U.S. patent application number 12/384562 was filed with the patent office on 2010-10-07 for double or nothing.
This patent application is currently assigned to Gilberto Aguilera. Invention is credited to Gilberto Aguilera.
Application Number | 20100252996 12/384562 |
Document ID | / |
Family ID | 42825524 |
Filed Date | 2010-10-07 |
United States Patent
Application |
20100252996 |
Kind Code |
A1 |
Aguilera; Gilberto |
October 7, 2010 |
Double or nothing
Abstract
The concept of Double or Nothing presents a totally new game
with dice. Two types of dice are utilized: the two regular
six-sided cubes plus two eight-sided octahedrons, these select at a
specific play a lucky player whose winnings are doubled, or he may
receive a bonus. An LCD (Liquid Crystal Display) Counter Screen is
introduced. It is manually operated by the Boxman, it keeps track
of points accumulated to reach exact count of 11 or 21. Every bet
is also identified with its own color for easy reference in placing
bets or calling them a win or a loss. For the first time seven bets
are introduced: GOAL EVEN ODD MORE THAN 7/LESS THAN 7 2 in a Row
and 3 in a Row with pay offs more attractive for the players.
Inventors: |
Aguilera; Gilberto; (San
Diego, CA) |
Correspondence
Address: |
Gilberto Aguilera
4690 Calle De Vida
San Diego
CA
92124
US
|
Assignee: |
Aguilera; Gilberto
San Diego
CA
|
Family ID: |
42825524 |
Appl. No.: |
12/384562 |
Filed: |
April 7, 2009 |
Current U.S.
Class: |
273/274 |
Current CPC
Class: |
A63F 3/00157
20130101 |
Class at
Publication: |
273/274 |
International
Class: |
A63F 11/00 20060101
A63F011/00 |
Claims
1) New in Double or Nothing is the concept that each one of the
players take turns rolling the dice in left to right rotation,
following the sequence of the numbers 1 through 14 which identify
the chip racks on the table railing. Every bet has been allocated
its own color name for easy reference, plus seven new bets are
introduced for the first time: GOAL EVEN ODD MORE THAN 7/LESS THAN
7 2 in a Row and 3 in a Row.
2) Innovative in Double or Nothing is the play of the two
octahedrons eight-sided dice, it occurs when a player has
accumulated an exact count of 11 or 21 in the Counter Screen, its
action selects a lucky player whose highest winning bet is doubled
or he is paid a bonus if he does not have any winning bet.
3) A very special function has been assigned to the number 7 the
first 7 rolled by the shooter is called an easy 7 and counts ONLY
as an odd number result, the next 7 rolled is called a hard 7 and
it signals that ALL bets lose, except those four bets made on Any
7, HARD 7 TO WIN, 2 in a Row and 3 in a Row. Thereafter every 7
rolled is either an easy 7 or a hard 7.
Description
BACKGROUND
[0001] For more than 2,000 years dice games have charmed and
entertained people, some times even decided their fortunes. Ancient
Greeks and Romans played games with dice, throwing them on their
battle shields or on their robes. Even Caesar urged his legions by
stating: "The dice has been cast".
[0002] More than 30 million americans are entertained every year
with modern dice games.
[0003] When two six-sided cubes or dice are rolled, each of the six
sides has an equal chance to be upper-most when the dice come to a
rest. When the numbers of the two dice are added together their
total can be any of 11 results, or the numbers: 2,3,4,5,
6,7,8,9,10,11,12.
[0004] Six times six equals 36; this number: 36 is the mathematical
frequency of occurrence of above numbers in a dice game.
[0005] A totally NEW GAME with dice is my Invention
TABLE-US-00001 Title of Invention Double or Nothing Name of
Inventor Gilberto Aguilera My age 79 years old, birthdate Jul. 18,
1929 My address 4690 Calle De Vida San Diego CA 92124 My telephone
858-565-8839
DESCRIPTION OF INVENTION
[0006] Equipment: [0007] a) Dice [0008] Double or Nothing utilizes
TWO types of dice [0009] 1) two six-sided cubes, their sides show
the numbers 1 through 6 [0010] 2) two octahedrons eight-sided,
their sides show the numbers 1 through 8 [0011] b) Table:
[0012] Shaped as a kidney bean. Four legs. Dimensions [0013] 9 Ft.
long [0014] 6 Ft. wide [0015] 38'' high [0016] A railing 12'' high
and 8'' wide surrounds the perimeter of the table. Railing contains
14 chip racks numbered left to right sequence from 1 through 14.
[0017] On the lower center of the table, in front of the Boxman is
a 3'' sided pyramid Counter Screen capable of LCD (Liquid Crystal
Display) the numbers 1 through 21, this device is manually operated
by the Boxman. [0018] The table surface is covered with felt of a
green background. Color printed on the table surface, located by
each players' position are FOUR 3'' diam. circles labeled: GOAL
EVEN ODD and MORE THAN 7/LESS THAN 7. [0019] A receded shelf is
provided for drink containers in the front face of the railing.
[0020] Personnel: [0021] a) Boxman (1) who supervises game,
activates and keeps track of Counter Screen, and handles currency.
[0022] b) Dealers (2) who place bets at players' requests. Pay
winners bets and collect losers bets. [0023] c) Stickman (1) who
calls the game, announces the next roll of the dice and the result
of each roll, conducts the tempo of the game, and slides the dice
with a stick to the next shooter. [0024] d) The players.
[0025] Table Lay-Out or Road Map: [0026] The following areas are
color printed on the table surface, each identified with its own
color for easy reference in this text:
[0027] 1) GOAL (Pink) [0028] ALL bets on GOAL [0029] a) win 11 for
1 when shooter hits exact count of 11 in the Counter Screen. [0030]
lose if a hard 7 is rolled [0031] If count goes over 11 GOAL bets
are given a stand off neither win nor lose, bets await the next
roll for a decision. Attempts are continued by the same shooter or
by the next shooter to reach exactly 21 [0032] b) wins 21 for 1
when shooter reaches exact count of 21 in the Counter Screen [0033]
lose if a hard 7 is rolled [0034] lose if count goes over 21
[0035] 2) ODD (Red) one roll bets: 3, 5, 7, 9, 11 [0036] ALL bets
on ODD [0037] a) win even money if total of dice throw is any of
above odd numbers [0038] lose if roll is an even number [0039] lose
if a hard 7 is rolled [0040] REMEMBER: an easy 7 is counted ONLY as
an odd number result.
[0041] 3) EVEN (Blue) one roll bets: 2, 4, 6, 8, 10, 12 [0042] ALL
bets on EVEN [0043] a) win even money if total of dice roll is any
of above even numbers [0044] lose if odd number is rolled [0045]
lose if hard 7 is rolled.
[0046] 4) MORE THAN 7/LESS THAN 7 (Lilac) one roll bets [0047] ALL
bets on MORE THAN 7 [0048] a) win even money if the total of the
dice roll is more than 7 [0049] lose if roll is less than 7 [0050]
lose if a hard 7 is rolled [0051] ALL bets on LESS THAN 7 [0052] a)
win even money if dice roll totals less than 7 [0053] lose if roll
is higher than 7 [0054] lose if a hard 7 is rolled
[0055] 5) COMMON (Aqua): 4, 5, 6, 8, 9, 10 [0056] Bets allowed here
only on the second and subsequent rolls of the shooter. Bets to be
made individually on any of above numbers. ONLY dealers place these
bets at players' requests. [0057] Bets on COMMON yield [0058] 4 and
10 pay even money plus 3 [0059] 5 and 9 pay even money plus 2
[0060] 6 and 8 pay even money plus 1 [0061] Above bets win if any
combination of the dice roll produces the numbers shown. Any other
number rolled gives these bets a stand off: neither win nor lose,
bets await next roll for a decision. [0062] Lose if a hard 7 is
rolled.
[0063] 6) SIDE (Yellow) one roll bet: 2,3,4,9,10,11,12 [0064] A
SIDE (Yellow) bet is a single bet that covers ALL above numbers.
[0065] a) wins even money if 3,4,9,10,11 is rolled [0066] wins 3
for 1 if a 2 is rolled [0067] wins 4 for 1 if a 12 is rolled [0068]
lose if 5,6,7,8 is rolled after SIDE bet was made [0069] lose if a
hard 7 is rolled
[0070] 7) HARD 7 TO WIN (Olive) one roll bet [0071] Stickman
announces: "Hard 7 roll coming out"! [0072] A bet on HARD 7 TO WIN
[0073] a) wins 18 for 1 if you bet HARD 7 TO WIN and a hard 7 is
rolled BUT ALL other bets lose, except ANY 7 2 in a Row and 3 in a
Row. [0074] lose if a hard 7 is not rolled.
[0075] 8) BEFORE NOON (purple) one roll bets: ANY 7 2, 3, 11, 12
[0076] A bet on ANY 7 [0077] a) wins 7 for 1 if any 7 is rolled:
easy 7, hard 7, any 7 [0078] lose if a 7 is not rolled. [0079] b)
wins 16 for 1 if ELEVEN is rolled [0080] lose if any other number
is rolled [0081] c) TWIN (Purple) [0082] win 31 for 1 if 2 or 12 is
rolled [0083] lose if any other number is rolled [0084] d) TRIO
(Purple) [0085] wins 8 for 1 if 2, 3, or 12 is rolled [0086] lose
if any other number is rolled
[0087] 9) MEGA (Lime) Matched pairs ONLY: 2, 4, 6, 8 [0088] This
bet is won when dice added together total any of above numbers in
matched pairs. Example: 2+2=4 or 3+3=6 etc. [0089] a) win 8 for 1
if roll is 4 or 10 [0090] win lo for 1 if roll is 6 or 8 [0091]
lose if dice roll adds up to above numbers but not as a matched
pair. Example: 1+3=4 or 2+6=8 etc. [0092] lose if a hard 7 is
rolled.
[0093] If any number other than an unmatched pair or a hard 7 is
rolled, these bets are given a stand off: neither win nor lose,
bets await next roll for a decision.
[0094] 10) TWO IN A ROW (Brown) [0095] a) win 31 for 1 if any
number, even any 7 is rolled twice consecutively [0096] lose if the
same number is not rolled again in the next roll.
[0097] 11) THREE IN A ROW (Gray) [0098] a) win 50 for 1 if any
number, even any 7 is rolled three times consecutively [0099] lose
if the same number is not rolled again in the next roll.
[0100] Management establishes all pay offs. The management also
retains the right, with prior written consent of Inventor to make
any modifications to above format.
[0101] Rules of Double or Nothing:
[0102] The number 7 has a very special function in Double or
Nothing: the first 7 rolled by a new shooter is counted as an easy
7 it ONLY counts as an odd number result; the next 7 rolled is
counted as a hard 7 and signals that ALL bets lose, except ANY 7,
HARD 7 TO WIN, 2 in A Row and 3 in a Row. From then on every 7
rolled is either an easy 7 or a hard 7 and this sequence is
repeated every time a new shooter rolls the dice to start his turn
as shooter.
[0103] In Double or Nothing each player has the chance to roll the
dice in left to right rotation, following the sequence of the table
chip racks or positions numbered 1 through 14.
[0104] The dice are thrown by one player at a time against the
inner wall of the table railing farthest away from him (her). Ask
the Stickman if in doubt.
[0105] Each dice throw is called a roll. The one throwing the dice
is called the shooter.
[0106] The players, themselves, may place bets on: GOAL or Pink
EVEN or Blue, ODD or Red, MORE THAN 7/LESS THAN 7 or Lilac and SIDE
or Yellow. All other bets are placed ONLY by the dealers at
players' requests.
[0107] Table limits: 5 dollars is the minimum bet. GOAL EVEN ODD
MORE THAN 7/LESS THAN 7 and COMMON require 5 dollars minimum bets.
All other bets are ONE dollar minimum.
[0108] A combination of 5 or more ONE dollar bets meets the 5
dollars minimum requirement.
[0109] Any bet can be more than, but not less than the minimum.
[0110] Table maximum: five thousand dollars.
[0111] Every roll of the dice is counted and decides some bets.
[0112] Some bets are one roll bets. Other bets are given a stand
off they are neither a win nor a loss,bet awaits the next roll for
a decision. [0113] NOTE: when a hard 7 is rolled ALL bets lose,
except four bets those made on ANY 7 HARD 7 TO WIN 2 in a Row and 3
in a Row.
[0114] If you wish to stop playing, any time, you may do so, a
reason is not needed. Be sure and inform the dealer BEFORE the next
roll that you want your bets taken down. Your money will be
returned to you without penalty.
[0115] You are welcome to play again, when you are ready.
[0116] The shooter may decline to throw the dice, but continue to
play or not, as he (she) wishes, electing or not, to place any
bets, thus yielding the throw to the next shooter. Stickman will
slide the cubes to the next shooter.
[0117] How to Play Double or Nothing:
[0118] A specific bet is not required, but in order to play, any
player including the shooter must place one or more bets with a 5
dollars minimum. The shooter and the other players may also ask the
dealer to place for them other bets of their choice.
[0119] Once all bets are placed, the Stickman starts the game by
sliding the dice to the player in position #1. The next in line
shooter is the one in position #2, etc.
[0120] The shooter keeps rolling the dice for as long as he (she)
wins.
[0121] One of the shooters' aims is to increase the Counter Screen
count accumulating points to reach exact count of 11 or 21.
[0122] If the shooter goes over 11 GOAL bets are given a stand off
neither win nor lose and may try for 21.
[0123] If the shooter goes over 21 ALL GOAL bets lose. If a hard 7
is rolled ALL bets lose, except those made on ANY 7 HARD 7 TO WIN 2
in a Row and 3 in a Row.
[0124] Any GOAL bet may be converted to a Double or Nothing bet at
any time by any player before the next roll. Player moves his bet
from GOAL to EVEN or ODD. In this case players may and should take
odds. This additional odds bet may be not more than 3 times the
amount of the original bet. The next roll decides the outcome of a
converted bet.
[0125] When GOAL bet is won at 11 or 21 and ONLY then, Stickman
will slide to the shooter the two eight-sided octahedrons. the
shooter then throws the octahedrons in the same way he (she) throws
the dice cubes. This play identifies a lucky player in position
number 1 through 14, and also results in: [0126] a) The player
identified gets paid 4 times his highest winning bet. [0127] b) If
the identified player has no winning bets, he still gets paid 25
dollars bonus win. [0128] c) If there is no player at the selected
position, then action is voided and play continues. [0129] d) If
the roll of the octahedrons is 15 or 16, the dice may be rolled
again until 1 through 14 comes up, or the action may be voided and
play resumed, except if a player happens to be at position 15 or
16, in which case he (she) gets paid as in (a) or (b) above.
[0130] The octahedrons play completes the shooters' hand.
[0131] The Stickman slides the six-sided cubes to the next shooter
and another hand begins.
[0132] A shooters' hand is completed when [0133] 1) he rolls a hard
7 [0134] 2) he converts his GOAL bet to a Double or Nothing bet,
dice are moved immediately by the Stickman to the next shooter.
[0135] 3) his GOAL bet attempt goes over 21. [0136] 4) he loses his
last one roll bet. [0137] 5) after he rolls the octahedrons.
[0138] Double or Nothing is a game of fast action for fun. Learning
the rules of any game may help you to make "smarter" bets.
Examples: the best time to bet on 3 in a Row is right after 2 in a
Row is rolled. ODD is a good bet with better chances when an easy 7
is expected in the next roll.
[0139] There is no assurance that you will either win or lose. But
you certainly will be entertained.
[0140] After becoming familiar with Double or Nothing a player may
throw money on the table and ask the dealer: "Five dollars on
Purple eleven", or "Two dollars each on Olive and Blue".
[0141] Double or Nothing is designed exclusively for your
enjoyment.
* * * * *