US20100056240A1 - Wagering game on advancing tokens with individual advancement - Google Patents

Wagering game on advancing tokens with individual advancement Download PDF

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Publication number
US20100056240A1
US20100056240A1 US12/202,309 US20230908A US2010056240A1 US 20100056240 A1 US20100056240 A1 US 20100056240A1 US 20230908 A US20230908 A US 20230908A US 2010056240 A1 US2010056240 A1 US 2010056240A1
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token
game
tokens
wager
reached
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David Schugar
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3293Card games, e.g. poker, canasta, black jack
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00157Casino or betting games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the present inventive concept relates to a wagering game that allows a player to wager on which of at least two advancing tokens will reach a finish line first.
  • the above aspects can be obtained by a method that includes (a) receiving an initial wager from a player on a chosen token out of two or more participating tokens starting in a starting position; (b) activating a random number generator to determined a particular token to advance; (c) advancing the particular token on a playing field; (d) determining if at least one of the two or more participating tokens has reached a finish area on the playing field, and if not, then continuing the activating and advancing, until at least one or more of the two or more available tokens has reached the finish area; and (e) if at least one of the two or more participating tokens has reached the finish area, then determining if the chosen token is a winning token which has first reached the finish area, and if so, then paying the initial wager, otherwise taking the initial wager.
  • FIG. 1A is a drawing illustrating an initial stage of a wagering game, according to an embodiment
  • FIG. 1B is a drawing illustrating a second stage of a wagering game, according to an embodiment
  • FIG. 1C is a drawing illustrating a third stage of a wagering game, according to an embodiment
  • FIG. 2A is a drawing illustrating a fourth stage of a wagering game, according to an embodiment
  • FIG. 2B is a drawing illustrating a fifth stage of a wagering game, according to an embodiment
  • FIG. 2C is a drawing illustrating a sixth stage of a wagering game, according to an embodiment
  • FIG. 3A is a drawing illustrating a seventh stage of a wagering game, according to an embodiment
  • FIG. 3B is a drawing illustrating an eighth stage of a wagering game, according to an embodiment
  • FIG. 3C is a drawing illustrating a ninth stage of a wagering game, according to an embodiment
  • FIG. 4A is a drawing illustrating a tenth stage of a wagering game, according to an embodiment
  • FIG. 4B is a drawing illustrating an eleventh stage of a wagering game, according to an embodiment
  • FIG. 5 is a flowchart illustrating a method to implement a wagering game, according to an embodiment
  • FIG. 6 is a drawing of an exemplary table layout to implement a wagering game, according to an embodiment
  • FIG. 7 is a drawing of a second exemplary table layout to place mid-game wagers, according to an embodiment
  • FIG. 8 is a drawing illustrating using poker hands formed of varying numbers of cards, according to an embodiment.
  • FIG. 9 is a block diagram of hardware that can be used to implement methods described herein, according to an embodiment.
  • the present invention relates to casino games which advances two or more tokens (or pieces) from a starting point to a finish line.
  • the player(s) wager on which token they think will reach the finish line first.
  • a random number generator is used to determine a particular token to advance.
  • the particular token is advanced while the remaining tokens are not advanced. Wagers can again be taken from the players on which token the players think will reach the finish line first. Then the random number generator is used again to advance another token, and so on, until a token reaches the finish line. Then, wagers are resolved according to the winning token. Additional wagers can also be placed/resolved based on positions of the non-winning tokens at the end of the game.
  • FIG. 1A is a drawing illustrating an initial stage of a wagering game, according to an embodiment.
  • the game can begin as illustrated in FIG. 1A , which shows a playing field of two participating tokens (tokens that have the ability to advance).
  • tokens that have the ability to advance
  • any number of tokens can be used. Shown are two tokens, a “top” token and a “bottom” token in a starting position at a starting point (also referred to as starting line, number 0).
  • any number of positions on the playing field can be used. While the playing field shown in this example has five positions (a starting position, three intermediate positions 1, 2, 3, and a finish position) it can be appreciated that any number of positions can be used. The more positions used, the longer the typical game would be expected to take to complete.
  • Initial wagers can also be accepted at this point. For example, the player bets $5 that the top token will win, by placing a $5 chip (redeemable for cash) on a respective betting circle on a gaming table.
  • FIG. 1B is a drawing illustrating a second stage of a wagering game, according to an embodiment.
  • the random number generator is a deck of cards (although of course any other type of random number generator can be used).
  • a card is dealt for the top token and a card is dealt for the bottom token, and the higher card is the token which is selected to advance. In this example, suits do not matter. If the two cards tie, then neither token is advanced.
  • the top token is dealt a 9-hearts and the bottom token is dealt a 6-diamonds. Since the 9 is higher than the 6, the top token “wins” the random number generator advancing and is selected to advance.
  • FIG. 1C is a drawing illustrating a third stage of a wagering game, according to an embodiment.
  • FIG. 2A is a drawing illustrating a fourth stage of a wagering game, according to an embodiment.
  • a new set of cards is dealt as the game continues.
  • the top card is a king-clubs while the bottom card is a 2-spades. Since the king is higher than the 2, the top token advances again.
  • Note a standard deck of playing cards can be used, which can be ranked according to standard card ranks as known in the art.
  • FIG. 2B is a drawing illustrating a fifth stage of a wagering game, according to an embodiment.
  • the top token is advanced again to the “2” position while the bottom token remains at the starting point (position “0”).
  • FIG. 2C is a drawing illustrating a sixth stage of a wagering game, according to an embodiment.
  • a new set of cards is dealt again.
  • the top card is seven-hearts and the bottom card is eight-hearts. Since the bottom card is higher, the bottom token is selected to advance.
  • FIG. 3A is a drawing illustrating a seventh stage of a wagering game, according to an embodiment.
  • the bottom token is advanced based on the results dealt in FIG. 2C . Now, the top token is in the “2” position and the bottom token is in the “1” position. The player can place another wager if the player wishes on which token will reach the finish line first. Of course, the top token would have a lower payout then the bottom token since the top token has a higher probability of reaching the finish area first.
  • FIG. 3B is a drawing illustrating an eighth stage of a wagering game, according to an embodiment.
  • the top card is a jack-hearts and the bottom card is a 7-spades.
  • FIG. 3C is a drawing illustrating a ninth stage of a wagering game, according to an embodiment.
  • the top token is advanced to the next position, which is the “3” position.
  • FIG. 4A is a drawing illustrating a tenth stage of a wagering game, according to an embodiment.
  • the top token is dealt an ace-spades while the bottom token is dealt a three-diamonds.
  • FIG. 4B is a drawing illustrating an eleventh stage of a wagering game, according to an embodiment.
  • the top token is advanced and reaches the finish line (also known as “finish area” or position “4”). Since one of the tokens has reached the finish line, the game is now over.
  • the player Since the player wagered $5 on the top token, the player has won and the player receives a payout (e.g., an even money payout or a payout using other odds). If the bottom token had won (reached the finish line first) instead of the top token, then the player would lose the player's $5 wager on the top token.
  • a payout e.g., an even money payout or a payout using other odds.
  • FIG. 5 is a flowchart illustrating a method to implement a wagering game, according to an embodiment.
  • the method can begin with operation 500 , which receives initial wagers from the player. This can be done by the player placing chips on respective betting circle(s) representing wagers that the player wishes to wager on.
  • the method can proceed to operation 502 , which activates the random number generator.
  • Any type of random number generator can be used, such as cards, dice, a wheel, an electronic random number generator which displays a particular random token to advance, etc.
  • each token would have an equal chance of advancing, although in another embodiment some tokens may have a higher or lower probability of advancing than other tokens.
  • operation 504 which advances the token selected to advance by the random number generator in operation 504 .
  • operation 506 determines whether the game is over. This can be done by comparing all tokens to see if any token has reached the finish line. If a token has reached the finish line, then the game is over, otherwise the game should continue.
  • operation 508 receives additional wager(s) from the player. This operation is optional, as the player may not be required to place additional wager(s) unless the player wants to. The player can continue to place a wager on which token the player thinks will reach the finish line first. From operation 508 , the method returns to operation 502 which continues the game.
  • operation 506 determines that the game has ended, then the method proceeds to operation 510 , which resolves all wagers. Winning wagers are paid by the house (e.g., the dealer) at their respective payouts while losing wagers are taken by the house (e.g., the dealer).
  • FIG. 6 is a drawing of an exemplary table layout to implement a wagering game, according to an embodiment. This layout are intended for use in a 5 position game (start, three middle positions, and end), although of course it can be tailored to accommodate any other number of positions as well.
  • a top playing field 600 for a top token (not pictured) is shown as well as a bottom playing field 602 for a bottom token (not pictured).
  • a single playing field can be used wherein multiple tokens are all placed on the single field.
  • multiple tokens can all be placed and advanced on merely the top playing field, obviating the need for more than one playing field.
  • tokens should be of a different appearance (shape, color, etc.) to make it easy to differentiate between tokens.
  • a top wins betting circle 610 is used to receive wagers by the player that the top token will win (regardless of the position of the other token).
  • a bottom wins betting circle 620 is used to receive wagers by the player that the bottom token will win (regardless of the position of the other token).
  • betting circles 620 , 622 , 624 , 626 , and 628 all lose.
  • Betting circle would 610 always win and one out of betting circles 612 , 614 , 616 , and 618 would win depending on the position of the bottom token.
  • betting circles 610 , 612 , 614 , 616 , and 618 all lose.
  • Betting circle 620 would always win and one out of betting circles 622 , 624 , 626 , 628 would win depending on the position of the top token.
  • FIG. 6 illustrates one example of a betting circle layout, and it can be appreciated that other layouts of betting circles can be used as well.
  • Table I illustrates one example of a paytable that can be used along with the betting circles in FIG. 6 .
  • payouts are just an example, and no representation is made that these payouts should be used for real wagering situations.
  • a side wager can be accepted before the game started (e.g., in operation 500 ) on how many ties that will occur during play of the game.
  • a tie occurs when two tokens share the same point in the playing field (not including the start of the game). For example, in the example game presented in FIGS. 1-3 , no ties occurred, because the position of each token was always different at each step of the way. However, in FIG. 2A , if the bottom token received the higher card, then the bottom token would advance to the “1” position, tying the top token. This would count as one tie. As the game progresses, the number of ties that occurred is tabulated. This can be bet on in numerous ways.
  • Individual side bets can be offered (with respective payouts), for example no ties, one tie, two ties, etc. If the player bets on one tie, and exactly one tie occurs, then the player wins the wager, otherwise the player loses.
  • a single side bet can be offered which offers a variable payout based on a number of ties.
  • Table II illustrates exemplary payouts for a side bet based on a number of ties that have occurred in the game. Table II is just an example, and representation is made that the payouts therein should be used for actual wagering purposes.
  • the high card can be determined by a rank of suits (e.g., a five spades beats a five hearts) or alternatively the tokens can tie in this case and not be advanced.
  • This type of tie depending on the embodiment, may or may not count as a tie for purposes of the tie side bet described above. If identical ranked cards count as a tie, then an infinite (in theory) number of ties could possibly occur during a game. If it is not possible for a token not to advance based on the random number generator, then the number of ties possible equals the number of positions on the playing field (not including the start and end positions).
  • the random number generator can also cause a token to go in the reverse direction.
  • a token can be randomly identified to move, and a direction (forward or reverse) can be randomly chosen. If a token is on the start position, then if it is instructed to reverse by the random number generator it would nevertheless remain on the start position. If tokens can move in both directions, then an infinite number of ties can occur (in theory).
  • Wagers can be accepted during the game (after the first activation of the random number generator but before the game is over). Of course, depending on positions of the tokens mid-game, the payouts on mid-game wagers are adjusted accordingly.
  • FIG. 7 is a drawing of a second exemplary table layout to place mid-game wagers, according to an embodiment.
  • This layout can also be used to place initial wagers as well (in operation 500 ).
  • These layouts are intended for use in a 5 position game (start, three middle positions, and end), although of course it can be tailored to accommodate any other number of positions as well.
  • Mid game wagers can be placed, for example, during operation 508 .
  • a bottom wins mid-game betting area 700 can be used.
  • the bottom wins mid-game betting area 700 comprises individual betting circles representing different mid-game situations. A bet placed on any of these individual betting circles pays off when the bottom token wins and loses when the top token wins. A bet is only allowed to be placed on the individual betting circle corresponding to the current game conditions.
  • the “top” column represents positions of the top token, and the “bottom” row represents positions of the bottom token.
  • a bet placed in the upper left circle is a bet made when both tokens are in the start position (before the game has actually begun).
  • This bet according to the 0/0 betting circle, has an even money payout of 1:1.
  • This betting circle cannot be used once a token has moved from its initial position, since the initial position of the tokens will no longer be 0/0.
  • the upper right betting circle in the bottom wins mid-game betting area 700 can only be used when the bottom token is on position three and the top token is on position 0.
  • the payout indicated inside the upper right betting circle in the bottom wins mid-game betting area is 1:4. This is because the bottom token is one position away from the finish line, while the top token has not even moved yet. Thus, the bottom token has a higher probability of winning than the top token and thus the payout is only 1:4 (which is less than even money).
  • the betting circle on the bottom row in the second column shows a payout of 3:1.
  • This betting circle can only be used when the top token is on the third position and the bottom token is on the first position.
  • the payout is 3:1 because it is unlikely that the bottom token will win since the top token is ahead of the bottom token by two positions.
  • a top wins mid-game betting area 702 is used to bet that the top token will win. Thus, a bet placed in any of these circles will win if the top token wins and will lose if the top token loses. Otherwise, the methodology is similar to the methodology described with respect to the bottom wins mid-game betting area 700 .
  • a player may wish to have wagers on betting circles in both betting areas 700 , 702 .
  • the player may wish to do this in order to hedge his or her wagers. For example, if the player makes a 1:1 wager on the start of a game on the top token to win (using the top wins mid-game betting area 702 ) for $10, and then the game progresses so that the top token is in position 3 and the bottom token remains in position 0.
  • the player can now place a $5 wager on the bottom token to win using the bottom wins mid-game betting area 700 on the first column, bottom row (lower left circle) which shows a payout of 4:1. Now the player has placed himself or herself in a no-lose situation.
  • the random number generator illustrated in FIGS. 1A-4B used a single card for each participating token and the token with the highest ranked card advanced.
  • each card for each token can remain and an additional card can be dealt for each token at each stage in the game.
  • Poker hands can be formed from these cards and the token with the highest ranking poker hand can advance.
  • All of the methods described herein can also be implemented on an electronic gaming machine or a home computer. All of the methods described herein can also be offered in online form which comprises using a server to serve the game to client computers over a computer communications network such as the Internet.
  • FIG. 8 is a drawing illustrating using poker hands formed of varying numbers of cards, according to an embodiment.
  • the following example is just a random example in order to illustrate the concept.
  • a single card can be dealt to a top token (not pictured) and a bottom token (not pictured).
  • a first top hand 800 for the top token is a jack-hearts and a first bottom hand 802 for the bottom token is an eight-diamonds.
  • jack is a higher rank thank eight, thus the top hand has a higher rank than the bottom hand.
  • the top token would advance.
  • an additional card is dealt for each token while the prior cards are not removed.
  • a three-clubs is dealt to a second top hand 804 while a 6-spades is dealt to a second bottom hand 806 .
  • the second top hand 804 comprises jack-hearts/three-clubs
  • the second bottom hand 806 comprises eight-diamonds/six spades.
  • the top hand has a higher rank of jack high than the bottom hand which has a poker rank of eight high.
  • the top token would advance.
  • an additional card is dealt for each token while the prior cards are not removed.
  • a two-spades is dealt to a third top hand 808 while a seven-clubs is dealt to a third bottomhand 810 .
  • the third top hand 808 comprises jack-heart/three-clubs/two-spades.
  • the third bottom hand 810 comprises eight-diamonds/six-spades/seven-clubs.
  • the bottom hand has a higher rank (straight) than the top hand which has a poker rank of jack high.
  • the bottom token would advance.
  • This method can continue until the game is over (e.g., one of the tokens reaches the finish line/area), or a predetermined number of cards have been used for each hand. For example, after poker hands of five cards for each token have been dealt, if there is still no winner, then the cards can all be removed and new hands can be formed all over again using hands of one card each (and adding a new card for each stage as illustrated in FIG. 8 ). This method can be continued until there is a winning token.
  • a side bet can be offered on a poker rank of hands formed. For example a top poker hand side bet and a bottom poker hand side bet can be offered, and when the hands reach a predetermined number of cards (e.g., three), the side bets can be resolved based on ranks of the respective poker hands.
  • Table III illustrates one example of poker ranks (from highest to lowest) and exemplary payouts for three card poker hands. Of course, this table is just one example, and other ranks/payouts can be used as well.
  • the poker hand side bets can be placed on respective betting circles on the table layout and can be resolved at any appropriate time during game play.
  • a poker side bet placed on the top three card poker hand would lose while a side bet placed on the bottom three card poker hand would pay 4:1 (according to Table III).
  • side bet(s) would be placed before any cards in the hands bet on are dealt or visible, and can be resolved when the final number of cards is dealt for the hand (e.g., three) or alternatively side bet(s) can be resolved when the overall game has ended.
  • FIG. 9 is a block diagram of hardware that can be used to implement methods described herein, according to an embodiment.
  • a processing unit 900 can be a microprocessor and associated apparatus (e.g., cache, bus, etc.).
  • the processing unit 900 can be connected to an output device such as a touch screen, CRT, LCD, speakers, etc.
  • the processing unit 900 can also be connected to an input device such as a touch screen, keyboard, buttons, computer mouse, etc.
  • the processing unit 900 can also be connected to a network connection 906 which can be an adapter to connect the processing unit to a WAN, LAN, Internet, or any other computer communications network.
  • the processing unit 900 can also be connected to a RAM 908 , a ROM 910 , and a storage device 912 which can read/write computer storage medium 914 such as CD-ROM, DVD, flash memory, etc.
  • the processing unit 900 can also be connected to a financial apparatus 916 which can be used to receive cash and convert the cash into playable credits.
  • the financial apparatus 916 can also convert playable credits into cash, coins, tokens, or cashless tickets at the

Abstract

A wagering game that allows a player to wager on a chosen token selected from at least two tokens. A particular token is advanced on a playing field according to a random number generator and additional bets can be placed. Advancing individual tokens according to a random number generator continues until one of the tokens has reached a finish line on the playing field. Wagers are resolved based on the token that has reached the finish line first (won) as well as positions of losing tokens.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application is related to U.S. Pat. No. 7,294,054, which is incorporated by reference herein in its entirety.
  • FIELD OF THE INVENTION
  • The present inventive concept relates to a wagering game that allows a player to wager on which of at least two advancing tokens will reach a finish line first.
  • DESCRIPTION OF THE RELATED ART
  • Wagering on horse-races is well known. In a horserace, all of the horses advance simultaneously.
  • U.S. Pat. No. 7,294,054, entitled, “Wagering method, device, and computer readable storage medium, for wagering on pieces in a progression,” describes a wagering game wherein pieces are iteratively bet on and moved simultaneously, until the game ends.
  • SUMMARY OF THE INVENTION
  • It is an aspect of the present general inventive concept to provide a wagering game with exciting betting options.
  • The above aspects can be obtained by a method that includes (a) receiving an initial wager from a player on a chosen token out of two or more participating tokens starting in a starting position; (b) activating a random number generator to determined a particular token to advance; (c) advancing the particular token on a playing field; (d) determining if at least one of the two or more participating tokens has reached a finish area on the playing field, and if not, then continuing the activating and advancing, until at least one or more of the two or more available tokens has reached the finish area; and (e) if at least one of the two or more participating tokens has reached the finish area, then determining if the chosen token is a winning token which has first reached the finish area, and if so, then paying the initial wager, otherwise taking the initial wager.
  • These together with other aspects and advantages which will be subsequently apparent, reside in the details of construction and operation as more fully hereinafter described and claimed, reference being had to the accompanying drawings forming a part hereof, wherein like numerals refer to like parts throughout.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Further features and advantages of the present invention, as well as the structure and operation of various embodiments of the present invention, will become apparent and more readily appreciated from the following description of the preferred embodiments, taken in conjunction with the accompanying drawings of which:
  • FIG. 1A is a drawing illustrating an initial stage of a wagering game, according to an embodiment;
  • FIG. 1B is a drawing illustrating a second stage of a wagering game, according to an embodiment;
  • FIG. 1C is a drawing illustrating a third stage of a wagering game, according to an embodiment;
  • FIG. 2A is a drawing illustrating a fourth stage of a wagering game, according to an embodiment;
  • FIG. 2B is a drawing illustrating a fifth stage of a wagering game, according to an embodiment;
  • FIG. 2C is a drawing illustrating a sixth stage of a wagering game, according to an embodiment;
  • FIG. 3A is a drawing illustrating a seventh stage of a wagering game, according to an embodiment;
  • FIG. 3B is a drawing illustrating an eighth stage of a wagering game, according to an embodiment;
  • FIG. 3C is a drawing illustrating a ninth stage of a wagering game, according to an embodiment;
  • FIG. 4A is a drawing illustrating a tenth stage of a wagering game, according to an embodiment;
  • FIG. 4B is a drawing illustrating an eleventh stage of a wagering game, according to an embodiment;
  • FIG. 5 is a flowchart illustrating a method to implement a wagering game, according to an embodiment;
  • FIG. 6 is a drawing of an exemplary table layout to implement a wagering game, according to an embodiment;
  • FIG. 7 is a drawing of a second exemplary table layout to place mid-game wagers, according to an embodiment;
  • FIG. 8 is a drawing illustrating using poker hands formed of varying numbers of cards, according to an embodiment; and
  • FIG. 9 is a block diagram of hardware that can be used to implement methods described herein, according to an embodiment.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • Reference will now be made in detail to the presently preferred embodiments of the invention, examples of which are illustrated in the accompanying drawings, wherein like reference numerals refer to like elements throughout.
  • The present invention relates to casino games which advances two or more tokens (or pieces) from a starting point to a finish line. The player(s) wager on which token they think will reach the finish line first. At each stage in the game, a random number generator is used to determine a particular token to advance. The particular token is advanced while the remaining tokens are not advanced. Wagers can again be taken from the players on which token the players think will reach the finish line first. Then the random number generator is used again to advance another token, and so on, until a token reaches the finish line. Then, wagers are resolved according to the winning token. Additional wagers can also be placed/resolved based on positions of the non-winning tokens at the end of the game.
  • An example game will now be presented to illustrate one example operation of the game, according to an embodiment.
  • FIG. 1A is a drawing illustrating an initial stage of a wagering game, according to an embodiment.
  • The game can begin as illustrated in FIG. 1A, which shows a playing field of two participating tokens (tokens that have the ability to advance). In other variations of the game, any number of tokens can be used. Shown are two tokens, a “top” token and a “bottom” token in a starting position at a starting point (also referred to as starting line, number 0). Also, in other variations of the game, any number of positions on the playing field can be used. While the playing field shown in this example has five positions (a starting position, three intermediate positions 1, 2, 3, and a finish position) it can be appreciated that any number of positions can be used. The more positions used, the longer the typical game would be expected to take to complete.
  • Initial wagers can also be accepted at this point. For example, the player bets $5 that the top token will win, by placing a $5 chip (redeemable for cash) on a respective betting circle on a gaming table.
  • FIG. 1B is a drawing illustrating a second stage of a wagering game, according to an embodiment.
  • In this example, the random number generator is a deck of cards (although of course any other type of random number generator can be used). A card is dealt for the top token and a card is dealt for the bottom token, and the higher card is the token which is selected to advance. In this example, suits do not matter. If the two cards tie, then neither token is advanced.
  • The top token is dealt a 9-hearts and the bottom token is dealt a 6-diamonds. Since the 9 is higher than the 6, the top token “wins” the random number generator advancing and is selected to advance.
  • FIG. 1C is a drawing illustrating a third stage of a wagering game, according to an embodiment.
  • Shown is the top token advancing to a next point in the linear playing field, based on the results illustrated in FIG. 1B wherein the top token received the higher card.
  • FIG. 2A is a drawing illustrating a fourth stage of a wagering game, according to an embodiment.
  • A new set of cards is dealt as the game continues. The top card is a king-clubs while the bottom card is a 2-spades. Since the king is higher than the 2, the top token advances again. Note a standard deck of playing cards can be used, which can be ranked according to standard card ranks as known in the art.
  • FIG. 2B is a drawing illustrating a fifth stage of a wagering game, according to an embodiment.
  • Based on the result in FIG. 2A, the top token is advanced again to the “2” position while the bottom token remains at the starting point (position “0”).
  • FIG. 2C is a drawing illustrating a sixth stage of a wagering game, according to an embodiment.
  • A new set of cards is dealt again. The top card is seven-hearts and the bottom card is eight-hearts. Since the bottom card is higher, the bottom token is selected to advance.
  • FIG. 3A is a drawing illustrating a seventh stage of a wagering game, according to an embodiment.
  • The bottom token is advanced based on the results dealt in FIG. 2C. Now, the top token is in the “2” position and the bottom token is in the “1” position. The player can place another wager if the player wishes on which token will reach the finish line first. Of course, the top token would have a lower payout then the bottom token since the top token has a higher probability of reaching the finish area first.
  • FIG. 3B is a drawing illustrating an eighth stage of a wagering game, according to an embodiment.
  • Two new cards are dealt, the top card is a jack-hearts and the bottom card is a 7-spades.
  • FIG. 3C is a drawing illustrating a ninth stage of a wagering game, according to an embodiment.
  • Since the jack is higher than the seven, the top token is advanced to the next position, which is the “3” position.
  • FIG. 4A is a drawing illustrating a tenth stage of a wagering game, according to an embodiment.
  • The top token is dealt an ace-spades while the bottom token is dealt a three-diamonds.
  • FIG. 4B is a drawing illustrating an eleventh stage of a wagering game, according to an embodiment.
  • Since the ace is higher than the three (according to the embodiment implemented, ace is high, but in other embodiments, it can be considered low), the top token is advanced and reaches the finish line (also known as “finish area” or position “4”). Since one of the tokens has reached the finish line, the game is now over.
  • Since the player wagered $5 on the top token, the player has won and the player receives a payout (e.g., an even money payout or a payout using other odds). If the bottom token had won (reached the finish line first) instead of the top token, then the player would lose the player's $5 wager on the top token.
  • FIG. 5 is a flowchart illustrating a method to implement a wagering game, according to an embodiment.
  • The method can begin with operation 500, which receives initial wagers from the player. This can be done by the player placing chips on respective betting circle(s) representing wagers that the player wishes to wager on.
  • The method can proceed to operation 502, which activates the random number generator. Any type of random number generator can be used, such as cards, dice, a wheel, an electronic random number generator which displays a particular random token to advance, etc. Typically, each token would have an equal chance of advancing, although in another embodiment some tokens may have a higher or lower probability of advancing than other tokens.
  • From operation 502, the method proceeds to operation 504, which advances the token selected to advance by the random number generator in operation 504.
  • From operation 504, the method proceeds to operation 506, which determines whether the game is over. This can be done by comparing all tokens to see if any token has reached the finish line. If a token has reached the finish line, then the game is over, otherwise the game should continue.
  • If the game is determined to not be over in operation 506, then the method proceeds to operation 508, which receives additional wager(s) from the player. This operation is optional, as the player may not be required to place additional wager(s) unless the player wants to. The player can continue to place a wager on which token the player thinks will reach the finish line first. From operation 508, the method returns to operation 502 which continues the game.
  • If operation 506 determines that the game has ended, then the method proceeds to operation 510, which resolves all wagers. Winning wagers are paid by the house (e.g., the dealer) at their respective payouts while losing wagers are taken by the house (e.g., the dealer).
  • FIG. 6 is a drawing of an exemplary table layout to implement a wagering game, according to an embodiment. This layout are intended for use in a 5 position game (start, three middle positions, and end), although of course it can be tailored to accommodate any other number of positions as well.
  • A top playing field 600 for a top token (not pictured) is shown as well as a bottom playing field 602 for a bottom token (not pictured). In other embodiments, a single playing field can be used wherein multiple tokens are all placed on the single field. For example, multiple tokens can all be placed and advanced on merely the top playing field, obviating the need for more than one playing field. Ideally, tokens should be of a different appearance (shape, color, etc.) to make it easy to differentiate between tokens.
  • A top wins betting circle 610 is used to receive wagers by the player that the top token will win (regardless of the position of the other token). A top wins bottom=0 betting circle 612 is used to receive wagers by the player that the top token will win while the bottom token ends on the 0 (start) position. A top wins bottom=1 betting circle 614 is used to receive wagers by the player that the top token will win while the bottom token ends on the 1 position. A top wins bottom=2 betting circle 616 is used to receive wagers by the player that the top token will win while the bottom token ends on the 2 position. A top wins bottom=3 betting circle 618 is used to receive wagers by the player that the top token will win while the bottom token ends on the 3 position.
  • A bottom wins betting circle 620 is used to receive wagers by the player that the bottom token will win (regardless of the position of the other token). A bottom wins top=0 betting circle 622 is used to receive wagers by the player that the bottom token will win while the top token ends on the 0 (start) position. A bottom wins top=1 betting circle 624 is used to receive wagers by the player that the bottom token will win while the top token ends on the 1 position. A bottom wins top=2 betting circle 626 is used to receive wagers by the player that the bottom token will win while the top token ends on the 2 position. A bottom wins top=3 betting circle 628 is used to receive wagers by the player that the bottom token will win while the top token ends on the 3 position.
  • For example, if the top token wins (reaches the finish line first), then betting circles 620, 622, 624, 626, and 628 all lose. Betting circle would 610 always win and one out of betting circles 612, 614, 616, and 618 would win depending on the position of the bottom token.
  • Similarly, if the bottom token wins (reaches the finish line first), then betting circles 610, 612, 614, 616, and 618 all lose. Betting circle 620 would always win and one out of betting circles 622, 624, 626, 628 would win depending on the position of the top token.
  • For example, if the player bets on the top wins bottom=1 betting circle 614, and the top token ends up winning while the bottom token happens to end on the 1 position (such as illustrated in FIG. 4B), then this wager would win. If the player bet on the top wins bottom=1 betting circle 614 but the bottom token was not on the 1 position then this wager would lose.
  • Of course, FIG. 6 illustrates one example of a betting circle layout, and it can be appreciated that other layouts of betting circles can be used as well.
  • Table I below illustrates one example of a paytable that can be used along with the betting circles in FIG. 6. Of course these payouts are just an example, and no representation is made that these payouts should be used for real wagering situations.
  • TABLE I
    Top wins 9:5
    Top wins/bottom = 0 4:1
    Top wins/bottom = 1 3:1
    Top wins/bottom = 2 2:2
    Top wins/bottom = 3 3:2
    Bottom wins 9:5
    Bottom wins/top = 0 4:1
    Bottom wins/top = 1 3:1
    Bottom wins/top = 2 2:2
    Bottom wins/top = 3 3:2
  • In a further embodiment, a side wager can be accepted before the game started (e.g., in operation 500) on how many ties that will occur during play of the game. A tie occurs when two tokens share the same point in the playing field (not including the start of the game). For example, in the example game presented in FIGS. 1-3, no ties occurred, because the position of each token was always different at each step of the way. However, in FIG. 2A, if the bottom token received the higher card, then the bottom token would advance to the “1” position, tying the top token. This would count as one tie. As the game progresses, the number of ties that occurred is tabulated. This can be bet on in numerous ways. Individual side bets can be offered (with respective payouts), for example no ties, one tie, two ties, etc. If the player bets on one tie, and exactly one tie occurs, then the player wins the wager, otherwise the player loses. In an alternative methodology, a single side bet can be offered which offers a variable payout based on a number of ties. For example, Table II illustrates exemplary payouts for a side bet based on a number of ties that have occurred in the game. Table II is just an example, and representation is made that the payouts therein should be used for actual wagering purposes.
  • TABLE II
    Ties payout
    0-1 0 (bet loses)
    2 1:1
    3 3:1
  • When two cards are dealt which have the same rank, this can be handled in numerous matters. The high card can be determined by a rank of suits (e.g., a five spades beats a five hearts) or alternatively the tokens can tie in this case and not be advanced. This type of tie, depending on the embodiment, may or may not count as a tie for purposes of the tie side bet described above. If identical ranked cards count as a tie, then an infinite (in theory) number of ties could possibly occur during a game. If it is not possible for a token not to advance based on the random number generator, then the number of ties possible equals the number of positions on the playing field (not including the start and end positions).
  • In a further embodiment, the random number generator can also cause a token to go in the reverse direction. For example, a token can be randomly identified to move, and a direction (forward or reverse) can be randomly chosen. If a token is on the start position, then if it is instructed to reverse by the random number generator it would nevertheless remain on the start position. If tokens can move in both directions, then an infinite number of ties can occur (in theory).
  • Wagers can be accepted during the game (after the first activation of the random number generator but before the game is over). Of course, depending on positions of the tokens mid-game, the payouts on mid-game wagers are adjusted accordingly.
  • FIG. 7 is a drawing of a second exemplary table layout to place mid-game wagers, according to an embodiment. This layout can also be used to place initial wagers as well (in operation 500). These layouts are intended for use in a 5 position game (start, three middle positions, and end), although of course it can be tailored to accommodate any other number of positions as well. Mid game wagers can be placed, for example, during operation 508.
  • A bottom wins mid-game betting area 700 can be used. The bottom wins mid-game betting area 700 comprises individual betting circles representing different mid-game situations. A bet placed on any of these individual betting circles pays off when the bottom token wins and loses when the top token wins. A bet is only allowed to be placed on the individual betting circle corresponding to the current game conditions. The “top” column represents positions of the top token, and the “bottom” row represents positions of the bottom token.
  • For example, a bet placed in the upper left circle (top=0; bottom=0) is a bet made when both tokens are in the start position (before the game has actually begun). This bet, according to the 0/0 betting circle, has an even money payout of 1:1. This betting circle cannot be used once a token has moved from its initial position, since the initial position of the tokens will no longer be 0/0.
  • As another example, the upper right betting circle in the bottom wins mid-game betting area 700 can only be used when the bottom token is on position three and the top token is on position 0. The payout indicated inside the upper right betting circle in the bottom wins mid-game betting area is 1:4. This is because the bottom token is one position away from the finish line, while the top token has not even moved yet. Thus, the bottom token has a higher probability of winning than the top token and thus the payout is only 1:4 (which is less than even money).
  • As yet another example the betting circle on the bottom row in the second column (marked ‘1’) shows a payout of 3:1. This betting circle can only be used when the top token is on the third position and the bottom token is on the first position. The payout is 3:1 because it is unlikely that the bottom token will win since the top token is ahead of the bottom token by two positions.
  • A top wins mid-game betting area 702 is used to bet that the top token will win. Thus, a bet placed in any of these circles will win if the top token wins and will lose if the top token loses. Otherwise, the methodology is similar to the methodology described with respect to the bottom wins mid-game betting area 700.
  • A player may wish to have wagers on betting circles in both betting areas 700, 702. The player may wish to do this in order to hedge his or her wagers. For example, if the player makes a 1:1 wager on the start of a game on the top token to win (using the top wins mid-game betting area 702) for $10, and then the game progresses so that the top token is in position 3 and the bottom token remains in position 0. The player can now place a $5 wager on the bottom token to win using the bottom wins mid-game betting area 700 on the first column, bottom row (lower left circle) which shows a payout of 4:1. Now the player has placed himself or herself in a no-lose situation. This is because if the top token wins, the player wins $10 on the initial wager, loses the $5 second wager, but still makes a net profit of $5. If the bottom token wins, then the player wins $20 on the second wager, loses the $10 initial wager, for a net profit of $10.
  • The random number generator illustrated in FIGS. 1A-4B used a single card for each participating token and the token with the highest ranked card advanced. In another embodiment, each card for each token can remain and an additional card can be dealt for each token at each stage in the game. Poker hands can be formed from these cards and the token with the highest ranking poker hand can advance.
  • All of the methods described herein can also be implemented on an electronic gaming machine or a home computer. All of the methods described herein can also be offered in online form which comprises using a server to serve the game to client computers over a computer communications network such as the Internet.
  • FIG. 8 is a drawing illustrating using poker hands formed of varying numbers of cards, according to an embodiment. The following example is just a random example in order to illustrate the concept.
  • At a start of a game, a single card can be dealt to a top token (not pictured) and a bottom token (not pictured). A first top hand 800 for the top token is a jack-hearts and a first bottom hand 802 for the bottom token is an eight-diamonds. According to convention card rankings (as in the embodiment illustrated in FIG. 1), jack is a higher rank thank eight, thus the top hand has a higher rank than the bottom hand. Thus, the top token would advance.
  • In the next stage, an additional card is dealt for each token while the prior cards are not removed. A three-clubs is dealt to a second top hand 804 while a 6-spades is dealt to a second bottom hand 806. Thus, the second top hand 804 comprises jack-hearts/three-clubs, and the second bottom hand 806 comprises eight-diamonds/six spades. According to standard poker rankings, the top hand has a higher rank of jack high than the bottom hand which has a poker rank of eight high. Thus, the top token would advance.
  • In the next stage, an additional card is dealt for each token while the prior cards are not removed. A two-spades is dealt to a third top hand 808 while a seven-clubs is dealt to a third bottomhand 810. Thus, the third top hand 808 comprises jack-heart/three-clubs/two-spades. And the third bottom hand 810 comprises eight-diamonds/six-spades/seven-clubs. According to standard poker rankings, the bottom hand has a higher rank (straight) than the top hand which has a poker rank of jack high. Thus, the bottom token would advance.
  • This method can continue until the game is over (e.g., one of the tokens reaches the finish line/area), or a predetermined number of cards have been used for each hand. For example, after poker hands of five cards for each token have been dealt, if there is still no winner, then the cards can all be removed and new hands can be formed all over again using hands of one card each (and adding a new card for each stage as illustrated in FIG. 8). This method can be continued until there is a winning token.
  • A side bet can be offered on a poker rank of hands formed. For example a top poker hand side bet and a bottom poker hand side bet can be offered, and when the hands reach a predetermined number of cards (e.g., three), the side bets can be resolved based on ranks of the respective poker hands. Table III illustrates one example of poker ranks (from highest to lowest) and exemplary payouts for three card poker hands. Of course, this table is just one example, and other ranks/payouts can be used as well. The poker hand side bets can be placed on respective betting circles on the table layout and can be resolved at any appropriate time during game play.
  • TABLE III
    Hand Pays
    Straight flush 40
    Three of a kind 30
    Straight 4
    Flush 4
    Pair 1
  • Thus, according to FIG. 8, a poker side bet placed on the top three card poker hand would lose while a side bet placed on the bottom three card poker hand would pay 4:1 (according to Table III). Typically, such side bet(s) would be placed before any cards in the hands bet on are dealt or visible, and can be resolved when the final number of cards is dealt for the hand (e.g., three) or alternatively side bet(s) can be resolved when the overall game has ended.
  • It is further noted that the examples presented herein used two tokens (a top token and a bottom token). This was done for simplicity, however it can be appreciated that more than two tokens can be used (e.g., 3-10 or more). In addition, instead of a linear playing field (where the tokens can only advance in one direction), nonlinear playing fields can also be used where tokens can advance in different directions (e.g., two or three dimensions).
  • FIG. 9 is a block diagram of hardware that can be used to implement methods described herein, according to an embodiment.
  • A processing unit 900 can be a microprocessor and associated apparatus (e.g., cache, bus, etc.). The processing unit 900 can be connected to an output device such as a touch screen, CRT, LCD, speakers, etc. The processing unit 900 can also be connected to an input device such as a touch screen, keyboard, buttons, computer mouse, etc. The processing unit 900 can also be connected to a network connection 906 which can be an adapter to connect the processing unit to a WAN, LAN, Internet, or any other computer communications network. The processing unit 900 can also be connected to a RAM 908, a ROM 910, and a storage device 912 which can read/write computer storage medium 914 such as CD-ROM, DVD, flash memory, etc. The processing unit 900 can also be connected to a financial apparatus 916 which can be used to receive cash and convert the cash into playable credits. The financial apparatus 916 can also convert playable credits into cash, coins, tokens, or cashless tickets at the player's request.
  • The many features and advantages of the invention are apparent from the detailed specification and, thus, it is intended by the appended claims to cover all such features and advantages of the invention that fall within the true spirit and scope of the invention. Further, since numerous modifications and changes will readily occur to those skilled in the art, it is not desired to limit the invention to the exact construction and operation illustrated and described, and accordingly all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.

Claims (8)

1. A method of conducting a wagering game, the method comprising:
receiving an initial wager from a player on a chosen token out of two or more participating tokens starting in a starting position;
activating a random number generator to determined a particular token to advance;
advancing the particular token on a playing field;
determining if at least one of the two or more participating tokens has reached a finish area on the playing field, and if not, then continuing the activating and advancing, until at least one or more of the two or more available tokens has reached the finish area; and
if at least one of the two or more participating tokens has reached the finish area, then determining if the chosen token is a winning token which has first reached the finish area, and if so, then paying the initial wager, otherwise taking the initial wager.
2. The method as recited in claim 1, further comprising:
receiving a ties wager before the activating on a number of ties that will occur during play of the game, and after the game is over, resolving the ties wager based on a number of ties of token positions that has occurred during play of the game.
3. The method as recited in claim 1, further comprising:
receiving a position wager before the activating on a predicted position of a losing token, and after the game is over, determining if both the losing token lost the game and if the predicted position of the losing token is equal to an actual position of the losing token at conclusion of the game, and if so, then paying the position wager otherwise taking the position wager.
4. The method as recited in claim 1, the method further comprising:
receiving a mid-game wager on a predicted winning token after the activating but before at least one token as reached the finish area, the mid-game wager having a payout based on current positions of the participating tokens; and
after at least one token has reached the finish area, if the predicted winning token is the winning token then paying the mid-game wager using the payout, otherwise taking the mid-game wager.
5. The method as recited in claim 1, wherein the random number generator deals a card associated with each token, and the particular token is the token which has an associated highest ranked card.
6. The method as recited in claim 1, wherein the random number generator adds a card to a hand associated with each token, and the particular token is the token which has an associated highest ranked poker hand, the poker hands formed using a different number of cards for different activations of the random number generator.
7. The method as recited in claim 6, further comprising:
receiving a side bet on a poker rank of a poker hand associated with a selected token, side bet being resolved based on a paytable and a rank of the poker hand associated with the selected token when the poker hand associated with the selected token reaches a predetermined number of cards.
8. An electronic gaming apparatus to implement a method of conducting a wagering game, the apparatus comprising:
a processing unit to perform:
receiving an initial wager from a player on a chosen token out of two or more participating tokens starting in a starting position;
activating a random number generator to determined a particular token to advance;
advancing the particular token on a playing field;
determining if at least one of the two or more participating tokens has reached a finish area on the playing field, and if not, then continuing the activating and advancing, until at least one or more of the two or more available tokens has reached the finish area; and
if at least one of the two or more participating tokens has reached the finish area, then determining if the chosen token is a winning token which has first reached the finish area, and if so, then paying the initial wager, otherwise taking the initial wager; and
an output device to output results of the processing unit.
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