WAGERING GAME ON ADVANCING TOKENS WITH INDIVIDUAL ADVANCEMENT
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.
This application is related to U.S. Pat. No. 7,294,054, which is incorporated by reference herein in its entirety.
FIELD OF THE INVENTIONThe 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 ARTWagering 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 INVENTIONIt 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.
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:
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.
The game can begin as illustrated in
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.
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.
Shown is the top token advancing to a next point in the linear playing field, based on the results illustrated in
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.
Based on the result in
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.
The bottom token is advanced based on the results dealt in
Two new cards are dealt, the top card is a jack-hearts and the bottom card is a 7-spades.
Since the jack is higher than the seven, the top token is advanced to the next position, which is the “3” position.
The top token is dealt an ace-spades while the bottom token is dealt a three-diamonds.
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.
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).
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
Of course,
Table I below illustrates one example of a paytable that can be used along with the betting circles in
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
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.
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
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.
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
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
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.
Thus, according to
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).
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
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.
Type: Application
Filed: Aug 31, 2008
Publication Date: Mar 4, 2010
Inventor: David Schugar (Gary, IN)
Application Number: 12/202,309
International Classification: A63F 9/24 (20060101);