Method of playing a game

There is disclosed a method of playing a game dependent on two parameters of a contest. The game is played by a game controller setting a value of a first parameter prior to commencement of the contest. A player then selects an identifier from a set of identifiers corresponding to all possible values of the second parameter. The value of said second parameter is determined when said first parameter reaches said set value. The identifier from said set of identifiers corresponding to said determined value of said second parameter is then determined and a win is awarded to a player if the player's identifier corresponds to the determined identifier.

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Description
FIELD OF THE INVENTION

[0001] The present invention relates to a method of playing a game. More specifically, but not exclusively, the invention relates to a method of playing a game dependent on a pair of parameters of a sporting contest.

BACKGROUND OF THE INVENTION

[0002] There exist currently a number of different games which can be played, and which depend on an aspect of a sporting contest. These games generally allow persons to place a wager on the outcome of the contest such as, who will win, who will score the first goal, what will be the winning score etc. There is a need for a wide variety of games so that players can play additional games or different games to those which players are accustomed to playing. It would be preferable if such games have the possibility to maintain, at least in some games, the player's interest for the entire sporting contest. Further, it would be preferable it the games were likely to produce a completely random result across many players thereby reducing the risk to a games controller.

SUMMARY OF THE INVENTION

[0003] The present invention provides a new method of playing a game which has been devised in light of the above considerations.

[0004] According to one aspect of the invention there is provided a method of playing a game dependent on two parameters of a contest, the game being played by:

[0005] setting by a game controller of a value of a first parameter prior to commencement of the contest;

[0006] selecting by a player of an identifier from a set of identifiers corresponding to all possible values of the second parameter;

[0007] determining the value of said second parameter when said first parameter reaches said set value; determining the identifier from said set of identifiers corresponding to said determined value of said second parameter; and

[0008] awarding a win to a player if the player's identifier corresponds to the determined identifier.

[0009] The invention also provides a method of playing a game dependent on two parameters of a contest, the game being played by:

[0010] a game controller setting a value of a first parameter prior to commencement of the contest;

[0011] a player selecting an identifier from a set of identifiers corresponding to all possible values of the second parameter;

[0012] a value of said second parameter being determined when said first parameter reaches said set value; the identifier from said set of identifiers corresponding to said determined value of said second parameter being determined; and

[0013] a win being awarded to a player if the player's identifier corresponds to the determined appropriate identifier.

[0014] The invention also provides a method of playing a game dependent on a parameter of a contest, the game being played by:

[0015] a game controller setting a rule for determining said parameter before commencement of the contest;

[0016] a player selecting an identifier from a set of identifiers corresponding to all possible values of the parameter, the possible values of the parameter being numbers and respective identifiers of said set of identifiers corresponding to respective least significant digits of said numbers, whereby said identifiers represent a plurality of different possible values of said parameter;

[0017] determining a value of said parameter in accordance with said rule and determining the corresponding identifier;

[0018] awarding a win to the player if said player's identifier corresponds to the determined identifier.

[0019] The invention also provides a computing device configured to carry out the above method, the computing device having:

[0020] a memory adopted to retain a value of a first parameter set by a game controller, an identifier selected b a player; and

[0021] a processor for processing said determined value of the second parameter to determine the corresponding identifier, and for processing the determined identified in conjunction with the selected identified in order to determine whether to award a win to said player.

BRIEF DESCRIPTION OF THE DRAWINGS

[0022] FIG. 1 is a game coupon suitable for use in the example of a preferred embodiment of the invention; and

[0023] FIG. 2 is a schematic diagram of a hardware configuration for carrying out the present invention.

DETAILED DESCRIPTION OF THE DRAWINGS

[0024] FIG. 1 shows a game coupon 1 of an example of a preferred embodiment of the invention which is used by a player or players to play a sporting contest based game of the preferred embodiment. To play the game, the player is required to select a plurality of identifiers corresponding to respective ones of a plurality of sporting contests. The player may enter the game by lodging the coupon with a game controller. A bet of money may take place on lodgement of the coupon.

[0025] In the preferred embodiment the plurality of sporting contests are located on the coupon 1 in contest area 7. For example, for each sporting contest listed in area 7, the player is required to select an identifier from column 11. In the preferred embodiment a set of eleven identifiers 11I-11XI is contained in column 11. Each identifier 11I-11XI is linked to a second parameter of the sporting contest. In the preferred embodiment, the sporting contest is soccer and each identifier 11I-11XI is an index number from zero to ten respectively. Each index number is, in turn, related to when or if a first parameter reaches a set value. In the example, the parameter is goals scored and the set value is one goal, this being specified by the game controller prior to commencement of the contest. Therefore, the value of the second parameter is determined when the first goal is scored—i.e. the first parameter reaches the net value of one goal. Index numbers one to ten—i.e. the identifiers 11I-11XI—represent the minutes in which the first goal is scored. As will be seen from index area 9, index number 1 corresponds to multiple possibilities when the first goal will be scored:—in the 1st, 11th, 21st, 31st, 41st, 51st, 61st, 71st, or 81st minute after start of play of the sporting competition. Thus, each identifier corresponds t a number of possible identifiers spread throughout the possible values of the second parameter. Index number zero is a further identifier which is used to indicate the possibility that no goals will be scored in the ninety minutes of expected competition play. To play the game, a player selects an index number for each of contests A to E which are located in area 7 and marks the selected index number in entry coupon area 13. The marking may be done using a writing instrument if the coupon is a paper coupon or by using a peripheral device such as a mouse if the coupon is an electronic format displayed on a monitor. If a sporting contest is cancelled due to poor weather conditions the sporting contests are substituted in alphabetical order so that contest F would be substituted for the first cancelled contest and then contest G would be substituted for the second contest cancelled. Further substitute contests may be employed or a bet made by the player playing the game may be refunded if more than two contests are cancelled.

[0026] For each sporting contest it will be noted that the use of index numbers effectively randomizes the result —i.e. which identifier will be correct—thus removing any aspect of skill from the game and protecting the game controller from any impact that skilled players may have on their yield from the game.

[0027] Assuming that there is an even distribution of minutes in which the first goal is scored in a soccer contest and an equal chance of a nil all draw then the probability of a player correctly selecting the correct index number—identifier—is one in eleven.

[0028] Therefore, the probability of correctly picking N index numbers correctly is 5CNPNQ(5-N) where P is the probability of getting the correct result and Q is the probability of setting the wrong result. In the preferred embodiment P equals one in eleven and Q equals ten in eleven. The probabilities of correctly picking a number of index numbers are summarised in Table 1 1 TABLE 1 YIELD SET TO: 40.00% PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 5 0 0.620921323059 $0.97 $0.00 41.01% 5 1 0.310450581530 $1.93 $0.00 5 2 0.062092132306 $9.56 $0.00 5 3 0.006209213231 $96.63 $50.00 5 4 0.000310460662 $1,932.61 $500.00 5 5 0.000006209213 $96,630.60 $20,000.00 1.000000000000

[0029] In Table 1, where the number of correctly picked indexed numbers is given in the column place N and the probability of correctly making this selection is given in the probability column. Suitable prize amounts are chosen on the basis of the game controller's experience and are set out in the pay table column. The prize amounts are chosen to provide an appropriate house yield, while maintaining the interest of players. In this case the yield given in house yield column is 41.01%.

[0030] One possible problem for a game controller is that players will disproportionately select some combinations. For example in game cultures the number eight is considered lucky and therefore there is a risk that persons will disproportionately select all eights. To discourage players from making such selections, in the preferred embodiment the game provides that the prizes will be reduced by 40% if the same index number is selected for all five sporting contests and by 20% if the same index number is selected for four out of the five sporting contests.

[0031] In the preferred embodiment, the player is allowed to make a selection of an index number for each sporting contest for a minimum bet of $1. However, in a variant of the game, the player is allowed to select multiple index numbers for each of the sporting contests. However, in exchange the user is required to pay a multiple of the minimum bet—this multiple corresponding to the total number of combinations which the player has selected. For example, if the player were to select three index numbers for contest A, two index numbers for contest B and one index number for contest C, D and E the player will have made six different combinations (is: 3×2×1×1×1=6). If the player selects two index numbers for each contest then they will have made 32 selections (i.e.: 2×2×2×2×2=32). 2 TABLE 2 PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 4 0 0.556100000000 $0.91 $0.00 24.22% 4 1 0.291600000000 $2.06 $0.00 4 2 0.048600000000 $12.35 $8.00 4 2 0.003600000000 $166.67 $80.00 4 4 0.000100000000 $6,000.00 $800.00 1.000000000000

[0032] 3 TABLE 3 PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 6 0 0.531441000000 $1.88 $0.00 38.48% 6 1 0.264294000000 $2.82 $0.00 6 2 0.092415000000 $10.16 $0.00 6 3 0.014860000000 $68.59 $10.00 8 4 0.001215000000 $823.05 $200.00 8 5 0.000054000000 $18,518.52 $2,000.00 6 6 0.000001000000 $1,000,000.00 $20,000.00 1.000000000000

[0033] 4 TABLE 4 PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 8 0 0.430487210000 $2.32 $0.00 37.02% 8 1 0.382637520000 $2.61 $0.00 8 2 0.145303480000 $6.72 $0.00 8 3 0.022067440000 $30.24 $2.00 8 4 0.004632700000 $217.74 $50.00 8 5 0.000408240000 $2,449.54 $500.00 8 6 0.000022880000 $44,081.71 $5,000.00 8 7 0.000000720000 $1,388,888.89 $20,000.00 8 8 0.000000010000 $100,000,000.00 $200.000.00 1.000000000000

[0034] Tables 2, 3 and 4 show alternative probability and prize tables where the number of contests to select from has been varied and also show the various probabilities for those games. The decisions as to the number of contests for which an identifier must be selected and a relevant prize is made by the game controller by taking in to consideration how attractive the game is likely to be to potential players. For example, a pick eight game as shown in Table 4 may be more attractive to players because it has the potential for there to be a larger pay-out.

[0035] Where the second parameter of the game is the time in the contest at which the first parameter reaches a set value, the first parameter need not be goals but can be any second parameter which can be linked to a time without ambiguity. It is particularly preferred that second parameter be a scoring event, however, in soccer for example, the first parameter could be substitutions and the set value could be set at one so that the value of the second parameter will be determined as the minute when the first substitution is made in the contest. In another example it could be the minute in which a first run or home run is scored if the contest is baseball.

[0036] The scoring event which is chosen will depend on the sport being played. For example, if the sporting contest is soccer, ice hockey, field hockey or Australian rules football the scoring event will typically be a goal. If the sporting contest is baseball, it would typically be a run or a home run or could alternatively, be a hit etc. In basketball, the scoring event could be a 2-point or a 3-point basket. It is to be noted that while in the preferred embodiment the time of the first parameter is being measured in minutes, in sports such as basketball which is fast scoring, it may be more appropriate to choose to represent the time in seconds or to choose a scoring event which is rarer (eg. first three pointer). In American football, it would be appropriate for the scoring event to be a touchdown and in rugby football (either league or union) the most appropriate scoring event would normally be a try.

[0037] In a variant of the first embodiment, rather than the second parameter of the sporting contest being time, the second parameter of the sporting contest which is used is the total number of points scored by both teams. In this case the identifiers are index numbers between zero and nine. These index numbers represent the least significant digit of the score—i.e.: where there is a score of 63 the index number would be 3, where there is a score of 87 the index number would be 7 etc. The score which is used can be based on the score of an individual team or the combined scores of the two teams involved in the sporting contest. The value of first parameter which is used to determine when the index number is determined is an event which is known to occur in the contest. For example, a fixed break in a contest such as quarter time or half-time or the end of the contest. In all points based contests the odds of choosing the correct index number is one in ten. Three examples of points based contests and the probability of making a correct selection are given in FIGS. 6, 7 and 8. 5 TABLE 5 PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 8 0 0.43046721 $2.32 $0.00 40.95% 8 1 0.38263752 $2.81 $0.00 8 2 0.14880348 $5.72 $0.00 8 3 0.03306744 $30.24 $4.00 8 4 0.0045927  $217.74 $40.00 8 5 0.00040824 $2,449.64 $400.00 8 6 0.00002268 $44,091.71 $4,000.00 8 7 0.00000072 $1,388,888.89 $25,000.00 8 8 0.00000001 $100,000,000.00 $250,000.00

[0038] Table 5 shows a probability and prize table suitable for use in an Australian Rules football competition where 8 matches are played each week and, as each contest is played in all conditions, there is no need to have reserve games. For each contest a player must select an index number and the respective index numbers are determined at the end of each contest. Equally, the index number could be based on the combined scores of each team at half time or one of the other breaks in the contest, depending on the value of the first parameter set by the game controller.

[0039] A Similar index can be constructed for a one day cricket contest where with the contest being decided by the playing of a single fifty overs a side contest. In this case the first parameter which is used is the number of overs. A six index competition can be constructed using as a second parameter number of runs scored after ten overs, thirty overs and at the end of the innings for each team—i.e. the value of the first parameter is set at ten overs, thirty overs and end of overs for each team. The least significant digit or the score is used to determine the index number. Table 6 has a suitable pay-out table for such a game. 6 TABLE 6 PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 8 0 0.631441 $1.88 $0.00 35.54% 6 1 0.354294 $2.82 $0.00 6 Z 0.098415 $10.16 $1.00 6 3 0.01456  $68.59 $15.00 6 4 0.001215 $823.05 $150.00 6 5 0.000054 $18,518.52 $1,500.00 6 6 0.000001 $1,000,000.00 $18,000.00

[0040] A single contest which is high scoring such as basketball and which has four quarters is suitable for a game where a four index number system is used wherein the index number is the least significant digit is determined at the end of each quarter of the contest from the combined total of both teams points at the and of each quarter of the contest—i.e. the set values of the first parameter are quarter time, half time, three quarter time and end of same, and the second parameter is combined score. A suitable probability and prize table is set out in Table 7. 7 TABLE 7 PICK-N PLACE-N PROBABILITY MAX PAY PAY TABLE HOUSE YIELD 4 0 0.6561 $0.91 $0.00 32.04% 4 1 0.2916 $2.06 $2.06 4 2 0.0488 $12.35 $6.00 4 3 0.0036 $166.67 $80.00 4 4 0.0001 36,000.00 $1,000.00

[0041] Further variants will be apparent to those skilled in the art who will be able to devise suitable games based on known parameters of contests. For example a further manner in which the liability of the house can be limited is to incorporate a disaster management strategy where a maximum aggregate pay-out to all players participating in the competition is employed—i.e. a maximum possible pay-out of three times the average weekly turnover for games played for that competition. Thus, the amount payed if a very large number of persons select the same results will be limited to avoid the game controller running into financial problems.

[0042] In the preferred embodiment the game is played by a participant marking an entry coupon, however it will be appreciated that the game need not only be implemented in this manner. For example, mark sense entry cards which can be read by a mark sense entry card reader can be used in order to make it easier for the game controller to receive entries to the game. Further, it may be desired to play the game over a wide area network so that entries can be made at a number of different locations and stored in a single database. Typically, a person may fill in a mark sense entry card at an outlet where the game may be entered, that entry may be entered into a local electronic 28a, 28b, 28n device using a mark sense card reader, and that entry may be transmitted over a communication line 26 to a central computing device 22 storage facility in the form of memory. The outlet would automatically issue a receipt such as a ticket or a receipt number to the game participant.

[0043] The game may also be played over the Internet with a person entering the game via a Website and filling in a coupon on line in which case each remote computer is effectively equivalent to a local electronic device 28. Once the person has filled in the coupon they may have a receipt e-mailed to them or may be able to obtain a receipt simply by printing the screen.

[0044] The construction of an appropriate hardware configuration for playing the game over a wide area network is within the skill of a person skilled in the art of such networks which are known for the playing of other games. Similarly, a skilled programmer could develop appropriate software for implementing the present game on the Internet.

[0045] Typically, a computing device 22 could be configured to receive via communication line 25 identities selected by players of the game and entered via local electronic devices or remote computers 28. The processor 25 of the computing device stores the received selected identifiers in a memory 24 which may be in the appropriate memory device. The value of the first parameter may be pre-stored in the memory 24 and the determined value of the first parameter is typically ended by local input device 27 such as a keyboard. Once they determine value of the second parameter is received, the processor 25 processes the determined value to obtain the corresponding identifier, and then it processes all stored values of the identifier for all respective players to determine whether to award a win to a player. In the preferred embodiment, where the player is required to select identifiers for a number of sporting contests, the processor processed the set of selected identifiers of the particular player to determine whether they have selected one or more identifiers correctly and awards a prize accordingly in accordance with an appropriate pay out table as discussed above.

[0046] These and other modifications will be apparent to the person skilled in the art and should be considered as falling within the general inventive scope of the invention disclosed herein.

Claims

1. A method of playing a game dependent on two parameters of a contest, the game being played by:

setting by a game controller of a value of a first parameter prior to commencement of the contest;
selecting by a player of an identifier from a set of identifiers corresponding to all possible values of the second parameter;
determining the value of said second parameter when said first parameter reaches said set value; determining the identifier from said set of identifiers corresponding to said determined value of said second parameter; and
awarding a win to a player if the player's identifier corresponds to the determined identifier.

2. A method as claimed in claim 1, wherein said possible values of said second parameter are numbers, and identifiers of said set of identifiers are related to respective least significant digits of said numbers, whereby said identifiers represent a plurality of different possible values of said second parameter.

3. A method an claimed in claim 2, wherein said identifiers call least significant digits of said numbers.

4. A method as claimed in claim 1, wherein said set of identifiers includes a further identifier corresponding to said set value of said first parameter not being reached in said contest, said identifier being determined as said appropriate identifier if said set value is not reached.

5. A method as claimed in claim 1, wherein said second parameter is an elapsed time of the contest.

6. A method an claimed in claim 1, wherein said first parameter is a scoring event in a sporting contest.

7. A method as claimed in claim 6, wherein said first parameter is selected from the group of:

a goal and said sporting contest is one of soccer, ice hockey, field hockey or Australian rules football;
one of a run and a home run and said sporting contest is baseball;
one of a two point or three point basket and said sporting contest is basketball;
a touchdown and said sporting contest is American football; and
a try and said sporting contest in rugby football.

8. A method as claimed in claim 6, wherein said further identifier corresponds to no there being score in contest.

9. A method as claimed in claim 1 wherein, said second parameter of a content is a score when said first parameter is reached.

10. A method as claimed in claim 9, said score is the combined score of the participants in the sporting contest.

11. A method as claimed in claim 1, wherein said set value of said first parameter is a recognised break in the contest.

12. A method as claimed in claim 1, wherein said player is required to select a plurality of identifiers corresponding to respective ones of a plurality of set values of said first parameter being reached.

13. A method as claimed in claim 1, wherein said player is required to select a plurality of identifiers corresponding to respective first set values of a first parameter of a plurality of sporting contests.

14. A method as claimed in claim 1, wherein the player is required to select from said set of identifiers by matching said game playing card.

15. A method of playing a game dependent on two parameters of a contest, the game being played by:

a game controller setting a value of a first parameter prior to commencement of the contest;
a player selecting an identifier from a set of identifiers corresponding to all possible values of the second parameter;
a value of said second parameter being determined when said first parameter reaches said set value; the identifier from said set of identifiers corresponding to said determined value of said second parameter being determined; and
a win being awarded to a player if the player's identifier corresponds to the determined appropriate identifier.

16. A game an claimed in claim 15, wherein said possible values of said second parameter are numbers, and identifiers of said set of identifiers are related to respective least significant digits of said numbers, whereby said identifiers represent a plurality of different possible values of said second parameter.

17. A game as claimed in claim 16, wherein said identifiers are related to respective least significant digits of said numbers by being said least significant digits.

18. A game as claimed in claim 15, wherein said set of identifiers includes a further identifier corresponding to said set value of said first parameter not being reached in said contest, said identifier being determined as said appropriate identifier it said set value is not reached

19. A game as claimed in claim 15, wherein said second parameter is an elapsed time of the contest in one of minutes or seconds.

20. A game as claimed in claim 15, wherein said first parameter is a scoring event in a sporting contest.

21. A game as claimed in claim 20, wherein said first parameter is selected from the group of:

a goal and said sporting contest is one of soccer, ice hockey, field hockey or Australian rules football;
one of a run and a home run and said sporting contest is baseball;
one of a two point or three point basket and said sporting contest is basketball;
a touchdown and said sporting contest is American football; and
a try and said sporting contest is rugby football.

22. A game as claimed in claim 20, wherein said further identifier corresponds to no goal being scored in the game of soccer.

23. A same as claimed in claim 15, wherein said second parameter of a contest is a score when said first parameter is reached.

24. A game as claimed in claim 23, wherein said score is the combined score of the participants in the sporting contest.

25. A game as claimed in claim 23, wherein said set value of said first parameter is a recognised break in the contest.

26. A game as claimed in claim 15, wherein said player is required to select a plurality of identifiers corresponding to respective ones of a plurality of set values of said first parameter being reached.

27. A game as claimed in claim 15, wherein said player is required to select a plurality of identifiers corresponding to respective set values of a first parameter of a plurality of contests.

28. A computing device configured to carry out the method of claim 1, the computing device having:

a memory adapted to retain a value of a first parameter set by a game controller, an identifier selected by a player and a determined value of a second parameter; and
a processor for processing said determined value of the second parameter to determine the corresponding identifier, and for processing the determined identifier in conjunction with the selected identifier in order to determine whether to award a win to said player.

29. A computing device as claimed in claim 27 configured to receive a selected identifier from a remote location over a communications network.

30. A method of playing a game dependent on a parameter of a contest, the game being played by:

a game controller setting a rule for determining said parameter before commencement of the contest;
a player selecting an identifier from a set of identifiers corresponding to all possible values of the parameter, the possible values of the parameter being numbers and respective identifiers of said set of identifiers corresponding to respective least significant digits of said numbers, whereby said identifiers represent a plurality of different possible values of said parameter;
determining a value of said parameter in accordance with said rule and determining the corresponding identifier;
awarding a win to the player if said player's identifier corresponds to the determined identifier.
Patent History
Publication number: 20020010012
Type: Application
Filed: Mar 28, 2001
Publication Date: Jan 24, 2002
Inventors: Marcel Dayan (Brighton), Rhett Kirkwood (Glen Irls)
Application Number: 09818933
Classifications