Wagering Game on War Simulation

A community gaming wagering game that allows a player to wager on a warfare game. Players can purchase, using real money, different types of armaments, such as soldiers, guns, tanks, planes, etc. Each player can then pit their armies against other live players, with the winner collecting money that was used by the other player to purchase the weapons which were destroyed by the winner. A game can comprise numerous individual battles, with the ultimate winner the player that survives while all other players have been eliminated from the game. Players can all sit around a table which has a table-top output device which displays the game while players use a touch screen or other inputs to control their gameplay.

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
CROSS REFERENCE TO RELATED APPLICATIONS

This application claims benefit to provisional application 61/232,778, filed on Aug. 10, 2009, entitled “Wagering Game on War Simulation” 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 a simulated battle between competing players.

DESCRIPTION OF THE RELATED ART

Wagering games are well known in the art. Typically, a wagering game involves cards are dice. What is needed is a different way of wagering which some players will find more engrossing and imaginative than the standard wagering methods.

SUMMARY OF THE INVENTION

It is an aspect of the present general inventive concept to provide an exciting wagering game for two or more competing players.

The above aspects can be obtained by a method that includes (a) performing the following on an electronic gaming device: (b) displaying a first army for a first player; (c) displaying a second army for a second player; (d) purchasing, by the first player, a first weapon (e) purchasing, by the second player, a second weapon; (f) attacking the first player by the second player; (g) if the first player wins the attack, then awarding the first player a first award based on a cost to the second player of the second weapon; and (h) if the second player wins the attack, then awarding the second player a second award based on a case to the first player of the first weapon.

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. 1 is drawing of a sample output of a wagering game, according to an embodiment;

FIG. 2 is an exemplary flowchart illustrating a method to implement a wagering game, according to an embodiment;

FIG. 3 is a drawing of an example output of a wagering game with community armaments, according to an embodiment;

FIG. 4 is a drawing of a sample output of a wagering game using a staging area, according to an embodiment;

FIG. 5 is a drawing of a sample output of a wagering game with discrete territories, according to an embodiment;

FIG. 6 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, and more particular, a wagering game based on a game of warfare. Multiple players can sit around on an electronic gaming device, or player at separate electronic gaming devices, or play remotely on a computer communications network such as the Internet. Players can use real money to purchase weapons and fight with other players, earning or losing real money based on the results of the warfare game. Players can also use their “equity” in the game in order to purchase weapons, for example if a player occupies a particular strategic location, the player can abandon that location (in effect “selling it”) in order to exchange that for additional weapons.

FIG. 1 is drawing of a sample output of a wagering game, according to an embodiment.

The game can be played in numerous physical embodiments, such as regular video gaming machine or a table-top gaming machine. A table-top gaming machine has an output device on a surface of a table and players can sit around the table and play. FIG. 1 shows a surface of a table-top output 100, in which different players can sit around the table and the gaming field can be presented in an orientation suited for each respective player. Player 2's soldiers (or game pieces) 102 are displayed opposite to player 1's soldiers (or game pieces) 105. A player 2 credit meter 103 shows how many credits player 2 currently has redeemable for cash. A player 1 credit meter 104 shows how many credits player 1 currently has redeemable for cash. When a player inserts cash, a cashless voucher, or a card which can access electronic funds, a cash amount can be converted into credits and displayed on the output 100. When the player wishes to cash out, the player can indicate to the machine (by pressing buttons), and the player can cash out his or her current credits into another form (e.g., cash, cashless ticket, electronic transfer, etc.)

FIG. 2 is an exemplary flowchart illustrating a method to implement a wagering game, according to an embodiment.

The method can begin with operation 200, wherein the player deposits money. This can be done in the form of cash, a cashless voucher (e.g., ticket in-ticket out), or electronic funds transfer. The amount of the deposit is transformed (converted) in to playable credits and the credit amount is displayed in an output device. The transformation can operate by converting one dollar into one credit, or other ratios can be used as well. Once the player has deposited money and has thus been provided credits, the player can continue to wager with those credits without having to deposit additional money, at least until those credits have been depleted.

From operation 200, the method proceeds to operation 201, wherein the player can purchase soldiers (or game pieces) using his or her credits. Soldiers can be purchased for a purchase rate such as one soldier per credit (wherein each credit represents a dollar), or other conversion rates as well (for example 15 soldiers per credit where each credit is worth a dollar). When soldiers are purchases, they are then displayed on the output device with an indication of which player owns those soldiers. For example, each player can be assigned a different color, and each player's respective soldiers will be of that color. In addition to using credits to purchase soldiers, the player can sacrifice some of his gains in order to purchase soldiers. For example, the player can trade an advance the player recently made in exchange for retreating his or her soldiers back from the advance but in exchange would receive additional soldiers.

From operation 201, the method can proceed to operation 202, wherein one player's soldiers can fight another player's (an enemy's) soldiers. This can be done in numerous ways. In one version, a player can choose to have one of his or her soldiers fight an individual soldier of another player. If both soldiers are equally skilled and equipped, then each soldier would have an equal (50%) chance of being victorious.

In an embodiment, different soldiers can have different effectiveness which can translate into different soldiers having different random number generators. For example, a first soldier can generate random numbers from 1 to 5, while a second soldier can generate random numbers from 1 to 6. When the soldiers fight, they each generate their respective random number and the higher number wins. Of course, the second soldier is more effective than the first soldier. The second soldier would typically be more expensive than the first soldier to purchase. Thus, different soldiers on the playing field can have different random number generator properties. A player can have multiple types of soldiers (each with their own random number generator properties) and opposing players can also have different types of soldiers as well. Players are free to equip their armies with their choice of soldiers, giving the game an element of skill

From operation 202, the method proceeds to operation 203, which determines whether the player is victorious in his fight in operation 202 against his or her enemy. This determination can be determined randomly, for example using an electronic random number generator.

If the player is victorious, then the method can proceed to operation 204, which eliminates the enemy's soldier. The enemy soldier can be removed from the output device and/or displayed as dying or dead. The player may receive an award for killing the enemy solider. For example, the victorious player may receive an extra credit(s) for killing the opposing soldier, while at the same time the enemy who owns the killed solder may have a corresponding amount of credits deducted from his or her credit meter.

From operation 204, the method can proceed to operation 206, which determines whether the enemy army is defeated. If the enemy has no more soldiers left, then the enemy army is defeated and the enemy loses the overall game. The enemy may be given an opportunity to purchase more soldiers with credits (with the chance first to deposit more money in order to purchase more credits). A player can also trade control of land in exchange for receiving more soldiers.

If in operation 206, it is determined that the enemy is not defeated (still has soldiers left or purchases more), then the method returns to either operation 200 (which allows the enemy to deposit more money to get more credits), operation 201 (which allows the enemy to purchase more soldiers), or 202 (which allows the game to fight again).

If in operation 203, the player is not victorious and the enemy is victorious, then the method can proceed to operation 205, which eliminates the player's soldier. The player's soldier can be removed from the output device and/or displayed as dying or dead. The enemy may receive an award for killing the player's solider. For example, the victorious enemy may receive an extra credit(s) for killing the opposing (player's) soldier, while at the same time the player who owns the killed solder may have a corresponding amount of credits deducted from his or her credit meter.

From operation 205, the method can proceed to operation 207, which determines whether the player's army is defeated. If the player has no more soldiers left, then the player army is defeated and the method proceeds to operation 209 where the player loses the overall game. The player may be given an opportunity to purchase more soldiers with credits (with the chance first to deposit more money in order to purchase more credits).

If in operation 207, it is determined that the player is not defeated (still has soldiers left or purchases more), then the method returns to either operation 200 (which allows the player to deposit more money to get more credits), operation 201 (which allows the player to purchase more soldiers), or 202 (which allows the game to fight again).

FIG. 3 is a drawing of an example output of a wagering game with community armaments, according to an embodiment.

A surface of a table top output 300 displays a graphic wagering game. A community weapons area 301 shows additional weapons that each player can purchase and their respective cost in credits. For example, a tank 302 costs $4, while a rocket 304 costs $2 and a sniper 303 costs $5. If any player wants to purchase one of these items, the player can simply touch the desired item on the area and the item will then appear in the player's arsenal as well as the respective cost of that item deducted from the player's credits.

The weapons in the community weapons area 301 may be finite or infinite. In other words, when a player purchases the tank 302, another tank can appear in the window for other players to purchase. Alternatively the weapons in the community weapons area 301 may not immediately regenerate, so that when a player purchases a tank the tank disappears from the weapons area 301 and thus is not purchasable by other players.

In a further embodiment, community armaments (or weapons) can be purchased by any of the players at any point (or only certain points) in the game. These weapons would cost each player money but would provide additional advantages for the purchasing player when combating enemies. Real time probabilities/odds can be displayed for each player. For example, odds indicator 310 indicates the probability that player 1 has of winning the game (60%) and a payout if a win bet on player 1 was made (1.6:1). The probability can be computed based on the current game situations (e.g., how much armaments player 1 has vs. player 2, their respective positions, etc.) Decision trees such as those used in chess can be used to analyze each players' chances of winning. Each player can also have the option on betting on their overall win using the displayed probabilities at the time the bet is made.

FIG. 4 is a drawing of a sample output of a wagering game using a staging area, according to an embodiment.

In an embodiment, each player can have a staging area. A staging area is an area of the display that each respective player can put their chosen weapons for a direct confrontation with the enemy. For example, player 1 can choose certain weapons to put in the player 1 staging area 408 and player 2 can choose certain weapons to put in the player 2 staging area 406. When both players are ready, then the armies in each staging area will fight. Each staging area can also display the cost for all of the armaments in the respective staging area. For example, the player 1 staging area 408 costs $14 ($4 for one tank and $10 for two soldiers (at $5/soldier). The player 2 staging area 406 costs $13 ($8 for two tanks (at $4/tank) and $5 for one soldier)

Soldiers can be added to the respective staging area from the respective player's unit area. Player 1's unit area 404 shows all of the units available to player 1, while player 2's unit area 402 shows all of the units available to player 2. Each player is free to pick and choose which and how many of their units and place them in their staging area. The more units each player places in the staging area, the greater the chances for the player of winning the fight but also the greater amount of credits the player is risking. For example, in FIG. 4, player 1 is risking $14 in credits while player 2 is risking $13 in credits, although player 1 may have a higher probability of winning the battle since player 1's staging area has a higher cost.

In one embodiment, the actual cost of the staging area would determine the potency of the player's staging area, thus eliminating skill from the game. In another embodiment, the actual cost of the staging area may be relevant to determining the potency of the player's staging area, but there can be other factors as well. For example, some weapons may have a greater power per cost unit than others, and a more skillful player would know how to purchase and select his or her armaments optimally.

The armaments in each staging area will then fight each other, with typically only one winner. The player who wins can typically collect all of the cost of the losing player's staging area. For example, if player 1 fights player 2, and player 2 wins, then since the player 1 staging area cost player 1 $14 player 2 will now have $14 added to player 2's credit meter. Alternatively a deduction can be deducted from the $14 (e.g., 7%) before the amount ($13) is added to player 2's credit meter.

The fight between player 1 and player 2 can be presented to the player using computer animation techniques, which show the armaments being used firing, moving, etc., until one staging area defeats the other.

FIG. 5 is a drawing of a sample output of a wagering game with discrete territories, according to an embodiment.

In a further embodiment, a war simulation can use a playing field 500 comprising discrete territories (labeled from A-J) that each player can move their soldiers (and other weapons) onto. Each player may only be allowed to attack adjacent territories. For example, territory A H can attack enemies which are located only on territories E, F, J, I, and G.

A player can advance on an adjacent territory by touching the weapons the player wishes to move and then touching the destination territory. Weapons can then move to that territory, but if there are enemy weapons there then the players will fight. The losing player's weapons on that territory will be removed. In addition to two players, any number of players can play against each other.

In another embodiment, players can be awarded a jackpot or prize when defeating one or more other players (defeating means that the other player has no soldiers or other means left to continue their fight). The jackpot amount can be determined based on a player's probability of winning. Players can be offered an option to surrender some of their soldiers and/or weapons. In exchange for surrendering soldiers or weapons, the jackpot for that particular player can go up. In addition, the jackpot for the other player might go down, since that player will now have an easier time defeating his or her opponent since the opponent relinquished some of his or her weapons. Thus, the player's award for defeating his or her opponent(s) can change based on the probability of the player winning, which can be determined based on a function of the player's current weapons/soldiers stock vs. the weapons/soldiers of the other player(s).

FIG. 6 is a block diagram of hardware that can be used to implement methods described herein, according to an embodiment.

A processing unit 600 can be a microprocessor and associated apparatus (e.g., cache, bus, etc.). The processing unit 600 can be connected to an output device 601 such as a touch screen, CRT, LCD, speakers, etc. The processing unit 600 can also be connected to an input device 602 such as a touch screen, keyboard, buttons, computer mouse, etc. The processing unit 600 can also be connected to a network connection 606 which can be an adapter to connect the processing unit to a WAN, LAN, Internet, or any other computer communications network. The processing unit 600 can also be connected to a RAM 608, a ROM 610, and a storage device 612 which can read/write computer storage medium 614 such as CD-ROM, DVD, flash memory, etc. The processing unit 600 can also be connected to a financial apparatus 616 which can be used to receive cash and convert the cash into playable credits (e.g., a bill acceptor). The financial apparatus 616 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:

performing the following on an electronic gaming device:
displaying a first army for a first player;
displaying a second army for a second player;
purchasing, by the first player, a first weapon;
purchasing, by the second player, a second weapon;
attacking the first player by the second player;
if the first player wins the attack, then awarding the first player a first award based on a cost to the second player of the second weapon; and
if the second player wins the attack, then awarding the second player a second award based on a cost to the first player of the first weapon.

2. The method as recited in claim 1, wherein the first weapon can be positioned on a playing field by the first player.

3. The method as recited in claim 1, wherein the first award equals the cost to the second player of the second weapon with a house commission deducted.

4. The method as recited in claim 1, wherein the first player can purchase upgrades for the first weapon which will improve the effectiveness of the first weapon.

5. The method as recited in claim 1, wherein the first player is permitted to deposit more funds at any point while the first player is active in the game to purchase more weapons.

6. The method as recited in claim 1, wherein the first player has an option to sell the first weapon.

7. The method as recited in claim 1, wherein the first player has an option to relinquish the first weapon in exchange for increasing an award size if the player defeats the second player.

8. An apparatus to conduct a wagering game, the apparatus comprising:

an output device;
a processing unit adapted to work with the output device, the processing unit executing instructions to perform the following instructions:
performing the following on an electronic gaming device:
displaying a first army for a first player;
displaying a second army for a second player;
purchasing, by the first player, a first weapon;
purchasing, by the second player, a second weapon;
attacking the first player by the second player;
if the first player wins the attack, then awarding the first player a first award based on a cost to the second player of the second weapon; and
if the second player wins the attack, then awarding the second player a second award based on a cost to the first player of the first weapon.

9. The apparatus as recited in claim 8, wherein the first weapon can be positioned on a playing field by the first player.

10. The apparatus as recited in claim 8, wherein the first award equals the cost to the second player of the second weapon with a house commission deducted.

11. The apparatus as recited in claim 8, wherein the first player can purchase upgrades for the first weapon which will improve the effectiveness of the first weapon.

12. The apparatus as recited in claim 8, wherein the first player is permitted to deposit more funds at any point while the first player is active in the game to purchase more weapons.

13. The apparatus as recited in claim 8, wherein the first player has an option to sell the first weapon.

14. The apparatus as recited in claim 8, wherein the first player has an option to relinquish the first weapon in exchange for increasing an award size if the player defeats the second player.

15. The apparatus as recited in claim 8, wherein the output device is a touch-screen, which also serves as an input device to the processing unit.

Patent History
Publication number: 20110086685
Type: Application
Filed: Aug 10, 2010
Publication Date: Apr 14, 2011
Inventor: David R. Schugar (Las Vegas, NV)
Application Number: 12/854,133