U.S. patent application number 12/720560 was filed with the patent office on 2010-10-07 for puzzle-based wagering game system and method.
This patent application is currently assigned to Media Partners, ltd.. Invention is credited to Chris Bancel.
Application Number | 20100252994 12/720560 |
Document ID | / |
Family ID | 42825522 |
Filed Date | 2010-10-07 |
United States Patent
Application |
20100252994 |
Kind Code |
A1 |
Bancel; Chris |
October 7, 2010 |
PUZZLE-BASED WAGERING GAME SYSTEM AND METHOD
Abstract
The present invention provides a puzzle-based wagering game
system and method that advantageously enables a plurality of
players to compete in a puzzle-based skill-game using a system of
wagering rules that break each set of puzzles `dealt` to players
into a series of `rounds`, allowing for wagering at the onset of
each round, and in at least one embodiment thereof, further
comprises the addition of a time-element.
Inventors: |
Bancel; Chris; (Ridgefield,
CT) |
Correspondence
Address: |
EDWARD ETKIN, ESQ.
Law Office of Edward Etkin, PC, 228 West End Avenue, Suite A
Brooklyn
NY
11235
US
|
Assignee: |
Media Partners, ltd.
Ridgefield
CT
|
Family ID: |
42825522 |
Appl. No.: |
12/720560 |
Filed: |
March 9, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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61158700 |
Mar 9, 2009 |
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Current U.S.
Class: |
273/157R |
Current CPC
Class: |
A63F 3/0415 20130101;
A63F 3/00157 20130101 |
Class at
Publication: |
273/157.R |
International
Class: |
A63F 9/08 20060101
A63F009/08 |
Claims
1. A puzzle-based wagering game method for enabling a plurality of
players to compete in a puzzle-based skill-game, comprising the
steps of: (a) providing a puzzle-based skill-game with a system of
predetermined wagering rules that break each set of puzzles `dealt`
to said players into a series of `rounds`, (b) enabling each plural
player to place a wager at the onset of each round, and (c)
selectively applying a time-element to at least one round of said
puzzle-based skill-game.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] The present patent application claims priority from the
commonly assigned co-pending U.S. Provisional Patent Application
Ser. No. 61/158,700, entitled "Puzzle-Based Wagering Game System
and Method", filed Mar. 9, 2009.
FIELD OF THE INVENTION
[0002] The present invention relates generally to puzzle-based and
skill-based games, as well as to wagering games, and more
particularly to a system and method of selectively combining
predetermined elements and rules from puzzle-based games,
skill-based games, and wagering games, to form a plurality of new
games playable by at least one player in a competitive manner
comprising skill, puzzle, and wagering components.
BACKGROUND OF THE INVENTION
[0003] Pattern matching puzzles (pmp) present the player with a
list of patterns (words, symbols, colors, etc.). The player is then
asked to find (`match`) identical patterns in a larger field made
up of similar characters. Word-search is an example of a pattern
matching puzzle.
[0004] Pattern completion puzzles (pcp) present the player with
field or grid of incomplete patterns and ask the player to complete
the patterns based on a set of rules. Sudoku, Rubik's Cube, Chinese
Picture Puzzles and Scrabble are examples of pattern completion
puzzles.
[0005] Jig-saw and crossword puzzles combine both pattern matching
and pattern completion.
[0006] A puzzle can be defined as: "a question, problem or
contrivance designed for testing ingenuity."
[0007] A game can be defined as: "a physical or mental competition
conducted according to rules with the participants in direct
competition to each other."
Problems:
[0008] a) Puzzles do not lend themselves to games without the
addition of rules over and above the basic rules inherent in an
individual puzzle.
[0009] b) Puzzles are binary--meaning a puzzle can be classified as
complete/solved or incomplete/unsolved.
[0010] c) When the embodiment of a puzzle game is personal computer
based, puzzle-solving software may be employed to solve puzzles
used as the basis of the game.
[0011] d) When puzzles used as the basis of a game for a plurality
of players are too simple, the resulting game-play is
non-satisfying. (too many ties)
[0012] e) When puzzles used as the basis of a game for a plurality
of players are too complex, the resulting game-play is
non-satisfying. (game takes too long, less skillful players become
frustrated)
[0013] f) When a time-element is employed and the winner of a
puzzle-based game for a plurality of players is based on whoever
completes a puzzle first, the resulting game-play is
one-dimensional and non-satisfying. (the most skillful players
usually win).
[0014] g) When all puzzles used as the basis of a game for a
plurality of players are identical the resulting game-play is one
dimensional and non-satisfying.
[0015] Puzzles: [0016] a) are designed for use by a single person,
[0017] b) derive their intrinsic value from the satisfaction one
receives upon successful completion (of a question, problem or
contrivance). [0018] c) adoption is inversely proportional to
intrinsic value (b). The more difficult a puzzle is to complete,
the fewer people complete it(less adoption). The more difficult a
puzzle is to complete the greater the satisfaction received
(intrinsic value) upon completion.
[0019] Games: [0020] a) are designed for a plurality of players.
[0021] b) the commercial value of a game is reflected in its
adoption i.e., the more satisfying a game is to play, the more
people play it, greater adoption equates to greater commercial
value.
[0022] Based on the above, a game built using difficult/high
intrinsic value puzzles will result in lower adoption rates.
[0023] It would thus be desirable to provide a novel and versatile
system and method for selectively combining predetermined elements
and rules from puzzle-based games, skill-based games, and wagering
games, to form a plurality of new games playable by at least one
player in a competitive manner comprising skill, puzzle, and
wagering components, with an optional addition of the element of
time.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] In the drawings, wherein like reference characters denote
corresponding or similar elements throughout the various
figures:
[0025] FIG. 1 shows an exemplary puzzle layout that may be used in
conjunction with a pattern completion game embodiment of the
present invention;
[0026] FIG. 2 shows an alternate exemplary puzzle layout that may
be used in conjunction with the pattern completion game embodiment
of the present invention of FIG. 1; and
[0027] FIGS. 3A and 3B show exemplary scoring solutions for various
embodiments of the present invention.
SUMMARY OF THE INVENTION
[0028] The various embodiments of the system and method of the
present invention provide a puzzle-based wagering game system and
method that advantageously enables a plurality of players to
compete in a puzzle-based skill-game using a system of wagering
rules that break each set of puzzles `dealt` to players into a
series of `rounds`, allowing for wagering at the onset of each
round, and in at least one embodiment thereof, further comprises
the addition of a time-element.
[0029] Other objects and features of the present invention will
become apparent from the following detailed description considered
in conjunction with the accompanying drawings. It is to be
understood, however, that the drawings are designed solely for
purposes of illustration and not as a definition of the limits of
the invention, for which reference should be made to the appended
claims.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
[0030] The system and method of the present invention addresses the
flaws and disadvantages of previously known gaming solutions, by
providing a novel series of methods, rules and game elements to
form a plurality of new games playable by at least one player in a
competitive manner comprising skill, puzzle, and wagering
components. In various embodiments thereof, the system and method
of the present invention include at least a portion of the
following advantageous methods, rules, and game elements: [0031] a)
Application of a turn-based wagering system. Each player is `dealt`
a puzzle at the onset of play (this can be called a `hand`). Each
hand is split into multiple `rounds`. Each round is preceded by
wagering amongst players as to the final outcome of the hand.
[0032] b) Application of a `time element`. Each round within a hand
is active for a predetermined amount of time. While a round is
active, players may work to complete their puzzles. During the
wagering portion of a round, players may not work on their puzzles.
[0033] c) Application of differing puzzles with common elements.
Puzzles dealt for each hand are not identical but do contain an
element or elements common to all players.
EXAMPLE 1
[0034] If the puzzles used in a game are classified as pattern
matching puzzles (pmp) i.e., word-search, each player will be
tasked with finding a set of words (patterns) common to all players
but placed differently in each puzzle.
EXAMPLE 2
[0035] If the puzzles used in a game are classified as pattern
completion puzzles (pcp) i.e., Sudoku, every player's puzzle will
be the same size, contain the same number of initial cells
completed, and the number-set used in the initial completed cells
will be identical for each player. However, the initial cells
completed and presented in each individual player's puzzle will be
placed at different positions forming a different pattern in each
puzzle thereby changing the intrinsic value of each puzzle i.e.,
some puzzles will be more difficult to solve than others. Finally,
at the outset of each hand, each individual puzzle's completed
cells will be indicated and viewable by all players, but the value
of these cells will be hidden. All players will see the patterns
formed by initial completed (but hidden) cells of all other
players. During subsequent rounds of play the values assigned to
the completed cells will be revealed--round by round--to each
individual player and the puzzle as a whole will be blocked from
view by all players except the player assigned to the puzzle in
question. In other words, after the initial round(s) player A will
no longer be able to see what is going on with players B,C,D,E's
etc. puzzles. [0036] d) In the case where pattern completion
puzzles are used, the game allows for puzzles with no solution.
[0037] e) Regardless of the class of puzzle and given that each
puzzle dealt in a hand is different (but with a set of common
elements) each puzzle can be assigned a different value for
completion. With a value assigned to each puzzle for completion, a
value may also be assigned for partial completion thereby
eliminating the need to complete any puzzle in full in any given
hand. [0038] f) Puzzles used for games built on pattern completion
(pcp) are not revealed in their entirety at the outset of the game.
(this prevents the use of electronic/computer based puzzle
solvers)--see example 2 above. [0039] g) When the embodiment of the
game is based on a personal computer and/or the internet the games
are presented to the end user in a fashion that prevents the user
from copying and pasting the game puzzles into an electronic puzzle
solver. [0040] h) During the initial round(s) of a hand all puzzles
are visible as well as the progress each player is making toward
completion of his or her puzzle. [0041] i) During the final
round(s) of play, all puzzles are hidden. This encourages players
to bluff their bets, guess what another players progress may be and
shifts the focus of the game from puzzle completion to the risk one
is willing to take with his or her accumulated chips, tokens or
points. In short, based on incomplete information the player must
place a wager based on the strength of his or her hand in relation
to what he or she `thinks` the value of his or her opponent's hands
may be. [0042] j) Because each hand dealt contains non-identical
puzzles (but with an element common to all players) each puzzle
carries a different intrinsic value. Some puzzles are harder (worth
more) than others. This method can be equated to a hand in a game
of cards like Texas Hold'em where each player receives two private
cards (hole cards) and every player has access to five cards placed
at the center of the table (community cards).
[0043] In order to use a puzzle as the successful basis of a
competitive turn-based game the puzzle's intrinsic value must shift
from the satisfaction derived from successful completion, to the
value received for successfully overcoming competitors (which may
or may not involve successful completion of a given puzzle).
[0044] The above `value received` is supplied by the wagering
portion of the game in the form of chips, points or tokens which
may or may not have real monetary value. In short, like a game of
poker, `winning` becomes a matter of accumulating an opponent's
chips, points or tokens over time rather than the successful
completion of a series of puzzles.
[0045] By way of example only, below are presented various
advantageous embodiments of the system and method of the present
invention to illustrate the various features, components and
elements thereof.
Exemplary Embodiment #1: Pattern Matching Game--Word-Search
Puzzle
[0046] Materials required: pencils, paper (graph paper preferred),
egg timer (wristwatch, clock, stopwatch, sundial or any suitable
timing device that allows one to calculate seconds.), chips (poker
chips, coins, cookies, or any suitable token) a dictionary (or any
suitable book).
[0047] Players: at least 3.
[0048] Pre-game Preparation: [0049] 1) Determine the size of the
puzzle grid to use, i.e. 10.times.10, 12.times.12, etc. Any size
greater than 6.times.6 is acceptable. (This example will use a
12.times.12 grid.) [0050] 2) Designate a non-player as the
`dealer`. [0051] 3) Determine the amount of time to allocate for
each round of play. (This example will use 45 seconds.) [0052] 4)
Determine the number of rounds. (This example will use 3). [0053]
5) Determine a minimum bet amount (This example will use 1 chip).
[0054] 6) Determine the number of words to search for (This example
will use nine). [0055] 7) Determine whether to split the pot
between eligible players in the event of a tie, or continue to a
tie-breaker. [0056] 8) Provide each player with an equal number of
chips. (this example will use 25). [0057] 9) Seat players around a
table with the dealer taking a position at the table also.
Game-play will move clock-wise starting with the player seated to
the dealer's left.
[0058] Dealer Preparation: [0059] 1) Select a piece of graph paper
for each player and mark off an area equal the size of the agreed
on grid on each piece of paper. [0060] 2) Select nine words from a
dictionary, book, magazine or memory and write them down on an
additional piece of paper. Place the piece of paper with the list
of words in front of the game's players. [0061] 3) Out of view of
the players, enter the nine words (see 2 above), into the
12.times.12 grid for each player. There should be one grid/piece of
graph paper for each player. Each grid requires all nine words.
Words can be entered into each grid either forwards or backwards,
i.e., the word CAT may be entered either as C A T, or T A C. Words
can be entered in eight (8) directions: [0062] a) horizontal, left
to right. (forwards) [0063] b) horizontal, right to left.
(backwards) [0064] c) vertical, top to bottom. [0065] d) vertical,
bottom to top. [0066] e) diagonal, left to right, top to bottom.
[0067] f) diagonal, right to left, top to bottom. [0068] g)
diagonal, left to right, bottom to top. [0069] h) diagonal , right
to left, bottom to top. [0070] Use the same case (upper or lower)
for each letter. Do not mix case. Words may share letters (like a
crossword puzzle). [0071] 4) Fill in the remaining blank
cells/squares in each player's puzzle using random letters. Use the
same case used for entering the words.
[0072] Game Play:
[0073] Round 1 of 3: [0074] 1) Dealer collects an `ante` from each
player. The ante equals the amount of the minimum bet agreed to in
pre-game preparation (5). These chips become the initial `pot`.
[0075] 2) Dealer passes each player a puzzle as described above.
Puzzles remain face up and visible to all players. Players may
study their puzzles and the common list of words but may not mark
their puzzles in any way. [0076] 3) Betting begins with the player
to the dealer's left who may `check` (pass the bet to the next
player) or bet (wager additional chips). Each player must match the
aggregate number of chips wagered until all player bets are equal.
Each player after the first player to the left of the dealer may
match the bet, raise the bet or fold (end his participation in the
hand and give up the chips he has wagered). When the `action` comes
full circle to the first player, the player must make up the
difference between his original bet and any additional amounts
wagered by other players, or may `raise` the bet. Betting continues
in this fashion until all bets are equal. [0077] 4) With betting
complete, the dealer sets the `timer` to the amount of time agreed
on in pre-game preparation (3). Players may then--in full view of
one another--begin to match the words on the common list, with the
words in their individual puzzles. Words are marked as `found` by
circling them in their horizontal, vertical or diagonal positions.
[0078] 5) When the timer runs out, the dealer asks players to turn
over their individual puzzles. Once the puzzles have been placed
face down in front of each player the second round of betting
begins.
[0079] Round 2 of 3: [0080] 1) Betting in round 2 continues as
described in section 3 above. [0081] 2) Betting ends when all
active player bets are equal. (as mentioned above a player always
has the right to `fold` and forfeit his bet. A player becomes
in-active when he has folded). [0082] 3) With betting complete, the
dealer sets the `timer` to the amount of time agreed on in pre-game
preparation (3). [0083] 4) Players continue working on their
individual puzzles as described in section 4 (above). This time,
however, and henceforth until the end of the game, players may
elect to remove their individual puzzles from their competitions
view. [0084] 5) When the timer runs out, the dealer asks players to
place their individual puzzles face down and the third round of
betting begins.
[0085] Round 3 of 3: [0086] 1) Betting in round 3 continues as
described in section 3 of Round 1 of 3, above. [0087] 2) Betting
ends when all active player bets are equal. (as mentioned above a
player always has the right to `fold` and forfeit his bet. A player
becomes in-active when he has folded). [0088] 3) With betting
complete, the dealer sets the `timer` to the amount of time agreed
on in pre-game preparation (3). [0089] 4) Players continue working
on their individual puzzles as described in section 4 (above).
Again, and henceforth until the end of the game, players may elect
to remove their individual puzzles from their competitions view.
[0090] 5) When the timer runs out, the dealer asks players to place
their individual puzzles face down and the final round of betting
(the showdown`) begins.
Showdown:
[0090] [0091] 1) At the `showdown`, the final round of betting,
players may place their bets as described in section 3 of Round 1
of 3, above. [0092] 2) With betting complete all puzzles are turned
face-up for the dealer to examine. [0093] 3) The player who has
found the greatest number of words is awarded the pot. [0094] 4)
Game-play continues again from the beginning. [0095] 5) Game-play
ends when one player has accumulated all of the chips.
Ties:
[0096] In the event of a tie (two or more players have circled
[matched] the same number of words) there are two options. [0097]
a) Split the pot into equal portions amongst the players who are
tied. [0098] b) Initiate a pre-agreed on `tie-breaker` which can
take any form from the toss of a coin to leaving the pot in-place
and continuing with additional hands amongst the tied players until
the tie is broken.
Exemplary Embodiment #2:--Pattern Completion Game--Sudoku
Puzzle
[0099] Materials required: pencils, paper (graph paper preferred),
egg timer (wristwatch, clock, stopwatch, sundial or any suitable
timing device that allows one to calculate seconds.), chips (poker
chips, coins, cookies, or any suitable token), a pair of dice.
Players: at least 3.
Pre-game Preparation:
[0100] 1) Determine the size of the Sudoku puzzle to use, i.e.
3.times.2, 3.times.3, 3.times.4 etc. Any size greater than
3.times.1 is acceptable. (This example will use a 3.times.2). By
way of example, a puzzle 100 shown in FIG. 1 may be used.
[0101] 2) Designate a non-player as the `dealer`.
[0102] 3) Determine the amount of time to allocate for each round
of play. (This example will use 45 seconds.)
[0103] 4) Determine the number of rounds. (This example will use
3).
[0104] 5) Determine a minimum bet amount (This example will use 1
chip).
[0105] 6) Determine the number of cells to allocate as pre-filled.
(This example will use nine).
[0106] 7) Determine whether to split the pot between eligible
players in the event of a tie, or continue to a tie-breaker.
[0107] 8) Determine and agree on a method of scoring (see tip
below).
[0108] 9) Provide each player with an equal number of chips. (this
example will use 25).
[0109] 10)Seat players around a table with the dealer taking a
position at the table also. Game-play will move clock-wise starting
with the player seated to the dealers left.
Dealer Preparation:
[0110] 1) Select a piece of graph paper for each player and mark
off an area equal the size of the agreed on Sudoku puzzle grid on
each piece of paper. [0111] 2) Mark off nine cells on each puzzle
at random positions in the puzzle. (The puzzle for each player
should be different). Referring now to FIG. 2, an alternate puzzle
configuration 200 is shown.
[0112] Scoring tip: In a 3.times.2 Sudoku puzzle each row, column
and box must contain the numbers 1-6 only once. The sum of each row
in a 3.times.2 will be 21. The sum of each column will also be 21.
The total of all rows and columns will be (in this example) 256.
Scoring (again in this example) is the responsibility of the
dealer.
[0113] This example assumes that puzzles with no solution (section
4 item d above) may be used. After the final round of betting (the
`showdown`) it is the dealer's responsibility to score each puzzle
and determine a winner. If the dealer finds that the inherent rule
of Sudoku is broken he will flip the sign (cause the number to be
negative) for any offending cells.
[0114] Referring now to FIGS. 3A and 3B (in both of which red
entries indicate numbers supplied by the dealer), based on the
above, the entries shown in a puzzle 300A in FIG. 3A, become the
entries shown in puzzle 300B in FIG. 3B. [0115] The score for row 1
is then: 7 (the sum of 1+3+-3+-4+5+6). [0116] The score for row 2
is then: 7 (the sum of 6+5+-3=-4+2+1). [0117] The score for column
1 is: 7 [0118] The score for column 2 is: 7 [0119] The score for
column 3 is -6 [0120] The score for column 4 is: -8 [0121] The
score for column 5 is: 7 [0122] The score for column 6 is: 7
[0123] Accordingly, The score for the puzzle is: 28
Game Play:
Round 1 of 3:
[0124] 1) Dealer collects an `ante` from each player. The ante
equals the amount of the minimum bet agreed to in pre-game
preparation (5). These chips become the initial `pot`. [0125] 2)
Dealer passes each player a puzzle as described above. Puzzles
remain face up and visible to all players. Players may study their
puzzles but may not mark their puzzles in any way.
[0126] 3) Betting begins with the player to the dealer's left who
may `check` (pass the bet to the next player) or bet (wager
additional chips). Each player must match the aggregate number of
chips wagered until all player bets are equal. Each player after
the first player to the left of the dealer may match the bet, raise
the bet or fold (end his participation in the hand and give up the
chips he has wagered). When the `action` comes full circle to the
first player, the player must make up the difference between his
original bet and any additional amounts wagered by other players,
or may `raise` the bet. Betting continues in this fashion until all
bets are equal.
[0127] 4) With betting complete, the dealer rolls the die (in this
example 1 die is used. The maximum value allowed in a 3.times.2
Sudoku puzzle is 6), and then pencils the number shown by the die
into any marked. cell (see dealer preparation #2 above) on each
players puzzle. The dealer repeats this process 4 times until each
player puzzle has 4 numbers filled in. Each player's puzzle will
then have the same 4 numbers but in different positions. [0128] 5)
With preparation complete, the dealer sets the `timer` to the
amount of time agreed on in pre-game preparation (3). Players may
then--in full view of one another--begin to pencil in the remaining
cells of their puzzle. Players are not allowed to fill in cells
marked by the dealer. Players are allowed to `erase`. [0129] 6)
When the timer runs out, the dealer asks players to turn over their
individual puzzles. Once the puzzles have been placed face down in
front of each player the second round of betting begins.
Round 2 of 3:
[0129] [0130] 1) Betting in round 2 continues as described in
section 3 above. [0131] 2) Betting ends when all active player bets
are equal. (as mentioned above a player always has the right to
`fold` and forfeit his bet. A player becomes in-active when he has
folded). [0132] 3) With betting complete, the dealer rolls the die
then pencils the number shown by the die into any empty
dealer-marked cell on each players puzzle. The dealer repeats this
process 3 times until each player puzzle now has a total of 7
numbers filled in. Each player's puzzle will then have the same 7
numbers but in different positions. [0133] 4) With preparation
complete, the dealer sets the `timer` to the amount of time agreed
on in pre-game preparation (3). Players may then begin to pencil in
the remaining cells of their puzzle. Players are not allowed to
fill in cells marked by the dealer. Players are allowed to `erase`.
This time, however, and henceforth until the end of the game,
players may elect to remove their individual puzzles from their
competitions view. [0134] 5) When the timer runs out, the dealer
asks players to place their individual puzzles face down and the
third round of betting begins.
Round 3 of 3:
[0134] [0135] 1) Betting in round 3 continues as described in
section #3 of Round 1 of 3, above. [0136] 2) Betting ends when all
active player bets are equal. (as mentioned above a player always
has the right to `fold` and forfeit his bet. A player becomes
in-active when he has folded). [0137] 3) With betting complete, the
dealer rolls the die then pencils the number shown by the die into
any empty dealer-marked cell on each player's puzzle. The dealer
repeats this process 2 times until each player puzzle now has a
total of 9 numbers filled in. Each player's puzzle will then have
the same 9 numbers but in different positions. [0138] 4) With
preparation complete, the dealer sets the `timer` to the amount of
time agreed on in pre-game preparation (#3) for the final time.
Players may then begin to pencil in the remaining cells of their
puzzle. Players are not allowed to fill in cells marked by the
dealer. Players are allowed to `erase`. As in round 2, players may
elect to remove their individual puzzles from their competitions
view. [0139] 5) When the timer runs out, the dealer asks players to
place their individual puzzles face down and the final round of
betting (the `showdown`) begins.
Showdown:
[0139] [0140] 1) At the `showdown`, the final round of betting,
players may place their bets as described in section #3 of Round 1
of 3, above. [0141] 2) With betting complete all puzzles are turned
face-up for the dealer to score. Scoring may take the form
suggested above or any form pre-arranged by players. [0142] 3) Once
the dealer declares a winner he is awarded the pot. [0143] 4)
Game-play continues again from the beginning. [0144] 5) Game-play
ends when one player has accumulated all of the chips.
Ties:
[0145] In the event of a tie (two or more players have the same
final score) there are two options. [0146] a) Split the pot into
equal portions amongst the players who are tied. [0147] b) Initiate
a pre-agreed on `tie-breaker` which can take any form from the toss
of a coin to leaving the pot in-place and continuing with
additional hands amongst the tied players until the tie is
broken.
Exemplary Embodiment #3:--Pattern Matching Game/Pattern
Completion--Crossword Puzzle
[0148] Materials required: pencils, paper (graph paper preferred),
egg timer (wristwatch, clock, stopwatch, sundial or any suitable
timing device that allows one to calculate seconds.), chips (poker
chips, coins, cookies, or any suitable token) a dictionary.
Players: at least 3.
Pre-game Preparation:
[0149] 1.Designate a non-player as the `dealer`. [0150] 2.
Determine the amount of time to allocate for each round of play.
(This example will use 90 seconds.) [0151] 3. Determine the number
of rounds. (This example will use 3). [0152] 4. Determine a minimum
bet amount (This example will use 1 chip). [0153] 5. Determine the
number of words to include in the puzzle. (This example will use
nine). [0154] 6. Determine whether to split the pot between
eligible players in the event of a tie, or continue to a
tie-breaker. [0155] 7. Determine and agree on a method of scoring
(see tip below). [0156] 8. Provide each player with an equal number
of chips. (this example will use 25). [0157] 9. Seat players around
a table with the dealer taking a position at the table also.
Game-play will move clock-wise starting with the player seated to
the dealer's left.
Dealer Preparation:
[0157] [0158] 1) Dealer selects nine words and definitions from a
dictionary [0159] 2) Dealer writes the nine definitions and words
on a worksheet keeping this information out of view of the players
at the table. [0160] 3) Dealer marks off a blank crossword puzzle
for each player on separate pieces of graph paper. (There are
several ways to do this fairly quickly and without error that I
will not go into here).
Game Play:
Round 1 of 3:
[0160] [0161] 1) Dealer collects an `ante` from each player. The
ante equals the amount of the minimum bet agreed to in pre-game
preparation (#4). These chips become the initial `pot`. [0162] 2)
Dealer passes each player a blank crossword puzzle as described
above. Puzzles remain face up and visible to all players. Players
may study their puzzles but may not mark their puzzles in any way.
[0163] 3) Dealer reveals 4 of the 9 definitions allowing players to
jot them down on their respective sheets of graph paper. [0164] 4)
Betting begins with the player to the dealer's left who may `check`
(pass the bet to the next player) or bet (wager additional chips).
Each player must match the aggregate number of chips wagered until
all player bets are equal. Each player after the first player to
the left of the dealer may match the bet, raise the bet or fold
(end his participation in the hand and give up the chips he has
wagered). When the `action` comes full circle to the first player,
the player must make up the difference between his original bet and
any additional amounts wagered by other players, or may `raise` the
bet. Betting continues in this fashion until all bets are equal.
[0165] 5) With betting complete, the dealer sets the `timer` to the
amount of time agreed on in pre-game preparation (#2). Players may
then--in full view of one another--begin to pencil in their puzzles
based on the 4 definitions they have received from the dealer.
Players are allowed to `erase`. [0166] 6) When the timer runs out,
the dealer asks players to turn over their individual puzzles. Once
the puzzles have been placed face down in front of each player the
second round of betting begins.
Round 2 of 3:
[0166] [0167] 1) Betting in round 2 continues as described in
section 4 above. [0168] 2) Betting ends when all active player bets
are equal. (as mentioned above a player always has the right to
`fold` and forfeit his bet. A player becomes in-active when he has
folded). [0169] 3) With betting complete, the dealer reveals 3
additional definitions, allowing players to write them down. [0170]
4) With preparation complete, the dealer sets the `timer` to the
amount of time agreed on in pre-game preparation (#3). Players may
then continue to work on their puzzle. Players are allowed to
`erase`. This time, however, and henceforth until the end of the
game, players may elect to remove their individual puzzles from
their competitor's view. [0171] 5) When the timer runs out, the
dealer asks players to place their individual puzzles face down and
the third round of betting begins.
Round 3 of 3:
[0171] [0172] 6) Betting in round 3 continues as described in
section #2 of Round 1 of 3, above. [0173] 7) Betting ends when all
active player bets are equal. (as mentioned above a player always
has the right to `fold` and forfeit his bet. A player becomes
in-active when he has folded). [0174] 8) With betting complete, the
dealer reveals the final 2 definitions, allowing players to write
them down. [0175] 9) With preparation complete, the dealer sets the
`timer` to the amount of time agreed on in pre-game preparation
(#2) for the final time. Players may then begin to pencil in the
remaining cells of their puzzle. Players are allowed to `erase`. As
in round 2, players may elect to remove their individual puzzles
from their competitor's view. [0176] 10)When the timer runs out,
the dealer asks players to place their individual puzzles face down
and the final round of betting (the `showdown`) begins.
[0177] Showdown: [0178] 201) At the `showdown`, the final round of
betting, players may place their bets as described in section #2 of
Round 1 of 3, above. [0179] 2) With betting complete all puzzles
are turned face-up for the dealer to score. Scoring may take any
form pre-arranged by players. [0180] 3) The dealer declares a
winner and awards the pot. [0181] 4) Game-play continues again from
the beginning. [0182] 5) Game-play ends when one player has
accumulated all of the chips.
[0183] In at least one embodiment of the present invention, the
role of the `dealer` described above will be replaced by either:
[0184] a) Pre-printed puzzles. [0185] b) Electronic/computerized
means.
[0186] Thus, while there have been shown and described and pointed
out fundamental novel features of the invention as applied to
preferred embodiments thereof, it will be understood that various
omissions and substitutions and changes in the form and details of
the devices and methods illustrated, and in their operation, may be
made by those skilled in the art without departing from the spirit
of the present invention. For example, it is expressly intended
that all combinations of those elements and/or method steps which
perform substantially the same function in substantially the same
way to achieve the same results are within the scope of the
invention. It is the intention, therefore, to be limited only as
indicated by the scope of the claims appended hereto.
* * * * *