U.S. patent application number 13/920047 was filed with the patent office on 2013-12-19 for playing card creation for wagering devices.
The applicant listed for this patent is DIGIDEAL CORPORATION. Invention is credited to KANE KUHN, MICHAEL J. KUHN, TYLER KUHN.
Application Number | 20130337922 13/920047 |
Document ID | / |
Family ID | 49756401 |
Filed Date | 2013-12-19 |
United States Patent
Application |
20130337922 |
Kind Code |
A1 |
KUHN; KANE ; et al. |
December 19, 2013 |
PLAYING CARD CREATION FOR WAGERING DEVICES
Abstract
Playing card creation for wagering devices is provided. An
example system for a wagering device includes a card generator for
creating real playing cards in real time. The system may generate
only those cards needed for a round or a hand of a card game from a
more complete deck or decks of virtual playing cards being
electronically processed by the wagering device. A random number
generator creates random hands and decks, and ensures certifiable
odds. Players may select or input some custom graphic aspects of
the playing cards to be created. The real playing cards may also
include coupons, advertisements, or prizes. The real playing cards
generated can be disposable, and the system can replace a
conventional shuffler.
Inventors: |
KUHN; KANE; (SPOKANE VALLEY,
WA) ; KUHN; TYLER; (SPOKANE VALLEY, WA) ;
KUHN; MICHAEL J.; (SPOKANE VALLEY, WA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
DIGIDEAL CORPORATION |
SPOKANE VALLEY |
WA |
US |
|
|
Family ID: |
49756401 |
Appl. No.: |
13/920047 |
Filed: |
June 17, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61660435 |
Jun 15, 2012 |
|
|
|
Current U.S.
Class: |
463/47 |
Current CPC
Class: |
G07F 17/3293 20130101;
A63F 1/14 20130101; G07F 17/322 20130101; A63F 2001/022 20130101;
G07F 17/3272 20130101; A63F 1/12 20130101; A63F 2009/2455 20130101;
A63F 1/06 20130101 |
Class at
Publication: |
463/47 |
International
Class: |
A63F 1/06 20060101
A63F001/06; A63F 1/14 20060101 A63F001/14; A63F 1/12 20060101
A63F001/12 |
Claims
1. A system, comprising: a card generator for creating real playing
cards at a casino wagering device; a processor for controlling the
card generator; a memory for storing instructions for the processor
to execute; and card generating logic storable in the memory for
creating the real playing cards.
2. The system of claim 1, wherein the card generator comprises a
printer or an embosser to create the real playing cards as each
playing card is needed in real time during a game.
3. The system of claim 1, wherein the card generator is integrated
into a dealing shoe.
4. The system of claim 1, wherein the card generator generates the
real playing cards as a substitute for a shuffler shuffling
reusable playing cards.
5. The system of claim 1, wherein the card generating logic causes
the card generator to create only a set of one or more real playing
cards needed for a round or a hand of a card game from a complete
deck or decks of virtual playing cards.
6. The system of claim 1, further comprising a random number
generator associated with the card generating logic to create a
random deck or a random set of the real playing cards.
7. The system of claim 6, wherein the random number generator and
the processor are configurable to adjust odds in real time
according to game rules.
8. The system of claim 1, further comprising tracking logic to
track where the real playing cards have been generated at player or
dealer positions.
9. The system of claim 1, wherein the card generating logic
generates the real playing cards for multiple players
simultaneously, in real time during a game.
10. The system of claim 1, wherein the card generating logic
creates sufficient cards for a round of play at the beginning of
the round, but not in real time during the round.
11. The system of claim 1, wherein the real playing cards are
disposable after each round or after each game.
12. The system of claim 1, wherein the real playing cards are coded
or color-coded coded for each round or each game.
13. The system of claim 1, wherein the real playing cards provide
one of a coupon, credit, souvenir, or advertisement, for the player
to carry away from the wagering device.
14. The system of claim 1, further comprising a user interface,
where each player can custom design the real playing cards to be
created.
15. The system of claim 14, wherein the card generator creates real
playing cards for a first player according to first user input
while the wagering device uses virtual playing cards for a second
player according to second user input.
16. The system of claim 1, further comprising a user interface,
wherein a user selects whether the system generates the real
playing cards according to one of a single deck of cards schema, a
multiple deck shoe schema with a penetration mark, or a continuous
shuffle schema.
17. The system of claim 1, wherein the card generating logic
creates extra real playing cards for a bonus round or an additional
bet, wherein the extra real playing cards do not affect a math or
odds of a current base game.
18. The system of claim 1, further comprising controls for a live
dealer or a live host to apply at least partial control over
generating the real playing cards.
19. The system of claim 1, further comprising at least an interface
to couple the card generator with a remote random number generator
or a backend accounting system.
20. A method, comprising: identifying a current game; consulting
current game rules; inputting user card preferences; creating real
playing cards for the current game in real time as needed for a
round of the current game, based in part on the user card
preferences.
Description
RELATED PATENT APPLICATIONS
[0001] This patent application claims the benefit of priority to
U.S. Provisional Patent Application No. 61/660,435, filed Jun. 15,
2012, and incorporated herein by reference in its entirety.
BACKGROUND
[0002] Conventional playing cards for use in a casino have many
drawbacks. Their use requires a supply and demand chain, and some
significant costs for their continual purchase and replacement.
They may also be tampered with in various ways by both players and
dealers.
SUMMARY
[0003] Playing card creation for wagering devices is provided.
[0004] This summary section is not intended to give a full
description of playing card creation for wagering devices, or to
provide a list of features and elements. A detailed description of
example embodiments of the electronic gaming system follows.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] FIG. 1 is a diagram of an example electronic game table
including creation of real playing cards to be dealt by a dealer in
real time.
[0006] FIG. 2 is a diagram of an example electronic game table
including creation of real playing cards in real time at each
player station.
[0007] FIG. 3 is a diagram of an example computing environment for
playing card creation.
[0008] FIG. 4 is a flow diagram of an example method of generating
playing cards for a wagering device.
DETAILED DESCRIPTION
[0009] Overview
[0010] This disclosure describes playing card creation for wagering
devices. In one implementation, a wagering device or system, such
as an electronic game table for casino use, generates and tracks
virtual playing cards and may also materialize the playing cards as
actual, real playing cards in several ways. In one implementation,
the wagering device prints out playing cards as each playing card
is needed in real time during a game. In this implementation, a
dealing shoe may generate (e.g., print or emboss) playing cards
from scratch and supply a dealer with each card as the card needs
to be dealt.
[0011] FIG. 1 shows a wagering device, an electronic game table 100
including a central game processor or controller 102. The
controller 102 hosts card generating logic 104 controlling card
generating hardware 106, such as a printer or embosser. The card
generating hardware 106 includes a dispensing slot 108 for
outputting a freshly generated playing card 110. The generated
playing card 110 may be dispensed to a player or an attendant
dealer 112.
[0012] In another implementation, shown in FIG. 2, a wagering
device, such as a multiplayer electronic game table 200, includes
card creation logic 104 and provides card generating hardware or at
least a card dispensing slot 108 for each player position 202
around the device. A common display 204 may also track where the
physical cards have been generated at player positions. There may
be no dealer, and cards can be generated for multiple players
simultaneously, in real time during a game.
[0013] In another implementation, the wagering device may create
sufficient cards for a round of play at the beginning of the round,
but not in real time during the round. The cards may be disposable,
in which case the cards used for one round are collected and
disposed of at the end of each round, never to be used again. The
cards created for each round may be coded, such as color-coded, to
prevent cheating between rounds. The generated cards may also
provide a coupon, credit, souvenir, or advertisement, for the
player to carry away from the game device.
[0014] In another implementation, the wagering device can host
multiple different games that each depend on a specific different
set of playing cards. The wagering device creates an entire set or
deck of cards corresponding to a particular game, whenever that
game is selected for play.
[0015] The created cards may be custom-created, but to the current
standardized rules and standards, including card standards, for
each particular game. Moreover, a certified random number generator
or other randomizing agent may create random rank, suit, or numbers
for each card according to custom or law. Thus, blackjack or poker
cards may be created with random value but according to the
customary decks for each game, with random cards being generated
according to certified standards of random generation.
[0016] The generated cards may also be personalized to user
preferences. A given user may select colors and designs for both
the front (e.g., suits and ranks) of the cards and the backs of the
cards (e.g., personalized names, sayings, images). Of course, any
selection that may be implemented in a paper or plastic real
playing card, may also be adopted when the cards are maintained as
virtual cards, existing as images on the player's display.
[0017] In one implementation, the house places advertisements,
coupons, credits, souvenirs, or game bonuses on some or all of the
backs (non-playing sides) of the cards. For example, all players
who reach the final round of a game may be given playing cards that
have a coupon for a discount at an in-house restaurant. Or, a
jurisdiction (or the house) may allow a sponsor to "buy" all the
backs of the cards for a certain game, round, or time period to
place advertisements, coupons, or offers. The promotional card may
or may not be utilized in the game at hand. For example, in the
middle of dealing a game of blackjack, with all cards appearing
traditional, a promotional card may appear at random, with an
appearance different than the cards used in the actual game play.
For instance, a bright red card may appear with a picture of a
steak dinner. The player was just dealt a free steak dinner from a
house restaurant. This promotional card is removed from the table,
and the player is then dealt an additional card actually used in
the game play. In a variation, the promotional card is not removed
from the table and the player has to win the current hand or round
in play in order to redeem the prize.
[0018] In one implementation, the playing cards are created very
inexpensively and intended to be strictly disposable, especially
for locations in which peel cards are popular. Such cards may be
time stamped or otherwise coded so that they cannot be reused. The
player can keep the cards, depending on implementation, or the used
cards may be disposed of by the house, dealer, etc., after their
intended use.
[0019] In another implementation, the playing cards are created
with some durability, e.g., plasticized, or quality-embossed, with
the intention of longer use: for the entire time a player is at a
given table, or for as long as a given table is offering a certain
game on a given day. The more durable cards may be coded with a
readable code for a scanner to identify the cards. The readable
code may be only machine readable, invisible to the human eye, or
the code may also be human readable. The code may expire so that
cards cannot be intentionally reused. Or the cards may be used with
a scanner that recognizes conventional suit and rank markings,
numbers, or other symbols without addition of an extra, readable
code.
[0020] The card creation may occur via printing, pressure sensitive
devices on reusable or disposable paper, plastic or other
composites. The cards can be randomly created by suit or rank and
in number or quantity based on game requirements or rules, on
demand.
[0021] In one implementation, the card creation device includes a
random number generator (RNG), printer, embossing method, or other
technology to create the appropriate image or symbol to play the
game at hand. In one implementation, the card generator may also
clean and/or reprint the cards as needed. The same card generator
may create physical cards, digital images or both.
[0022] In one implementation, a game processor and/or software
engine preemptively decides the order of a deck or set of cards
using a random number generator so that all actions performed on
the table can be metered by the game processor or software engine.
Thus, the processing of the game can remain completely electronic
and thereby totally secure, with no human intervention being able
to affect game outcome. In this scenario, a printed card received
by dealer or by player is simply the physical representation of
what the software or electronics have already made definite, so
that any printing or dealer error is impossible or rectifiable
because the actual outcome is ultimately shown on the table or game
device as locked-in by the electronics or software. Thus, what is
displayed visually verifies the printed, generated cards (in
real-time, or lagged). Thus, such an implementation allows
installation of the example system into electronic-only
jurisdictions, being completely secured and controlled but still
allowing players to have "traditional card interaction," as is
especially popular in Baccarat, which may have a constant turnover
and disposal of cards.
[0023] In one implementation, the use of generated real cards is
optional as between players. In Baccarat, for example, an example
game device can allow any number of players to peel cards if they
so desire. There is still only one outcome per round, because the
player/banker cards are the same (same cards reproduced for each
player who wants the peel card option).
[0024] In another implementation, players may be allowed the option
to buy different cards for the player or the banker, but play
against house-drawn player and banker hands (which in some games
would always be present whether being bet for or against). Or, a
player can bet against other players' "alternate" hand allowing
different types of betting strategies, with players selecting the
match-ups. This is feasible because of the electronics or
software-secured outcome.
[0025] In one implementation, a game device allows the casino or
house to offer cards for purchase for a fee (e.g., $0.25) if a
player wants to buy one or more peel cards. For example, the game
device can allow a player to purchase a single peel card when a
third card is needed and the player wants to peel (e.g., rip or
destroy) the third card at the culmination of action, but had not
done so for the previous two cards (thus not affecting any game
outcome, but allowing the player the entertainment of manipulating
an actual artifact, e.g., for luck, habit, or superstition.) The
optional purchase price attached to a generated card may balance
cost of generating such a card. In one implementation, a game
system allows the option of a sliding scale to sell peel cards so
that a high bettor who receives cards does not become discouraged.
This may only apply to certain types of games. In some games,
individual players can always chose between physical or virtual
representations of the cards at play. The player may or not be
charged a (creation) fee if the player elects to play with the
physical cards.
[0026] In one implementation, the generated cards are redeemable in
themselves in number, e.g., for a ticket at an arcade, for example.
So the more generated cards that a player collects, the closer the
player approached a reward, a raffle chance, etc.
[0027] The generated cards may be delivered to a player or dealer
in an entertaining manner. A card may be delivered via a tract
e.g., after being scanned and stored to software. The cards may
also be ejected in an entertaining manner. Likewise a robot or
mechanical arm may deliver that cards.
[0028] Example Computing Environment
[0029] FIG. 3 shows an example computing environment 300 for card
creation for wagering devices.
[0030] The illustrated configuration of the exemplary game
processing system 300 is meant to provide only one example
arrangement for the sake of overview. Many other arrangements of
the illustrated components, or similar components, are possible
within the scope of the subject matter. Such an exemplary game
processing system 300 can be executed in hardware, or combinations
of hardware, software, firmware, etc.
[0031] The exemplary game processing system 300 includes a
controller 102, which may be or include a desktop, server, or
notebook style computer, or other device that has processor 302,
memory 304, and data storage 306. The controller 102 may also
include interface 308 to communicatively couple with participant
player interfaces 310, 312, and 314. The game processing system 300
includes game instructions 316 for particular games and associated
game rules 318, shown as software loaded into memory 304. The card
generating logic 104 may also be loaded into memory 304.
[0032] The interfaces 308 can be one or more hardware and software
components that drive the visual displays and communicate with the
interactive components, e.g., touch screen displays of multiple
participant user interfaces 310, 312, and 314.
[0033] Example Method
[0034] FIG. 4 shows an example method 400 of playing card creation
for wagering devices. Operations are shown as individual blocks.
The method may be executed by the card generating logic 104, the
card generating hardware 106, and/or the controller 102.
[0035] At block 402, a current game is identified.
[0036] At block 404, current game rules are consulted.
[0037] At block 406, user card preferences are input.
[0038] At block 408, a decision to create cards in real game time
is determined.
[0039] At block 410, if the cards are to be generated in real
playing time, then each card to be dealt is printed (created) in
real time as needed.
[0040] At block 412, if the cards need not be created in real
playing time, then a set or deck of cards may be printed (created)
for the current game or round.
CONCLUSION
[0041] Although exemplary systems have been described in language
specific to structural features and/or methodological acts, it is
to be understood that the subject matter defined in the appended
claims is not necessarily limited to the specific features or acts
described. Rather, the specific features and acts are disclosed as
exemplary forms of implementing the claimed systems, methods, and
structures.
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