US20050121849A1 - Game of chance - Google Patents
Game of chance Download PDFInfo
- Publication number
- US20050121849A1 US20050121849A1 US10/729,226 US72922603A US2005121849A1 US 20050121849 A1 US20050121849 A1 US 20050121849A1 US 72922603 A US72922603 A US 72922603A US 2005121849 A1 US2005121849 A1 US 2005121849A1
- Authority
- US
- United States
- Prior art keywords
- cells
- digit
- digits
- random
- event
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00157—Casino or betting games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/06—Lottos or bingo games; Systems, apparatus or devices for checking such games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/06—Lottos or bingo games; Systems, apparatus or devices for checking such games
- A63F3/0645—Electric lottos or bingo games
Definitions
- Games of chance wherein individual players compete for a prize by casting lots, dice or the like have been known and used for centuries. Unlike games of this type, the present invention is directed toward a game wherein a limited number of players have gained entry by purchasing rights of use and, after all purchases have been made, one and only one player wins and obtains the benefits of all of the rights of use of all players. The winning player is selected by a random process originated by both a predictable and a non-predictable event.
- one hundred identical cells displayed for viewing by potential purchasers are arranged into ten identical columns of ten cells each and ten identical rows of ten cells each.
- Each cell in each column is then identified by displayed digits numbered sequentially from zero to nine.
- the cells in like positions in each column are all identified by the same digit.
- Each cell in each row is then identified by displayed digits numbered sequentially from zero to nine.
- the cells in like positions in each row are all identified by the same digit.
- each cell is identified by one pair of digits.
- This first arrangement of digits can be entered manually or by computer. This arrangement can remain displayed or can be erased.
- Each player purchases rights to one or more cells and each purchased cell is identified by its owner. All cells have the same individual identical purchase price. All one hundred cells must be sold before the game begins. This sale of one hundred cells constitutes a first predictable event.
- the first random set is mapped onto the ten columns of cells and is displayed above or replaces the first arrangement.
- the cells in like positions in each column are assigned the same digit value.
- the second random set is mapped onto the ten rows of cells and is displayed above or replaces the first arrangement.
- the cells in like positions in each row are assigned the same digit value.
- the display of these random sets of digits constitutes a second arrangement.
- a second event having a non predictable result then occurs and causes the generation both of a first random selection of a digit which is coincident with a like digit in each column and a second random selection of a digit which is coincident with a like digit in each row.
- This process selects the one cell uniquely identified by these first and second digits. The purchaser of this one cell is the winner.
- this game can be used to identify multiple winners if desired.
- the winner or winners receive the total amount of purchases or equivalents other than currency collected for 100 cells, less a commission of, for example, five percent paid to the operator of the game.
- the attached drawing illustrates in partial cutaway format the ten like horizontal columns of ten cells each and the ten like rows of ten cells each with appropriate sequential digit identification.
- one hundred identical cells displayed for viewing by potential purchasers are arranged into ten identical columns of ten cells each and ten identical rows of ten cells each.
- each horizontal column is identified sequentially by displayed digits from zero to nine with the cells in like position in each column all being identified by the same digit.
- the cells in each vertical row are identified sequentially by displayed digits from zero to nine with the cells in like position in each row being identified with the same digit. These digits are displayed horizontally on top of the top horizontal column and vertically on top of the extreme left hand row.
- Each player purchases rights to one or more cells and each purchased cell is identified by the appropriate combination of horizontal and vertical digits by its owner. All one hundred cells must be sold before the game begins. This sale of one hundred cells constitutes a first predictable event.
- the first event occurs. Triggered by the first event, two sets of ten digits from zero to nine each are produced by a random process. The first random set is mapped horizontally onto the top horizontal column above the previously displayed sequentially oriented digits. The cells in like positions in each column are assigned the same digit value in the first random set.
- the second random set is mapped vertically onto the extreme left row along side of the previously displayed sequentially oriented digits.
- the cells in like positions in each row are assigned the same digit value.
- a second event having a non predictable result then enables both a first random selection of a digit which is coincident with a like digit in each column and a second random selection of a digit which is coincident with a like digit in each row.
- An illustrative second event is a verifiable real world event such as an athletic event, for example a baseball game between two teams, produces a pair of numerical scores. Only the least significant digit from each score is used.
- This second event thus enables both a first random selection of a digit which is coincident with a like digit in each column and a second random selection of a digit which is coincident with a like digit in each row.
- This process selects the one cell uniquely identified by these first and second digits. The purchaser of this one cell is the winner.
Abstract
A game wherein a limited number of players have gained entry by purchasing rights of use and, after all purchases have been made, one and only one player wins and obtains the benefits of all of the rights of use of all players. The winning player is selected by a random process originated by both a predictable and a non-predictable event.
Description
- The present application is related to co-pending application entitled Methods For Generating Random Numbers and filed on the same date as the present application.
- Games of chance wherein individual players compete for a prize by casting lots, dice or the like have been known and used for centuries. Unlike games of this type, the present invention is directed toward a game wherein a limited number of players have gained entry by purchasing rights of use and, after all purchases have been made, one and only one player wins and obtains the benefits of all of the rights of use of all players. The winning player is selected by a random process originated by both a predictable and a non-predictable event.
- In accordance with the principles of this invention, one hundred identical cells displayed for viewing by potential purchasers are arranged into ten identical columns of ten cells each and ten identical rows of ten cells each.
- Each cell in each column is then identified by displayed digits numbered sequentially from zero to nine. The cells in like positions in each column are all identified by the same digit. Each cell in each row is then identified by displayed digits numbered sequentially from zero to nine. The cells in like positions in each row are all identified by the same digit. At this point, each cell is identified by one pair of digits. Hence each purchaser can identify the position of the cell or cells purchased only by their special ordering. This first arrangement of digits can be entered manually or by computer. This arrangement can remain displayed or can be erased.
- Each player purchases rights to one or more cells and each purchased cell is identified by its owner. All cells have the same individual identical purchase price. All one hundred cells must be sold before the game begins. This sale of one hundred cells constitutes a first predictable event.
- At this point, triggered by the first event, two sets of ten digits from zero to nine each are produced by a random process. The first random set is mapped onto the ten columns of cells and is displayed above or replaces the first arrangement. The cells in like positions in each column are assigned the same digit value.
- The second random set is mapped onto the ten rows of cells and is displayed above or replaces the first arrangement. The cells in like positions in each row are assigned the same digit value. The display of these random sets of digits constitutes a second arrangement.
- A second event having a non predictable result then occurs and causes the generation both of a first random selection of a digit which is coincident with a like digit in each column and a second random selection of a digit which is coincident with a like digit in each row.
- The methods for producing the various random sets and random digit selection are described in the co-pending application and are incorporated by reference herein.
- This process selects the one cell uniquely identified by these first and second digits. The purchaser of this one cell is the winner.
- Various variations of this game can be used to identify multiple winners if desired. The winner or winners receive the total amount of purchases or equivalents other than currency collected for 100 cells, less a commission of, for example, five percent paid to the operator of the game.
- Methods and processes for obtaining random digits and digit sequences are explained in the aforementioned co-pending application.
- The attached drawing illustrates in partial cutaway format the ten like horizontal columns of ten cells each and the ten like rows of ten cells each with appropriate sequential digit identification.
- Referring now to the drawing, displayed on a computer screen or on a chart, one hundred identical cells displayed for viewing by potential purchasers are arranged into ten identical columns of ten cells each and ten identical rows of ten cells each. Each player purchases rights to one or more cells and each purchased cell is identified by its owner. All one hundred cells must be sold before the game begins. This sale of one hundred cells constitutes a first predictable event.
- Initially the cells in each horizontal column are identified sequentially by displayed digits from zero to nine with the cells in like position in each column all being identified by the same digit. Similarly, the cells in each vertical row are identified sequentially by displayed digits from zero to nine with the cells in like position in each row being identified with the same digit. These digits are displayed horizontally on top of the top horizontal column and vertically on top of the extreme left hand row.
- Each player purchases rights to one or more cells and each purchased cell is identified by the appropriate combination of horizontal and vertical digits by its owner. All one hundred cells must be sold before the game begins. This sale of one hundred cells constitutes a first predictable event.
- Once the sale of all one hundred cells is completed, the first event occurs. Triggered by the first event, two sets of ten digits from zero to nine each are produced by a random process. The first random set is mapped horizontally onto the top horizontal column above the previously displayed sequentially oriented digits. The cells in like positions in each column are assigned the same digit value in the first random set.
- The second random set is mapped vertically onto the extreme left row along side of the previously displayed sequentially oriented digits. The cells in like positions in each row are assigned the same digit value.
- A second event having a non predictable result then enables both a first random selection of a digit which is coincident with a like digit in each column and a second random selection of a digit which is coincident with a like digit in each row.
- An illustrative second event is a verifiable real world event such as an athletic event, for example a baseball game between two teams, produces a pair of numerical scores. Only the least significant digit from each score is used.
- This second event thus enables both a first random selection of a digit which is coincident with a like digit in each column and a second random selection of a digit which is coincident with a like digit in each row.
- This process selects the one cell uniquely identified by these first and second digits. The purchaser of this one cell is the winner.
- While the invention has been described with particular reference to the drawing and preferred embodiment, the protection sought is to be limited only by the terms of the claims that follow.
Claims (6)
1. A method for playing a game of chance wherein a winner is selected as the result of a future event, the method utilizing one hundred identical cells displayed for viewing by potential purchasers which are arranged into ten identical columns of ten cells each and ten identical rows of ten cells each, said method comprising the following steps:
[a] displaying sequentially in each column digits from zero to nine with the cells in like position in each column all being identified by the same digit;
[b] displaying sequentially in each row digits from zero to nine with the cells in like position in each row all being identified by the same digit;.
[d] selling one hundred cells to players with each player purchasing rights to one or more cells with each purchased cell being identified by its owner;
[e] producing by a random process two sets of ten digits from zero to nine;
[f] mapping the first random set horizontally onto the top horizontal column above the previously displayed sequentially oriented digits, the cells in like positions in each column being assigned the same digit value in the first random set;
[g] mapping the second random set vertically onto the extreme left row along side of the previously displayed sequentially oriented digits, the cells in like positions in each row being assigned the same digit value;
[h] responding to an event having a non predictable result, first and second random digit selections are generated, the first random selection being a digit which is coincident with a like digit in each column, the second random selection of a digit which is coincident with a like digit in each row; the one cell uniquely identified by these first and second digits being the cell won by its purchaser.
2. The method of claim 1 including the step of erasing the previously displayed sequentially oriented digits.
3. The method of claim 1 wherein completion of the sales of 100 cells constitutes a first event which initiates the random process.
4. The method of claim 3 wherein the event having a non-predictable result is a second and subsequent event.
5. The method of claim 1 which utilizes methods for generating random numbers.
6. The method of claims wherein said methods for generating random numbers are limited to numbers and number sets falling within the range of 0-9.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US10/729,226 US20050121849A1 (en) | 2003-12-05 | 2003-12-05 | Game of chance |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US10/729,226 US20050121849A1 (en) | 2003-12-05 | 2003-12-05 | Game of chance |
Publications (1)
Publication Number | Publication Date |
---|---|
US20050121849A1 true US20050121849A1 (en) | 2005-06-09 |
Family
ID=34633893
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US10/729,226 Abandoned US20050121849A1 (en) | 2003-12-05 | 2003-12-05 | Game of chance |
Country Status (1)
Country | Link |
---|---|
US (1) | US20050121849A1 (en) |
Citations (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3929337A (en) * | 1974-02-07 | 1975-12-30 | Toy Dev Limited | Board game apparatus |
US4624462A (en) * | 1981-08-11 | 1986-11-25 | Yuri Itkis | Electronic card and board game |
USD351426S (en) * | 1992-09-10 | 1994-10-11 | Bryson Paul H | Game board |
US5577971A (en) * | 1992-07-31 | 1996-11-26 | File; Jonathan P. | Method of playing a combination game of bowling and random number matching |
US5648897A (en) * | 1994-04-22 | 1997-07-15 | Northrop Grumman Corporation | System for controlling a remote unit |
US5935002A (en) * | 1995-03-10 | 1999-08-10 | Sal Falciglia, Sr. Falciglia Enterprises | Computer-based system and method for playing a bingo-like game |
US6116603A (en) * | 1999-01-11 | 2000-09-12 | Huang; Pingsheng | Apparatus and method of playing a math capturing and recapturing game |
US6460855B2 (en) * | 2000-08-03 | 2002-10-08 | Albert Shinderovsky | Alphabetic chess puzzles and games |
US6460854B1 (en) * | 1999-11-09 | 2002-10-08 | Mccarey James Roy | Puzzle type game |
US6695618B2 (en) * | 2000-08-02 | 2004-02-24 | Victor N. Donn | Multiplication game |
-
2003
- 2003-12-05 US US10/729,226 patent/US20050121849A1/en not_active Abandoned
Patent Citations (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3929337A (en) * | 1974-02-07 | 1975-12-30 | Toy Dev Limited | Board game apparatus |
US4624462A (en) * | 1981-08-11 | 1986-11-25 | Yuri Itkis | Electronic card and board game |
US4624462B1 (en) * | 1981-08-11 | 1996-10-15 | Fortunet Inc | Electronic card and board game |
US4624462B2 (en) * | 1981-08-11 | 2000-05-23 | Fortunet Inc | Electronic card and board game |
US5577971A (en) * | 1992-07-31 | 1996-11-26 | File; Jonathan P. | Method of playing a combination game of bowling and random number matching |
USD351426S (en) * | 1992-09-10 | 1994-10-11 | Bryson Paul H | Game board |
US5648897A (en) * | 1994-04-22 | 1997-07-15 | Northrop Grumman Corporation | System for controlling a remote unit |
US5935002A (en) * | 1995-03-10 | 1999-08-10 | Sal Falciglia, Sr. Falciglia Enterprises | Computer-based system and method for playing a bingo-like game |
US6116603A (en) * | 1999-01-11 | 2000-09-12 | Huang; Pingsheng | Apparatus and method of playing a math capturing and recapturing game |
US6460854B1 (en) * | 1999-11-09 | 2002-10-08 | Mccarey James Roy | Puzzle type game |
US6695618B2 (en) * | 2000-08-02 | 2004-02-24 | Victor N. Donn | Multiplication game |
US6460855B2 (en) * | 2000-08-03 | 2002-10-08 | Albert Shinderovsky | Alphabetic chess puzzles and games |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |