the
performances. For example, a fantasy game may cover an entire
sporting season and matchups will occur for all games in a given
week.
[0013] In a variant of the traditional fantasy game, each fantasy
player is assigned a fantasy salary based on the market demand for
that fantasy player. Each manager is given a "salary cap" and must
staff the fantasy team while the sum of all fantasy players'
salaries under the salary cap. In this variant, the same fantasy
player may be possessed by multiple managers within the same
fantasy league.
[0014] FIG. 1 is a flow chart illustrating the administration of a
fantasy game according to the prior art. As shown in FIG. 1, a
commissioner engages the fantasy game provider to create 100 a
fantasy league. After the league is created, the commissioner
invites 110 others to join the league and compete as managers in a
fantasy football game consisting of a series of matchups amongst
the managers. A typical league will have eight to twelve managers.
When the league has been formed and a requisite number of managers
has joined, a fantasy draft is initiated 120. During the draft,
managers take turns selecting fantasy players to join their
respective fantasy teams. When the managers have a full team, the
draft is complete and the fantasy game can begin 130.
[0015] In traditional fantasy games managers are paired 140 into
weekly head-to-head matchups. Each week managers are paired into a
different matchup than the week before. However, the fantasy draft
only occurs once and a manager carries fantasy players forward from
one week to the next. A fantasy game will typically last for the
duration of a series of an underlying real-world period, such as an
entire football season. At the end of the fantasy game, the manager
with the most matchup wins is declared 150 the winner of the
fantasy game.
[0016] In some variants of the traditional fantasy game, a single
elimination fantasy tournament is held in the final weeks of the
fantasy game. The results of previous matchups are used to
determine eligibility and seeding for the fantasy tournament.
[0017] Because traditional fantasy games often persist for many
months, managers may become disinterested in the game if their
fantasy team is performing poorly. Managers with poorly performing
fantasy teams may become disenfranchised in the later part of the
season and limit their participation or even withdraw from the
game. Disinterested or withdrawing managers diminish the fantasy
game experience for the remaining managers.
[0018] Traditional fantasy games are closed to new managers after
the game has begun. Managers interested in joining a league must
often wait until the next athletic season for the next fantasy game
to begin.
[0019] In a traditional fantasy game, a fantasy draft occurs once
before the fantasy game begins. Accordingly, managers have few
opportunities to obtain high performing fantasy players after the
fantasy game has begun or observe performance of fantasy players
before selecting the players in a fantasy draft. In traditional
fantasy which permit betting, wagers are collected before the
fantasy game begins. If a manager has fantasy team that is
performing well, that manager cannot increase the wager.
SUMMARY OF THE INVENTION
[0020] Accordingly, embodiments of the invention are directed to a
method and system for conducting an online fantasy game that
substantially obviates one or more of the problems due to
limitations and disadvantages of the related art.
[0021] An object of embodiments of the invention is to provide a
system that provides a fantasy game which is completed in much less
time than traditional fantasy games.
[0022] Another object of embodiments of the invention is to provide
a mechanism by which a participant may increase a wager on a
fantasy game after the fantasy game has begun.
[0023] Another object of embodiments of the invention is to provide
a mechanism by which a participant may place a wager on a fantasy
game after the fantasy game has begun.
[0024] Another object of embodiments of the invention is to provide
for a first fantasy draft before the fantasy game has started and
second fantasy draft after the fantasy game has begun.
[0025] Another object of embodiments of the invention is to provide
an interface for participants to find and enter fantasy games.
[0026] Another object of embodiments of the invention is to suggest
fantasy games to participants in which they may be interested.
[0027] Another object of embodiments of the invention is to provide
a system for hosting a fantasy game in which participants compete
directly against two or more opponents at the same time.
[0028] Additional features and advantages of embodiments of the
invention will be set forth in the description which follows, and
in part will be apparent from the description, or may be learned by
practice of embodiments of the invention. The objectives and other
advantages of the embodiments of the invention will be realized and
attained by the structure particularly pointed out in the written
description and claims hereof as well as the appended drawings.
[0029] To achieve these and other advantages and in accordance with
the purpose of embodiments of the invention, as embodied and
broadly described, the method and system for conducting an online
fantasy game includes connecting to a game server, creating a
fantasy game on the game server, the fantasy game including a first
fantasy team having a first plurality of roster positions and a
first rank list, a second fantasy team having a second plurality of
roster positions and a second rank list, and a community team
comprising a third plurality of roster positions, collecting a
first round of wagers, assigning a first fantasy player and a
second fantasy player to the community team, assigning a third
fantasy player and a fourth fantasy player to the first fantasy
team based upon the first rank list, assigning a fifth fantasy
player and a sixth fantasy player to the second team based upon the
second rank list, collecting a second round of wagers, assigning a
first score to the first fantasy player, a second score to the
second fantasy player, a third score to the third fantasy player, a
fourth score to the fourth fantasy player, a fifth score to the
fifth fantasy player, and a sixth score to the sixth fantasy
player, calculating a first team score for the first fantasy team
by summing the greater of the first score and the third score with
the greater of the second score and the fourth score, calculating a
second team score for the second fantasy team by summing the
greater of the first score and the fifth score with the greater of
the second score and the sixth score; and determining a winner
between the first fantasy team and the second fantasy team.
In another aspect, the method and system for collecting statistical
data includes a game server for hosting the plurality of fantasy
games, a client for connecting to the game server, a virtual lobby
for finding and selecting one of the plurality of fantasy games, a
plurality of fantasy players corresponding to a plurality of
real-world performers in a plurality of real-world events, a first
fantasy game including a first fantasy team comprising a first
plurality of roster positions and a first rank list, a second
fantasy team comprising a second plurality of roster positions and
a second rank list, and a community team comprising a third
plurality of roster positions, a wagering module for collecting a
first and second round of wagers, a draft engine for conducting a
fantasy draft wherein a first fantasy player and a second fantasy
player are assigned to the community team, a third fantasy player
and a fourth fantasy player are assigned to the first fantasy team
based upon the first rank list, a fifth fantasy player and a sixth
fantasy player are assigned to the second team based upon the
second rank list, a scoring module for scoring the fantasy game
wherein a first, second, third, fourth, fifth, and sixth scores are
assigned to the first, second, third, fourth, fifth, and sixth
fantasy players, respectively, a first team score is calculated for
the first fantasy team by summing the greater of the first score
and the third score with the greater of the second score and the
fourth score, a second team score is calculated for the second
fantasy team by summing the greater of the first score and the
fifth score with the greater of the second score and the sixth
score, and a winner is determined between the first fantasy team
and the second fantasy team.
[0030] It is to be understood that both the foregoing general
description and the following detailed description are exemplary
and explanatory and are intended to provide further explanation of
embodiments of the invention as claimed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0031] The accompanying drawings, which are included to provide a
further understanding of embodiments of the invention and are
incorporated in and constitute a part of this specification,
illustrate embodiments of the invention and together with the
description serve to explain the principles of embodiments of the
invention.
[0032] FIG. 1 is a flow chart illustrating the administration of a
fantasy game according to the prior art;
[0033] FIG. 2 is a flow chart illustrating the conducting of a
plurality of fantasy games according to an embodiment of the
invention;
[0034] FIG. 3 is a ledger illustrating scoring for a fantasy game
based on football according to an embodiment of the invention;
[0035] FIGS. 4A-4C are ledgers illustrating scoring for a fantasy
game based on basketball according to an embodiment of the
invention;
[0036] FIG. 5 is a chart showing maximum and estimated game
durations according to an embodiment of the invention.
[0037] FIG. 6 is a block diagram of a system for conducting a
fantasy game according to an embodiment of the invention.
[0038] FIG. 7 is a flow chart showing a method for engaging in a
fantasy game according to an exemplary embodiment of the
invention.
[0039] FIG. 8 is an illustration of a system for conducting a
fantasy game according to an embodiment of the invention;
[0040] FIG. 9 illustrates a method for collecting performance data
according to an embodiment of the invention; and
[0041] FIG. 10 is a block diagram showing data collection according
to an embodiment of the invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0042] Reference will now be made in detail to the preferred
embodiments of the invention, examples of which are illustrated in
the accompanying drawings. The invention may, however, be embodied
in many different forms and should not be construed as being
limited to the embodiments set forth herein; rather, these
embodiments are provided so that this disclosure will be thorough
and complete, and will fully convey the concept of the invention to
those skilled in the art. In the drawings, the thicknesses of
layers and regions are exaggerated for clarity. Like reference
numerals in the drawings denote like elements.
[0043] FIG. 2 is a flow chart illustrating the conducting of a
plurality of fantasy games according to an exemplary embodiment of
the invention. As shown in FIG. 2, a client can connect 200 to a
game server to obtain access fantasy games. The client can be
operated by an end user called a manager. The client can connect to
the game server through the internet or a private network.
[0044] The game server can create 200 and host a plurality of
fantasy games. The exact number of fantasy games available on the
game server is a factor of demand. As existing fantasy games are
filled, the game server can automatically add additional fantasy
games.
[0045] In an embodiment of the invention, a manager has the ability
to manually create custom fantasy games on the game server. When
fantasy games are manually created by a user, the user can set
certain fantasy game characteristics, such as number of managers,
roster size, roster positions, cost to join, and distribution of
prize monies. When a user creates a custom fantasy game, the user
can send invitations to selected others and specify a password so
that only those with the password may enter the fantasy game.
[0046] In another embodiment of the invention, a fantasy game can
have capacity for as many as twenty mangers that compete directly
against each other. In yet another embodiment a fantasy game can
have capacity for exactly two managers who directly compete in a
head to head match up. A fantasy team in a fantasy game can have
exactly one roster position or as many as fifty roster positions.
The game server can check to ensure that the number of fantasy
teams multiplied by the number of roster positions does not exceed
the number of fantasy players eligible to be drafted.
[0047] In an embodiment, a fantasy game based on football has as
few as two or as many eight managers. Each manager can have a
fantasy team with five roster positions. The five roster positions
can be quarterback, running back, wide receiver, tight end, and
kicker. The constituency of a manager's fantasy team is only known
by the manager and is held secret until the end of the game. The
fantasy game can have a community roster which is shared by all
managers. The community roster can be the same size and comprise
the same roster positions and the fantasy teams.
[0048] Before the fantasy game begins, managers can create
personalized rank lists of fantasy players which can be used by the
game server to draft fantasy players to a fantasy team. In an
embodiment, managers can not manually draft fantasy players and all
drafting is done by the game server according to the individual
managers rank list.
[0049] Fantasy game play can proceed similar in fashion to the card
game Texas hold 'em. Managers can be seated in a circle at a
virtual table. A first manager can be designated the dealer, a
second manager immediately to the left can be designated the small
blind, and a third manager two seats to the left can be designated
the large blind. The blinds can be initial wagers 210 that are
collected before game play begins. In an embodiment, other managers
can place additional wagers prior to the start of the fantasy
game.
[0050] The fantasy game can begin after the underlying real-world
events upon which the fantasy game is based has begun. Fantasy
players can accrue points for a fantasy team only during the time
that the fantasy player is on the fantasy team. Points earned by
fantasy players before being assigned to a roster position or after
the fantasy game has ended are not counted towards the total points
for a fantasy team. In an embodiment, a fantasy player can not be
owned by more than one manager in a fantasy game.
[0051] The fantasy game can begin with a first round of drafting
215. The game server can draft fantasy players at random to fill
the community roster. Initially, the constituency of the community
roster can be held secret. The game server can then draft a
quarterback for each manager according to the manager's individual
rank list. Quarterbacks can be drafted in order starting from the
left of the dealer, proceeding clockwise, and ending with the
dealer. The game server can then draft a running back for each
manager according to the manager's individual rank list. Running
backs can be drafted starting with the dealer and proceeding
counterclockwise around the circle and ending with the small
blind.
[0052] After the first round of drafting 215, managers can place a
second round of wagers 220 on the two fantasy players on their
fantasy team that were drafted by the game server according to
their rank list. Managers can base their wagers on the likelihood
that their fantasy team will accrue more points than other
managers'. Wagering can begin with the manager to the left of the
big blind and proceed around the circle with checks, calls, raises,
and folds as are commonly known in the game of poker. If a manager
folds, the manager forfeits any wagers that have been posted and
exits the fantasy game. Managers can have a limited time to make a
decision whether to check, call, raise, or fold. In an embodiment,
the game server can enforce a limit of ten seconds for a player act
before forcing a check or fold.
[0053] After the second round of wagers 220, the game server can
draft 225 a tight end for each manager according to the manager's
individual rank list. Tight ends can be drafted in order starting
with the dealer and proceeding counterclockwise. At this stage, the
identity of three fantasy players on the community roster can be
revealed. The three fantasy players revealed on the community
roster can be the quarterback, the running back, and the tight
end.
[0054] After the second round of drafting 225, managers can place a
third round of wagers 230. The managers now know the identity of
the three fantasy players on their own fantasy team that were
drafted by the game server according to their rank list. The
managers also know the identity of three fantasy players on the
community team. Managers can base their wagers on the likelihood
that their fantasy team will accrue more points than other
managers. Wagering can begin with the manager to the left of the
dealer and proceed clockwise around the circle with checks, calls,
raises, and folds as are commonly known in the game of poker. If a
manager folds, the manager forfeits any wagers that have been
posted and exits the fantasy game. Managers can have a limited time
to make a decision whether to check, call, raise, or fold. In an
embodiment, the game server can enforce a limit of ten seconds for
a player act before forcing a check or fold.
[0055] After the third round of wagers 230, the game server can
draft 235 a wide receiver for each manager according to the
manager's individual rank list. Wide receivers can be drafted in
order starting with the dealer and proceeding counterclockwise. At
this stage, the identity of a fourth fantasy player on the
community roster can be revealed. The fourth fantasy player
revealed on the community roster can be the wide receiver.
[0056] After the third round of drafting 235, managers can place a
fourth round of wagers 240. The managers now know the identity of
the four fantasy players on their own fantasy team that were
drafted by the game server according to their rank list. The
managers also know the identity of four fantasy players on the
community team. Managers can base their wagers on the likelihood
that their fantasy team will accrue more points than other
managers'. Wagering can begin with the manager to the left of the
dealer and proceed clockwise around the circle with checks, calls,
raises, and folds as are commonly known in the game of poker. If a
manager folds, the manager forfeits any wagers that have been
posted and exits the fantasy game. Managers can have a limited time
to make a decision whether to check, call, raise, or fold. In an
embodiment, the game server can enforce a limit of ten seconds for
a player act before forcing a check or fold.
[0057] After the fourth round of wagers 240, the game server can
draft 245 a kicker for each manager according to the manager's
individual rank list. Kickers can be drafted in order starting with
the dealer and proceeding counterclockwise. At this stage, the
identity of a fifth fantasy player on the community roster can be
revealed. The fourth fantasy player revealed on the community
roster can be the kicker.
[0058] After the fourth round of drafting 245, managers can place a
fifth round of wagers 250. The managers now know the identity of
the all five fantasy players on their own fantasy team that were
drafted by the game server according to their rank list. The
managers also know the identity of all five fantasy players on the
community team. Managers can base their wagers on the likelihood
that their fantasy team will accrue more points than other
managers'. Wagering can begin with the manager to the left of the
dealer and proceed clockwise around the circle with checks, calls,
raises, and folds as are commonly known in the game of poker. If a
manager folds, the manager forfeits any wagers that have been
posted and exits the fantasy game. Managers can have a limited time
to make a decision whether to check, call, raise, or fold. In an
embodiment, the game server can enforce a limit of ten seconds for
a player act before forcing a check or fold.
[0059] After the fifth round of wagers 250, the fantasy game server
can disclose 255 the constituency of all managers remaining in the
fantasy game. The game server can hold 260 further play for a
variable period of time. This allows all fantasy players to
continue to accrue points for their fantasy team as the underlying
real-world performers continue to perform in the underlying
real-world events. The period can be as short as thirty seconds or
as long as sixty minutes. In an embodiment of the invention, the
waiting period is thirty seconds.
[0060] After the waiting period 260, scores for all managers
remaining in the fantasy game are calculated and the manager with
the highest score wins. Scores for individual fantasy players can
be calculated according to methods well known in the art. Scores
for a fantasy team can be calculated by comparing a roster position
on a manager's team to the corresponding roster position on the
community team. For each roster position, the higher score between
the manager's team and the community team is awarded to the
manager's fantasy team. The manager whose team achieves the highest
score is declared 265 the winner and is awarded any wagers made
during the game.
[0061] FIG. 3 is a ledger illustrating scoring for a fantasy game
based on football according to an embodiment of the invention. As
shown in FIG. 3, each roster position 310 is awarded points for
each category 320. The scores for each point category 320 are
totaled to determine a total score for that roster position 330.
The total score 330 for each roster position 310 is totaled to
determine a total score for the fantasy team 340. The fantasy team
with the highest total score wins the fantasy game.
[0062] In a fantasy game based on baseball, basketball, and hockey,
each fantasy team is scored based on their standing for each
individual point category. The fantasy team with the highest score
in any given point category is awarded an amount of points equal to
the number of teams in the fantasy league (i.e. in an 8-man league,
first place in Home Runs receives 8 points).
[0063] Each other fantasy team in that point category is awarded
one less point than the fantasy team above it (i.e. 2nd place in
home runs for an 8-man league receives 7 points, 3rd receives 6
points, etc). Once each point category has been scored, the fantasy
team's total score is the sum of all point categories. The fantasy
team with the highest score wins.
[0064] FIGS. 4A-4C are ledgers illustrating scoring for a fantasy
game based on basketball according to an embodiment of the
invention. As shown in FIGS. 4a-4c, for each point category 400,
managers 410 are ranked according to their accumulated points 420
in that category. The top manager 430 is awarded a score 440 equal
to the number of managers in the league. Each subsequent manager is
awarded 1 less point than the previous. The lowest ranked manager
450 receives a score of 1. To obtain a final score for a manager
410, the scores from each category are totaled 460. The manager
with the highest score 470 is the winner of the fantasy game.
[0065] FIG. 5 is a chart showing maximum and estimated game
durations according to an embodiment of the invention. As shown in
FIG. 5, maximum and estimated times are calculated for a single
round of betting and for four rounds of betting according to the
number of managers in a fantasy game. In an embodiment, there are
four rounds of betting not including the initial round of betting
which is compulsory.
[0066] In an embodiment, a single round of betting will make at
most two passes around the table. When the betting action returns
to the manger that started the betting, a second pass around the
table will occur if there is another manager on the table who has
not called the total amount raised in that round. During this
second pass, raises are not permitted. This is unlike traditional
card-based Texas hold'em but designed to keep fantasy games short.
Short fantasy games allows for more fantasy games to be played. In
the second pass, each manager will have a maximum of ten seconds to
make a decision to either fold or call. If a manager has already
covered the total bet, they will be skipped in the second round.
Accordingly, checking is not an option. In either pass, if a
manager's time limit expires, the manager will automatically check
if there is not outstanding raise, or fold if there is one.
[0067] An exemplary betting round can take at most:
Number of Managers*Time Limit*2-Time Limit
[0068] The second pass at most will involve Number of Managers-1 as
at least one manager must be fully invested for there to even be a
second pass, so the manager will not be asked to fold or call in
the second pass. This means that for an exemplary table having four
managers and a ten second time limit to act, the longest a betting
round can take would be seventy seconds. For an exemplary table
having eight managers, a betting round could take at most 150
seconds.
[0069] FIG. 6 is a block diagram of a system for conducting a
fantasy game according to an exemplary embodiment of the invention.
As shown in FIG. 6, the system for conducting a fantasy game
includes a game server 500, a game engine 505, at least one client
510, an authentication module 520, a virtual lobby 530, a matching
engine 540, a plurality of fantasy games 550a-550c, and a scoring
module 560.
[0070] The game server 500 hosts fantasy games 550a-550c and
provides access to features of the fantasy game. The game engine
505 creates and conducts fantasy games 550a-550c. The game engine
505 can enforce proper sequencing and timing for drafting and
wagering in a fantasy game.
[0071] The client 510 can connect to the game server 500 via an
internet or network connection. The client 510 can be owned and
operated by an end user (not shown). The client 510 can be a
general purpose computing machine, an internet enabled cellular
telephone, or a specialized device manufactured for the purpose of
connecting to the fantasy game server 500. The client 510 can be
loaded with proprietary software produced by the fantasy game
provider. The proprietary software can be downloaded from the
internet and installed by the end user or the proprietary software
can be distributed by physical media. Alternatively, the client 510
can be configured with general purpose software such as a web
browser for connecting to the game server 500 using the hyper text
transfer protocol.
[0072] In an embodiment, the client 510 and game server 500 are
owned by a single entity such as a bar, restaurant, or casino. In
this embodiment, the client 510 can be dedicated, special purpose
computing machine loaded with proprietary software specifically for
the purpose of interfacing with the game server via a local area
network or a wide area network. The interfacing can occur
wirelessly or wired through standard technologies such as
802.11b/g, WiMAX, or standard Cat5e cabling.
[0073] When the client 510 connects to the game server 500, the
client 510 forwards credentials to the server 500. The credentials
can serve to identify the client 510 and the end user by a means
such as a user name. The credentials further serve to authenticate
the end user to the game server 500 by means such as a password.
When the game server 500 receives the credentials the game server
500 forwards the credentials to an authentication module 520. The
authentication module 520 can verify the identified user is a user
registered to use the game server 500 and that the authentication
means are valid. Upon proper authentication, the client 510 is
granted access to the game server 500.
[0074] In an exemplary embodiment, the system for conducting a
fantasy game provides a virtual lobby 530. The virtual lobby 530
can be a visual interface which provides the client 510 access to
the game server's 500 features. An exemplary list of features
includes: entering an existing fantasy game by browsing a list of
available games, the entering into an existing fantasy game by
searching for a game, creating a new fantasy game, and locating
games in which friends of the end user are currently playing.
[0075] When browsing a list of available games, the list can be
limited according to certain criteria specified by the end user. An
exemplary list of these criteria includes entry fee, game size,
roster size, and the type of real-world events upon which the
fantasy game is based. When searching for a fantasy game, the end
user may search upon similar criteria.
[0076] In an embodiment, the virtual lobby 530 can also have a
messaging component where users can exchange ideas, look for people
to challenge, or otherwise engage in friendly banter about the
fantasy game. In another embodiment, the virtual lobby 530 will
also support the ability for managers to invite friends and issue
challenges to other managers.
[0077] In an exemplary embodiment, the system for conducting a
fantasy game provides a matching engine 540. The matching engine
540 provides customized suggestions of fantasy games in which
players may be interested. For example, the matching engine can
suggest games having similar characteristics to previous fantasy
games played by a manager. If the manager has had much success in
fantasy games having few managers, the matching engine may suggest
larger fantasy games to broaden the competition. In another
example, the matching engine may suggest fantasy games in which
friends or previous opponents of the manager are playing.
[0078] The game server 500 further provides a plurality of fantasy
games 550a-550c. A fantasy game 550a has a plurality of fantasy
teams 551, each respectively having a plurality of roster positions
552. Fantasy games 550a-550c can be automatically created by the
game engine 505 in response to demand or manually created by
individual managers. Fantasy games 550a-550c can formed according
to varying specifications. The fantasy game server 500 can
accommodate fantasy games having two to twenty fantasy teams
although in practice most fantasy games will have two to eight
fantasy teams. The fantasy game server 500 can support fantasy
teams having one to fifty fantasy players although in practice a
fantasy team will have at most five fantasy players. The game
engine 505 can check to ensure that there are an adequate number of
fantasy players for a fantasy game having a given number of fantasy
teams and roster positions before creating a fantasy game.
[0079] In an exemplary embodiment, the system for conducting a
fantasy game provides for a scoring module 560 which maintains data
about the fantasy game the underlying real-world performances.
Managers can use the client 510 to monitor the scoring module data
of an ongoing fantasy game.
[0080] In an exemplary embodiment, the client 510 can receive live
updates alerts from the game server 500 regarding the underlying
real-world performances. Updates can be available to managers
through the client 510. Example live updates alerts include:
real-world team news, real-world player news/injuries, automated
real-world game alerts including red zone or scoring notification,
automated fantasy alerts, scoring summaries, and current drive.
Additionally the client 510 can receive game-wide alerts regarding
major injuries, milestones, or events.
[0081] In an exemplary embodiment, the system for conducting a
fantasy game provides a social networking module 570 which
integrates with social networking sites, such as Facebook.RTM.,
MySpace.RTM., or Twitter.RTM.. The social networking module allows
managers to identify friends from other social networks that have
existing accounts with the fantasy game provider and to invite new
friends to the fantasy game using the management tool. The social
networking module allows mangers to see friends who are currently
playing fantasy games and to maintain a list of friends for easy
reference. Additionally, the social networking module can have
status updates from the fantasy game manually or automatically
posted to an external social networking site.
[0082] FIG. 7 is a flow chart showing a method for engaging in a
fantasy game according to an exemplary embodiment of the invention.
As shown in FIG. 7 a manager can enter 600 a fantasy game and make
a personal rank list 610. The personal rank list can contain the
manager's preferences for obtaining certain fantasy players. When
the rank list is created 610, the manager can make an initial wager
620 such as a small blind bet or a large blind bet.
[0083] After initial bets, one or more fantasy players are drafted
630 to the manager's fantasy team according to the manager's
personal rank list. A round of betting ensues 640 in which the
manager can check, call, raise, or fold. If the manager folds 650,
the manager forfeits any monies wagered and loses the fantasy game.
If the manager, checks, calls, or raises, other managers at the
table are given the same opportunity 660. If there is a raise, game
play returns to the manager at 640. If when all bets are called,
the drafting of fantasy players is not complete 670, another round
of one or more fantasy players is drafted 630 to the manager's team
according to the manager's personal rank list. If all drafting has
been competed 670, game play proceeds to the showdown, wait, and
winner determination 680.
[0084] At the showdown, the fantasy players of all managers are
revealed. Game play continues for a set period time so that fantasy
players may accrue more points for their fantasy team. The game is
now over and points are totaled. The manager with the highest score
is declared the winner.
[0085] FIG. 8 is an illustration of a system for conducting a
fantasy game according to an embodiment of the invention. As shown
in FIG. 8, the system includes a data collection client 800 and a
fantasy game client 860. The data collection client 800 can connect
to a performance engine 810 hosted on a data collection server 830.
Data collected by the data collection client 800 can be stored in a
performance database 820.
[0086] The fantasy game client 860 can connect to a fantasy game
engine 870 hosted on a fantasy game server 890. Fantasy game data
can be stored in a fantasy game database 880. An event and
performer database 840 can supply information about events and
performers to the data collection server 830, the performance
engine 810, the fantasy game server 890 and the fantasy game engine
870.
[0087] Data can be entered into the data collection client 800 by a
human who is observing a real-world event. The data collection
client 800 allows the human to enter details of feats accomplished
by performers performing in the real-world event. The details
include the time the feat occurred, the real-world performer who
accomplished the feat, and quantifiable details of the feat. The
details collected by the data collection client 800 can be
forwarded to the performance engine 810 and stored in the
performance database 820.
[0088] The data collection server 830 can receive information about
a real-world event and the performers in the real-world event from
the event and performer database 840. The information can be
forwarded to the data collection client 800 so that details of the
performance can be matched to the performers by name. The
information in the event and performer database 840 can be supplied
by a third-party data service 850 that maintains lists of upcoming
real-world events, the performers expected to perform in the
events, and the roles the performers are expected to have in the
event. For example, the third party data service 850 can provide
the date and time of an upcoming football game, the teams involved,
the players on each team, and the positions which those players
play.
[0089] The fantasy game client 860 can be a tool which allows a
user access the fantasy game system. The fantasy game client 860
can connect to a fantasy game engine 870 which is hosted on a
fantasy game server 890. The fantasy game engine 860 can conduct
aspects of a fantasy game such as drafting, scheduling, and
wagering. Details of a fantasy game such as fantasy rosters, rank
lists, final scores, and friends lists, can be stored in the
fantasy game database 880. The fantasy game engine 860 can receive
information about upcoming real-world events and real-world players
from the event and performer database 840. The fantasy game client
can receive information about fantasy games and player performances
from the fantasy game server 890 or the fantasy game engine
870.
[0090] The fantasy game engine 870 can access performance data by
requesting data from the performance engine 810 which can in turn
retrieve the data from the performance database 820. Performance
data from the performance data base 820 is used by the fantasy game
engine 870 to score fantasy players and determine winners of
fantasy games hosted on the fantasy game server 890.
[0091] FIG. 9 illustrates a method for collecting performance data
according to an embodiment of the invention. As shown in FIG. 9, a
video feed of the performance is captured at the location of the
performance 900 and sent to a satellite 910 for distribution via a
satellite TV provider such as DirecTV. Data is collected by two
redundant teams 920a and 920b of two persons watching the satellite
video feed on standard televisions. Each team is located on
opposite sides of the United States to hedge the risk of
atmospheric conditions disrupting the satellite feed. Each team
includes a time keeper 935a and 935b who records the time of
individual acts of the performance and a statistician 930a and 930b
who records the details of the act.
[0092] FIG. 10 is a block diagram showing data collection according
to an embodiment of the invention. As shown in FIG. 10, statistical
data 940 is data which quantifies the specific acts that constitute
the real-world performance. Statistical data is stored in a
statistical database 950. Timing data 945 is the time when each of
the specific acts constituting the real-world performance occurred.
Timing data is stored in a timing database 955. For example, in a
baseball game, statistical data may show that a batter had four
hits. The timing data shows the time each of the hits occurred.
[0093] Data from both the statistical database 950 and the timing
database 955 are synthesized in the performance engine 960 where
statistical events are correlated with timing information and
fantasy player roster selections from a performance database 970.
Synthesized data is stored back in the performance database 970.
Data from the performance database can then be matched to a period
that a fantasy player was on the roster of a fantasy team. Matching
allows the fantasy player to accrue points for the fantasy team
based on the performance of the real-world player.
[0094] It will be apparent to those skilled in the art that various
modifications and variations can be made in the method and system
for conducting a fantasy game of embodiments of the invention
without departing from the spirit or scope of the invention. Thus,
it is intended that embodiments of the invention cover the
modifications and variations of this invention provided they come
within the scope of the appended claims and their equivalents.
* * * * *