U.S. patent application number 14/052958 was filed with the patent office on 2014-06-26 for system and method for adding a skill aspect to games of chance.
This patent application is currently assigned to CANTOR GAMING LIMITED. The applicant listed for this patent is CANTOR GAMING LIMITED. Invention is credited to Clive Hetherington, Sam B. Lawrence, Fergus A. Leen, David M. McDowell, David G. McNally, Kevin R. O'Neal.
Application Number | 20140179405 14/052958 |
Document ID | / |
Family ID | 23179534 |
Filed Date | 2014-06-26 |
United States Patent
Application |
20140179405 |
Kind Code |
A1 |
Leen; Fergus A. ; et
al. |
June 26, 2014 |
SYSTEM AND METHOD FOR ADDING A SKILL ASPECT TO GAMES OF CHANCE
Abstract
A system and methods are provided in which a certain level of
the chance aspect of a game or other application is removed and a
certain level of a skill aspect is added. This may be accomplished
by using an indicator to establish a predetermined number of move
numbers for one or more players in the game. For example, the
indicator may be used to determine a first group of move numbers
for a first player and a second group of move numbers for a second
player. The players use the pre-established move numbers to advance
according to the rules of the game. Depending on the particular
embodiment, the move numbers within a group may be sequenced or
non-sequenced. Move numbers may be replaced at each player's turn
or when all or a subset of the move numbers of a group are used.
Move numbers may be established by any type of indicator such as
dice, dominos, or a random number generator. In some embodiments,
move numbers may be traded in. Move numbers may or may not be
visible at predetermined times to one or more players.
Inventors: |
Leen; Fergus A.; (Wimbledon
Park, GB) ; Lawrence; Sam B.; (London, GB) ;
McNally; David G.; (Wimbleton, GB) ; Hetherington;
Clive; (Huddersfield, GB) ; McDowell; David M.;
(London, GB) ; O'Neal; Kevin R.; (London,
GB) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
CANTOR GAMING LIMITED |
London |
|
GB |
|
|
Assignee: |
CANTOR GAMING LIMITED
London
GB
|
Family ID: |
23179534 |
Appl. No.: |
14/052958 |
Filed: |
October 14, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13361255 |
Jan 30, 2012 |
8556691 |
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14052958 |
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11397596 |
Apr 3, 2006 |
8105141 |
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13361255 |
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10193817 |
Jul 12, 2002 |
7021623 |
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11397596 |
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60305148 |
Jul 13, 2001 |
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Current U.S.
Class: |
463/22 |
Current CPC
Class: |
A63F 13/005 20130101;
A63F 9/0468 20130101; A63F 13/80 20140902; G07C 15/006 20130101;
A63F 11/00 20130101 |
Class at
Publication: |
463/22 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1-24. (canceled)
25. An apparatus comprising: at least one processor; and at least
one memory having instructions stored thereon which, when executed
by the at least one processor, direct the at least one processor
to: determine a first sequence of move numbers comprising a
plurality of non-zero numbers, wherein a first player of a game
advances a first time, in a first turn of the first player, by a
number of positions corresponding to a move number of the first
sequence of move numbers; after the first sequence is determined
and after the first player advances a first time by a number of
positions corresponding to a move number of the first sequence of
move numbers, enable a second player of the game to advance in a
first turn of the second player; and after the second player
advances in a first turn of the second player, enable the first
player to advance a second time, in a subsequent turn of the first
player, by a number of positions corresponding to another move
number of the first sequence of move numbers.
26. The apparatus of claim 25, wherein the first move number of the
first sequence is not used to enable any player of the game to
advance more than once during advancements corresponding to the
first sequence of move numbers, and wherein the act of determining
a first sequence of move numbers comprises activating an indicator
a predetermined plurality of times.
27. The apparatus of claim 25, wherein the act of determining a
first sequence of move numbers comprises activating an indicator a
predetermined plurality of times, and wherein the indicator
comprises at least one of (i) one or more die and (ii) one or more
dominos.
28. The apparatus of claim 25, wherein each player participates in
the game by taking turns, and wherein one or more move numbers of
the first sequence of move numbers is visible to a respective
player at times during the game other than the respective player's
turn.
29. The apparatus of claim 25, wherein a user participates in the
game by taking turns, and wherein move numbers are invisible to the
user until selected by the user upon the user's turn, wherein the
act of determining a first sequence of move numbers comprises
activating a random-number generator a predetermined plurality of
times.
30. The apparatus of claim 25, in which the instructions, when
executed by the at least one processor, further direct the at least
one processor to: receive from the first user a request to exchange
one or more move numbers for one or more substitute move numbers;
and exchange one or more move numbers for one or more substitute
move numbers.
31. The apparatus of claim 25, in which the act of determining a
first sequence of move numbers comprises activating an indicator a
predetermined plurality of times, and in which the method further
comprises activating the indicator a predetermined number of times
to determine a second sequence of one or more move numbers.
32. The apparatus of claim 31, wherein the total of the move
numbers of the first sequence of move numbers is within a
predetermined range of the total of the move numbers of the second
sequence of move numbers.
33. The apparatus of claim 31, wherein the total of the move
numbers of the first sequence of move numbers equals the total of
the move numbers of the second sequence of move numbers.
34. An apparatus comprising: at least one processor; and at least
one memory having instructions stored thereon which, when executed
by the at least one processor, direct the at least one processor
to: prior to a first move by a first user, determine a first group
of move numbers for the first user, wherein the first user advances
a first time by a number of positions corresponding to at least one
of the first group of move numbers; after the first user advances a
first time by a number of positions corresponding to at least one
of the first group of move numbers, determine one or more
substitute move numbers; receive a request to exchange at least one
of the first group of move numbers with at least one of the one or
more substitute move numbers; and responsive to the request,
exchange, by the at least one processor, at least one of the first
group of move numbers with at least one of the one or more
substitute move numbers.
35. The apparatus of claim 34, wherein the act of determining the
first group of move numbers comprises activating an indicator a
predetermined plurality of times, wherein the act of determining
one or more substitute move numbers comprises activating the
indicator at least one second time, wherein the act of activating
the indicator at least one second time is accomplished after the
first user advances a first time.
36. The apparatus of claim 35, further comprising causing the first
player to advance a second time by a number of positions
corresponding to a second move number of the first group of move
numbers.
37. The apparatus of claim 34, wherein the act of determining the
first group of move numbers comprises activating an indicator a
predetermined plurality of times, and wherein the indicator
comprises at least one of (i) one or more die and (ii) one or more
dominos.
38. The apparatus of claim 34, wherein each player participates in
the game by taking turns, and wherein one or more move numbers of
the first group of move numbers is visible to a respective player
at times during the game other than the respective player's
turn.
39. The apparatus of claim 34, wherein each player of the game
participates in the game by taking turns with the other players of
the game, and wherein move numbers are not disclosed to a
respective player until selected by the respective player upon the
respective player's turn.
40. The apparatus of claim 34, in which the act of determining the
first group of move numbers comprises activating a random-number
generator a predetermined plurality of times, and in which the
instructions, when executed by the at least one processor, further
direct the at least one processor to activate the indicator a
predetermined number of times to determine a second group of one or
more move numbers.
41. The apparatus of claim 41, wherein the total of the move
numbers of the first group of move numbers is within a
predetermined range of the total of the move numbers of the second
group of move numbers.
42. The apparatus of claim 41, wherein the total of the move
numbers of the first group of move numbers equals the total of the
move numbers of the second group of move numbers.
43. The system of claim 34, in which the instructions, when
executed by the at least one processor, further direct the at least
one processor to: communicate the first sequence of move numbers to
the first player during the game, in which the first sequence of
move numbers are not communicated to a second player of the game
during the game.
44. The system of claim 34, in which the instructions, when
executed by the at least one processor, further direct the at least
one processor to: communicate the first sequence of move numbers to
the first player and a second player of the game during the
game.
45. The system of claim 34, wherein the act of determining the
first group of move numbers comprises activating an indicator a
predetermined number of times; wherein the act of determining one
or more substitute move numbers comprises activating the indicator
to determine one or more substitute move numbers; and in which the
instructions, when executed by the at least one processor, further
direct the at least one processor to: before the act of causing a
player to advance by the number of positions, cause at least one
indicator representing the first group of numbers to be displayed
to the first player and the second player.
46. The system of claim 34, in which the request is received from
the first player, and in which the instructions, when executed by
the at least one processor, further direct the at least one
processor to: before replacing the one or more of the move numbers,
determining a number of move numbers of the first group which may
be replaced based on at least one of (i) how many moves the first
player has made prior to receiving the request and (ii) whether the
first player is winning or losing the game at the time the request
is received.
47. A method comprising: determining, by at least one processor in
electronic communication with at least one processor, a first
sequence of move numbers comprising a plurality of non-zero
numbers; after the first sequence is determined and after a first
player of a game advances a first time, in a first turn, by a
number of positions corresponding to a move number of the first
sequence of move numbers, enabling, by the at least one processor,
a second player of the game to advance in a first turn of the
second player; and after the second player advances in a first turn
of the second player, enabling, by the at least one processor, the
first player to advance a second time, in a subsequent turn of the
first player, by a number of positions corresponding to another
move number of the first sequence of move numbers.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is a continuation of U.S. patent
application Ser. No. 10/193,817 filed Jul. 12, 2002, claiming the
benefit of U.S. Provisional Application No. 60/305,148 filed Jul.
13, 2001.
TECHNICAL FIELD OF THE INVENTION
[0002] The invention relates generally to games in which there is
an aspect of chance due to moves being based on randomly-generated
numbers and, more particularly, to adding an aspect of skill to
such games by adding a level of predictability to the determination
of the numbers on which moves will be based.
BACKGROUND OF THE INVENTION
[0003] Many conventional games are considered games of chance due
to the fact that moves during the game are based on numbers that
are randomly generated. For example, in backgammon, moves are made
on the basis of the roll of a pair of dice. Typically, each die has
six sides, each of which has one or more dots representing the
numbers one through six. A roll of the pair of dice results in a
combination of two numbers, each of the two numbers being any
number from one through six. Although there are only a certain
number of combinations for the pair of dice, any combination can
occur on any roll. In backgammon, a player moves pieces based on
this randomly-generated combination of numbers. If a player rolls a
two-six combination, for instance, the player may move one piece
two spikes (i.e., spaces) and another piece six spikes. Optionally,
the player may move one piece eight (two plus six) spikes.
[0004] Thus, in the conventional backgammon game, as in many games,
there exists a certain level of skill. The player must determine
how best to use the number or numbers which are generated at the
beginning of the player's turn. However, in conventional games, at
the beginning of the player's turn, the player cannot predict with
any certainty what the number or numbers will be which will govern
how the player moves (or otherwise takes some action according to
the rules of the particular game).
[0005] There is a known version of backgammon according to the
rules of which a certain level of predictability is added regarding
the numbers by which the players will make moves. According to this
known variation, the dice are replaced by standard dominos. Twelve
dominos per players are aligned on each player's respective side of
the backgammon board. The dominos represent dice rolls, which is
possible because a standard domino has a side with two halves, each
half having dots representing numbers. Each player has the same
number of dominos and both players can see all of the dominos,
including the dominos to be used by the other player. The dominos
can be used by the players in any order they choose. Once a group
of the dominos is used, it is replaced by another group of twelve
dominos.
SUMMARY OF THE INVENTION
[0006] The present invention is directed to a system and methods
for removing a certain level of the chance aspect of a game or
other application and adding a certain level of a skill. The game
or application may involve a user that makes moves according to
numbers provided by an indicator such as a die, for example.
[0007] In one embodiment, the method includes using an indicator to
determine one or more numbers and advancing a number of positions
corresponding to the one or more numbers. The using the indicator
step may include activating the indicator a predetermined number of
times to determine a first sequence of one or more move numbers.
The advancing step may include advancing a first time by a number
of positions corresponding to the first move number of the first
sequence of move numbers and then advancing a second time by a
number of positions corresponding to the second move number of the
sequence of move numbers.
[0008] In another embodiment, the method includes using an
indicator a first time to determine one or more numbers and
advancing a number of positions corresponding to the one or more
numbers. The using the indicator step may include activating the
indicator a predetermined number of times to determine a first
group of one or more move numbers. The advancing step may include
advancing a first time by a number of positions corresponding to a
first move number of the first group of move numbers. The method
may further include using the indicator a second time to determine
a substitute move number to replace the first move number of the
first group of move numbers.
[0009] According to another embodiment a system is provided for
executing a game or other application in which users make moves.
The system may include a processor and an application operable to
be executed by the processor. The application may be operable to
perform any method, or a combination of methods, as described
herein and/or within the scope of the present invention.
[0010] The invention encompasses additional variations, features,
modifications, and the like and is not intended to be limited to
the specific example embodiments described herein.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] For a more complete understanding of the present invention
and its advantages, reference is now made to the following
description, taken in conjunction with the accompanying drawings,
in which:
[0012] FIG. 1 is a flow chart representing a method in accordance
with an embodiment of the present invention;
[0013] FIG. 2 is a flow chart representing a method in accordance
with another embodiment of the present invention;
[0014] FIG. 3 is a flow chart representing a method in accordance
with another embodiment of the present invention;
[0015] FIG. 4 is a flow chart representing a method in accordance
with another embodiment of the present invention; and
[0016] FIG. 5 is a system operable to implement the methods of
FIGS. 1-4, and variations thereof, in accordance with an embodiment
of the present invention.
DETAILED DESCRIPTION OF THE DRAWINGS
[0017] The present invention provides for replacing a certain
amount of the chance aspect of a game with a certain level of
predictability. This increases the amount that skill affects the
course and outcome of the game. The detailed description is based
mainly on the example of backgammon. However, various embodiments
have applicability to other games. Thus, various embodiments are
intended to apply to any game in which moves (which may include
movement of pieces, advancements, or any other type of player
activity) are determined at least in part by the generation of a
number or combination of numbers. As described herein, the
generation of a number is intended to include the generation of a
single number or multiple numbers such as a combination of numbers.
A number can be generated by the activation of an indicator, such
as a domino, a die (or multiple dice, such as a pair of dice), a
computerized, random-number generator, or any other indicator,
which can provide a number on which game moves can be based. The
various embodiments also apply to any application in which a move
is based on a number. Thus, the various embodiments also apply to
applications that might not be strictly considered games.
[0018] According to an embodiment of the invention, and in
connection with FIG. 1, a method of playing a game is provided in
which a certain level of the chance aspect of the game is replaced
by a certain level of a skill aspect. According to the method, at
step 10, an indicator is used to determine a first group of move
numbers. At step 12, the indicator is used to determine a second
group of move numbers. The first and second groups of move numbers
each includes one or more move numbers. For example, each of the
first and second groups of move numbers may include five move
numbers. However, this is intended as an example only, and the
groups of move numbers may include any predetermined number of move
numbers. Preferably, the number of move numbers in the first group
is equal to the number of move numbers in the second group.
However, the number of move numbers in each group of move numbers
can vary. In the example shown in FIG. 1, only two groups of move
numbers are determined. This might be preferable, for instance, if
there are two players in the game. However, more or fewer groups
may be determined. For instance, it is possible for only one group
of move numbers to be determined, even if there are two or more
players. Alternatively, there may be more than two players and it
might be desirable to have a number of groups of move numbers
corresponding to the number of players. Further, the numbers in
each group may be sequenced in the order in which they were
determined by activation of the indicator.
[0019] At step 14, a first player's turn is determined. At step 16,
the first player advances a first time by a number of positions
corresponding to the first move number of the first group of move
numbers. At step 18, the first move number used by the first player
is removed from the first group of move numbers. At step 20, it is
determined whether any more numbers exist in the first group of
move numbers. If no more numbers exist, the method advances to step
22, where the indicator is used again to determine a new first
group of move numbers. If at least one number still exists, then
the method advances to step 24. At step 24, a second player's turn
is determined. At step 26, the second player advances a first time
by a number of positions corresponding to the first move number of
the second group of move numbers. At step 28, the first move number
used by the second player is removed from the second group of move
numbers. At step 30, it is determined whether any more numbers
exists in the second group of move numbers. If no more numbers
exist, the method advances to step 32, where the indicator is used
again to determine a new second group of move numbers. If at least
one number still exists, then the method returns to step 14. The
first player would then advance a second time by a number of
positions corresponding to the second move number of the first
group of move numbers. Play continues in this manner until one of
the players wins the game.
[0020] Thus, the players know in advance at least a certain number
of move numbers on which their moves will be based. Thus, an
element of predictability is added, which in turn adds a skill
aspect to the game.
[0021] According to another embodiment, as depicted in FIG. 2, a
method is provided, which is similar to that described in
connection with the embodiment depicted in FIG. 1. At step 110, an
indicator is used to determine a first group of move numbers. At
step 112, the indicator is used to determine a second group of move
numbers. In this embodiment, each group of move numbers may or may
not be sequenced according to the order in which they were
determined by activation of the indicator.
[0022] At step 114, a first player's turn is determined. At step
116, the first player advances a first time by a number of
positions corresponding to a first move number selected from the
one or more move numbers of the first group of move numbers. In the
case where the move numbers are sequenced, the number selected
would be the first move number of the sequence of move numbers in
the first group. In the case where the move numbers are not
sequenced, the number selected may be any of the move numbers of
the first group. At step 118, the first move number selected by the
first player is removed from the first group of move numbers. At
step 120, the indicator is used to determine a new number to be
included in the first group of move numbers. If the move numbers
are sequenced, then the new number is added to the end of the
sequence. If the numbers are not sequenced, then the new number is
simply available for use by the first player as are all the rest of
the numbers in the first group of move numbers. At step 122, a
second player's turn is determined. At step 124 the second player
advances a first time by a number of positions corresponding to a
first move number selected from the one or more move numbers of the
second group of move numbers. In the case where the move numbers
are sequenced, then the number selected would be the first move
number of the sequence of move numbers in the second group. In the
case where the move numbers are not sequenced, the number selected
may be any of the move numbers of the second group. At step 126,
the first move number selected by the second player is removed from
the second group of move numbers. At step 128, the indicator is
used to determine a new number to be included in the second group
of move numbers. If the move numbers are sequenced, then the new
number is added to the end of the sequence. If the numbers are not
sequenced, then the new number is simply available for use by the
first player as are all the rest of the numbers in the second group
of move numbers. The method then returns to step 114. Play
continues until one of the player wins the game.
[0023] According to another embodiment, as depicted in FIG. 3,
another method is provided. At step 210, an indicator is used to
determine a first group of move numbers. At step 212, the indicator
is used to determine a second group of move numbers. In this
embodiment, each group of move numbers is preferably sequenced
according to the order in which they were determined by activation
of the indicator.
[0024] At step 214, a first player's turn is determined. At step
216, the first player may, at his option, trade in a certain number
of move numbers from the first group of move numbers. The number of
move number which may be traded in may be predetermined, or may be
based on a certain criteria, such as how many moves the player has
made or whether the first player is winning or losing. As an
alternative, the first player may trade in up to a certain number
of move numbers. The trading in of move numbers may be done in a
manner similar to that of trading in cards in a draw poker game.
The traded-in move numbers are replaced with substitute move
numbers, which are thus added to the first group. Preferably, the
number of substitute move numbers equals the number of traded-in
move numbers. However, the number of substitute move numbers can be
different from the number of traded-in move numbers.
[0025] At step 218, the first player advances a first time by a
number of positions corresponding to the first move number of the
first group of move numbers. At step 220, the first move number
used by the first player is removed from the first group of move
numbers. At step 222, it is determined whether any more move
numbers exist in the first group of move numbers. If no more move
numbers exist, the method advances to step 224 where the indicator
is used again to determine a new first group of move numbers. If at
least one move number still exists, then the method advances to
step 226. At step 226, a second player's turn is determined. At
step 228, the second player may, at his option, trade in a certain
number of move numbers from the second group of move numbers. The
same considerations apply here as in the case of the trading in
option available to the first player as described above. At step
230, the second player advances a first time by a number of
positions corresponding to the first move number of the second
group of move numbers. At step 232, the first move number used by
the second player is removed from the second group of move numbers.
At step 234, it is determined whether any more move numbers exists
in the second group of move numbers. If no more move numbers exist,
the method advances to step 236, where the indicator is used again
to determine a new second group of move numbers. If at least one
move number still exists, then the method returns to step 218. The
first player would then advance a second time by a number of
positions corresponding to the second move number of the first
group of move numbers. Play continues until one of the players wins
the game.
[0026] According to another embodiment, as depicted in FIG. 4,
another method is provided that is similar to the method described
in connection with FIG. 3. In this embodiment, at step 310, an
indicator is used to determine a first group of move numbers. At
step 312, the indicator is used to determine a second group of move
numbers. In this embodiment, each group of move numbers may or may
not be sequenced according to the order in which they were
determined by activation of the indicator.
[0027] At step 314, a first player's turn is determined. At step
316, the first player may, at his option, trade in a certain number
of move numbers from the first group of move numbers. In the case
of sequenced move numbers, the substitute move numbers would
preferably be located in the sequence in positions corresponding to
the traded-in numbers they replace. Alternatively, they could be
added to the sequence according to some other rule, such as being
placed at the end in the order in which the substitute move numbers
are determined or otherwise selected. In the case of a
non-sequenced group of move numbers, the substitute move numbers
are simply added to the group of move numbers to be available for
moves as are any of the other move numbers within the group of move
numbers.
[0028] At step 318, the first player advances a first time by a
number of positions corresponding to a first move number selected
from the one or more move numbers of the first group of move
numbers. In the case where the numbers are sequenced, then the
number selected would be the first move number of the sequence of
move numbers in the first group. In the case where the numbers are
not sequenced, the number selected may be any of the move numbers
of the first group. At step 320, the first move number selected by
the first player is removed from the first group of move numbers.
At step 322, the indicator is used to determine a new move number
to be included in the first group of move numbers. If the move
numbers are sequenced, then the new move number is added to the end
of the sequence. If the numbers are not sequenced, then the new
move number is simply available for use by the first player as are
all the rest of the move numbers in the first group of move
numbers.
[0029] At step 324, a second player's turn is determined. At step
326, the second player may, at his option, trade in a certain
number of move numbers from the first group of move numbers. The
same considerations for trading in move numbers apply here as
discussed above. At step 328, the second player advances a first
time by a number of positions corresponding to a first move number
selected from the one or more move numbers of the second group of
move numbers. In the case where the move numbers are sequenced,
then the move number selected would be the first move number of the
sequence of move numbers in the second group. In the case where the
move numbers are not sequenced, the move number selected may be any
of the move numbers of the second group. At step 330, the first
move number selected by the second player is removed from the
second group of move numbers. At step 332, the indicator is used to
determine a new move number to be included in the second group of
move numbers. If the move numbers are sequenced, then the new move
number is added to the end of the sequence. If the numbers are not
sequenced, then the new move number is simply available for use by
the first player as are all the rest of the move numbers in the
second group of move numbers. The method then returns to step 318.
Play continues until one of the player wins the game.
[0030] According to another embodiment, any of the methods
described herein may be employed, except that the numbers
determined by the indicator are not immediately revealed to the
players. For example, if the method described in connection with
FIG. 1 is employed, at steps 10 and 12, respectively, the indicator
is used to determine first and second groups of move numbers.
However, none of the move numbers is visible to either player until
it is a player's turn to move. When it is determined, for instance,
that it is the first player's turn to move for the first time, the
first move number in the sequence would then be made visible to the
players. None of the other move numbers of either the first or
second groups of move numbers would be visible; although, they
would already be determined. In an embodiment in which the groups
of move numbers were not sequenced, the player would select one of
the determined (yet not visible) move numbers. Then that move
number would be made visible to the players. If dominos were being
used as an indicator, for example, the dominos would be selected,
but would remain face down until a player chose one for a given
move.
[0031] According to another embodiment, a game or other application
is provided. The game or other application comprises rules to
implement any of the methods describe herein.
[0032] According to another embodiment, a system is provided for
implementing a game or other application which, in turn, implements
any of the methods described herein. Preferably, as depicted in
FIG. 5, the system 400 comprises an input device 412, an output
device 414, a processor 416, a database 418, and memory 420. Input
device 412 may include a pointing device such as a mouse, a track
pad, a keyboard, and the like. Also, input device 412 may include a
combination of these devices. Output device 414 may include a
monitor, a printer, and the like, or any combination of such
devices. Output device 414 is preferably operable to provide
indications of moves, status, options, and any other relevant game
or application information that may be useful to a user (or
player).
[0033] Memory 420 includes computer software that my be executed by
processor 416. The computer software may generally be identified by
modules in memory 20. It will be understood that the computer
software may be otherwise combined and/or divided for processing
within the scope of the present invention. While only one processor
is depicted, it should be understood that system 400 may comprise
multiple processors. Further, any appropriate software platform may
be utilized including functional or object-oriented
programming.
[0034] The computer software may be loaded into memory 420 from
disk storage (not explicitly shown). Disk storage may include a
variety of types of storage media. For example, disk storage may
include floppy disk drives, hard disk drives, CD or DVD drives,
magnetic tape drives, or any other suitable storage media.
[0035] Database 418 preferably includes computer records that may
be generally identified by tables. It will be understood that the
computer records may be otherwise combined and/or divided within
the scope of the present invention.
[0036] Preferably, one or more applications 422 are provided and
are operable to be executed by processor 416. An application(s) 422
is preferably operable to perform any of the methods described
herein, or any combination thereof, with input provided by a user
(e.g., a player) through input device 412.
[0037] System 400 may be any type of computer system or other type
of system operable to implement at least one of the methods
described herein. System 400 may be an Internet- or Web-based
system, for example, in which the application 422 might be executed
on a server. It will be understood that system 400 may be otherwise
configured within the scope of the present invention. For example,
system 400 may operate as a stand alone system or may operate as a
client-server networked system. Also, system 400 may operate in a
network environment such as a LAN, WAN, intranet, extranet, or
Internet.
[0038] In an alternative embodiment to any of the methods described
above, system 400 automatically generates move numbers, and
presents move numbers, or options (such as trading in move numbers)
to a user. In another alternative embodiment to any of the methods
described above, system 400 can automatically ensure that the total
of the move numbers of one group of move numbers equals the total
of any other group of move numbers. This ensures that each player
has essentially the same total number of available moves, thereby
further replacing a chance aspect with an aspect of skill.
Optionally, system 400 can ensure that the total of move numbers of
one group are within a predetermined range of the total of move
numbers of another group.
[0039] Although the present invention has been described in several
embodiments, a myriad of changes and modifications may be suggested
to one skilled in the art, and it is intended that the present
invention encompass such changes and modifications as fall within
the scope of the present appended claims.
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