ENTERTAINMENT METHOD INVOLVING PLAYING CARDS AND POINT AWARD SYSTEM

A game playing method is provided that may be played with a card deck and includes dealing a first row of five cards with cards thereafter dealt individually. With each fresh card, a player makes a decision as to which one of the five columns will receive the fresh card with the goal of building the best possible “poker hand” in each respective column. Card dealing continues with each laying off of a card onto a respective column being non-reversible, even if subsequent card deals may show that a card may have been more productively laid off into a different column. Eventually, each column comprises five cards and a last card is dealt with the player having the discretion to lay off this card into the respective column that could best benefit from the card in terms of its “poker hand.”

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Description
BACKGROUND OF THE INVENTION

The present invention generally relates to an entertainment method involving playing awards and point award system. One common version of the well known card game “poker” is played by dealing each player five card poker hands using a standard deck of playing cards. The high hand wins based on the priority of hands established under conventional five card poker rules. As a leisure time activity, poker and other card games have fascinated the public for years. A deck of cards, a playing surface, and a few participants are all that is needed to provide a recreational few hours away from the stress and strain of daily life. Five card poker is a game with which many people are familiar and this game typically proceeds with the goal of maximizing a score based upon a well known priority or rank order of winning poker hands—namely, in descending rank, the poker hand is ranked highest if it is Royal Flush, or is otherwise ranked, in descending rank, according to whether the poker hand is a Straight Flush, Four of a Kind, Full House, Flush, Straight, Three of a Kind, Two Pair, One Pair or High card(s). Each player typically has an opportunity to attempt to form the best possible hand according to some pre-determined hierarchy of poker hand values. In some games, players are permitted to discard certain cards and receive new cards in an effort to form a better hand. While the play of poker games is obviously appealing to its many participants, it would be beneficial if a player could bring to bear the skills and experience acquired in playing poker to a card game format that can be played individually.

SUMMARY OF THE INVENTION

It is therefore desirable to provide a card game that is structured to reward a player for exercising good judgment based upon the player's experience and familiarity with a known card game, such as poker, while also being structured to reward a player for attempting calculated risks. It would also be desirable to provide a novel card game readily adaptable to being played individually and which is relatively simple to learn for a new player and which can be played quickly. It would also be desirable to provide a game which provides a player with opportunities to increase the points awarded for a session of play by using a target tally count that the player can seek to achieve during the session play.

According to one aspect of the present invention, there is provided a method of entertainment diversion comprising presenting a start array of playing cards, each playing card having a face value and the start array having at least two playing cards. Also a method is provided comprising presenting a series of “laid off” rounds, each “laid off” round including the presentation of at least one playing card. Further provided is a method for permitting a player to associate each playing card laid off in a “laid off” round with a respective one of the start array playing cards. Additionally, a method is provided comprising following the association by the player of each playing card laid off in a “laid off” round with a respective one of the start array playing cards, indicating the association of each laid off playing card with the respective start array playing card with which it has been associated. Another method is provided comprising presenting a last drawn playing card in a last draw round, and permitting a player to associate the last playing card with a respective start array playing card, each discrete group of a start array playing card and the respective playing cards that have been associated therewith forming a card hand, whereupon the number of card hands that are formed equals the number of start array playing cards.

An additional method is provided comprising following the association by the player of the last drawn playing card with a respective start array playing card, ascribing a card hand value to each card based upon a hierarchy system in which a selected combination of playing cards having one set of prescribed face values is ascribed a value different than another combination of playing cards having a different set of prescribed face values, and summing the card hand values to yield a preliminary count. Also, a method is provided comprising comparing the preliminary count is compared to an on-target count, whereupon a given one of the following tally conditions will exist: (a) the preliminary count will be equal to the on-target count, (b) the preliminary count will be less than the on-target count, or (c) the preliminary count will be greater than the on-target count.

Additionally, a method is provided comprising evaluating the preliminary count to arrive at a session score, the evaluating taking into account that one of the tally conditions is designated as a switchover tally condition, and in the event that the preliminary count results in a switchover tally condition, the evaluating including adjusting the preliminary count to yield a modified session score, with the adjusting including either increasing the preliminary count to a value greater than the summation of the card hand values or decreasing the preliminary count to a value less than the summation of the card hand values in accordance with a heuristic rule that is in effect with respect to the status of the tally condition being a switchover tally condition.

According to another aspect of the present invention, there is provided a device for providing an entertainment diversion, the device comprising a display unit for presenting a start array of playing cards, each playing card having a face value and the start array having at least two playing cards, the display assembly being operable to present a series of “laid off” rounds, each “laid off” round including the presentation of at least one playing card, the display assembly having an input interface via which a player can interact with the display assembly, the input interface being operable to receive input from a player such that the player can associate each playing card laid off in a “laid off” round with a respective one of the start array playing cards, the display assembly being operable to indicate, following the association by the player of each playing card laid off in a “laid off” round with a respective one of the start array playing cards, the association of each laid off playing card with the respective start array playing card with which it has been associated, the display assembly being operable to present a last drawn playing card in a last draw round, the input interface being operable to receive input from a player such that the player can associate the last playing card with a respective start array playing card, each discrete group of a start array playing card and the respective playing cards that have been associated therewith forming a card hand, whereupon the number of card hands that are formed equals the number of start array playing cards.

Additionally, the device includes a control unit, the control unit being operatively connected to the display unit and being operable to ascribe, following the association by the player of the last drawn playing card with a respective start array playing card, a card hand value to each card hand based upon a hierarchy system in which a selected combination of playing cards having one set of prescribed face values is ascribed a value different than another combination of playing cards having a different set of prescribed face values, the control unit being operable to sum the card hand values to yield a preliminary count, to compare the preliminary count to an on-target count, whereupon a given one of the following tally conditions will exist: (a) the preliminary count will be equal to the on-target count, (b) the preliminary count will be less than the on-target count, or (c) the preliminary count will be greater than the on-target count, and to evaluate the preliminary count to arrive at a session score, the evaluation by the control unit taking into account that one of the tally conditions is designated as a switchover tally condition and, in the event that the preliminary count results in a switchover tally condition, the evaluating including adjusting the preliminary count to yield a modified session score, with the adjusting including either increasing the preliminary count to a value greater than the summation of the card hand values or decreasing the preliminary count to a value less than the summation of the card hand values in accordance with a heuristic rule that is in effect with respect to the status of the tally condition being a switchover tally condition.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a deck of playing cards;

FIG. 2 is a top elevational schematic view of one exemplary player arrangement;

FIG. 3 is a schematic view of a first matrix of playing cards;

FIG. 4 is a perspective view of the player holding a freshly drawn card;

FIGS. 5-8 are each a schematic view of the first matrix of playing cards;

FIG. 9 is a perspective view of the player holding a freshly drawn card;

FIG. 10 is a schematic view of the first matrix of playing cards;

FIG. 11 is a schematic view of a second matrix of playing cards;

FIG. 12 is a schematic view of a third matrix of playing cards;

FIG. 13 is an illustration of a computer system for implementing the game playing method;

FIG. 14 is a block diagram of the internal hardware of the computer illustrated in FIG. 13; and

FIG. 15 is a perspective view of one embodiment of a commercial establishment game unit.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

The present invention provides, in one aspect thereof, a method of providing an entertainment diversion and the steps of this method, hereinafter referred to as the game playing method, will now be described in connection with FIGS. 1-10, which collectively illustrate an exemplary single playing session of the game playing method. The game playing method may be played with any suitable “game piece” representation or surrogate and can be played in any suitable presentation format. As shown in FIG. 1, which is a perspective view of a deck of playing cards, one suitable “game piece” representation is a conventional playing card drawn from a playing card deck 102 having a customary total of fifty-two playing cards. The game playing method can be played by an individual player or can be played at the same time by two or more players each drawing playing cards from the same playing card deck 102 or each drawing playing cards from a dedicated playing card deck 102. As seen in FIG. 2, which is a top elevational schematic view of one exemplary player arrangement, a dealer 104 may facilitate the play of the game playing method by, for example, shuffling and re-shuffling each playing card deck between playing sessions and two or more players 106 are seated at a playing surface 108 onto which the playing cards can be displayed or presented during play of the game playing method. The play of the game playing method by a single one of the players 106 will be described hereinafter for the purpose of illustrating the exemplary single playing session of the game playing method.

The game playing method proceeds with the step of presenting a start array 110 of individual playing cards 112 that are drawn one at a time from the playing card deck 102, each playing card having a face value and the start array having at least two playing cards. The “face value” of a playing card is deemed to be, solely for the exemplary purpose of illustrating the exemplary single playing session of the game playing method, the actual printed denomination of a playing card—i.e., 1, 2 . . . 10, Jack, Queen, King, and Ace, it being understood that other face values can be assigned to the “game piece” representations or surrogates. For example, “wild card” denominations can be assigned in a traditional card play sense—i.e, a printed denomination of the numeral “9” on a playing card can be deemed to be a “wild card” permitting a player to assign that playing card any face value that the player determines best facilitates the card play situation.

The start array 110 may include any number of playing cards as dictated by the operational rules agreed to be applied by the player or players; in the exemplary single playing session of the game playing method shown in FIG. 3, the start array comprises a total of five playing cards and these are presented horizontally in a row R-1 without overlap on one another. To facilitate an understanding of the manner in which the exemplary single playing session of the game playing method proceeds, the following discussion makes reference in each of FIGS. 3-10 to a card position matrix having five vertical columns denominated as CI-AA, CI-BB, CI-CC, CI-DD, and CI-EE and five horizontal rows R-1, R-2, R-3, R-4, and R-5, whereupon each intersection of a respective column and a respective row address defines a unique “address” at which a single playing card 112 can be placed and the position of each playing card 112 placed in the card position matrix can be uniquely identified by reference to the respective column and row address occupied by the playing card.

FIG. 3 shows that Row R-1 includes the start array 110 having a four of diamonds in CI-AA, a Queen of spades in CI-BB, a King of hearts in CI-CC, a three of diamonds in CI-DD, and a ten of clubs in CI-EE.

The game playing method proceeds with the presentation of a predetermined number of “laid off” rounds, with the predetermined number being selected in accordance with the operational rules agreed to be applied by the player or players. The action of presenting the “laid off” rounds may be effected by the player in that the player successively draws the next available (i.e., topmost) playing card of the card deck or a dealer may successively draw the next available (i.e., topmost) playing card of the card deck and place the freshly drawn playing card at a prescribed location at which the player may take control of the playing card for the further steps of the session. This step of presenting a series of “laid off” rounds follows the step of presenting the start array 110 of playing cards 112. Each “laid off” round includes the presentation of at least one playing card; as shown in FIG. 4, which is a perspective view of the player holding a freshly drawn card, a “laid off” round may include the drawing of the next available (i.e., topmost) playing card of the (now reduced in number) card deck and, as illustrated, the player has drawn an eight of diamonds.

The game playing method further proceeds with the step of permitting the player to associate each playing card that has been laid off in a “laid off” round with a respective one of the start array playing cards that have been organized in the start array of playing cards in row R-1. As shown in FIG. 5, the player has elected to “lay off” the drawn card of the eight of diamonds onto a column CI-DD which has a first card of the three of diamonds. The player's election to “lay off” the drawn card of the eight of diamonds onto the column CI-DD which already has a first card in the start array row R-1 leads to the eight of diamonds now being “associated with this first card in the start array row R-1—namely, the three of diamonds. The player considers certain factors and probabilities in deciding upon the particular start array playing card with which to “associate” each freshly drawn card and these factors and probabilities to be considered are a function of the heuristic rules that exist because of the operational rules agreed to be applied by the player or players. As an example, in the exemplary single playing session of the game playing method, the operational rules agreed to be applied by the player includes a heuristic rule that points will be scored for the successful assembly of a traditional poker card hand in each respective column of the card position matrix. It can thus be understood that the player therefore evaluates each respective start array playing card—and evaluates as well the playing cards that may have already been associated with this respective start array playing card—in the course of determining the best “lay off” scenario that will yield the best possible number of poker card hands with the best possible points to be awarded in accordance with the operational rules agreed to be applied by the player or players. Moreover, as will be described in more detail hereinafter, the heuristic rules in effect may include a rule that a player will receive the highest possible award for a session if the player is able to build a combination of poker card hands whose collective points total to a single predetermined number selected in accordance with the operational rules agreed to be applied by the player or players.

Returning again to FIG. 4, the player, in considering the “lay off” or placement of the eight of diamonds, may have considered laying off this card into CI-EE instead of laying off this card into CI-DD; this alternative placement of the eight of diamonds into CI-EE would provide the possibility that the collective playing cards ultimately comprised in CI-EE may form a traditional poker hand of a “straight”—that is, five playing cards in consecutive order. In considering the possibility of building a traditional poker hand of a “straight”—that is, five playing cards in consecutive order—in CI-EE, the player would consider the probability or likelihood that the start array playing card of CI-EE—namely, the ten of hearts—could, in combination with the eight of diamonds, lead to the building of a “straight” comprised of, for example, the ten of hearts, a nine of clubs (or any of the other three card suits of hearts, diamonds, or spades), the eight of diamonds, a seven of clubs (or any of the other three card suits of hearts, diamonds, or spades) and a six of clubs (or any of the other three card suits of hearts, diamonds, or spades). In exemplary purposes, FIG. 5 shows that the player has elected to instead lay off the eight of diamonds onto CI-DD as opposed to laying off the eight of diamonds onto CI-EE. The lay off of the eight of diamonds onto CI-DD offers the player the possibility to build a traditional poker hand of a “flush”—that is, five playing cards all of the same respective suit (clubs, hearts, diamonds, or spades)—comprised of the start array playing card of CI-DD of the three of diamonds, the eight of diamonds, and whatever later drawn playing cards that can contribute to fulfilling the build of this “flush” poker hand.

The game playing method includes the step of indicating the association of each laid off playing card with the respective start array playing card with which it has been associated following the association by the player of each playing card laid off in a “laid off” round with a respective one of the start array playing cards. The indication that the eight of diamonds has been placed or “laid off” into CI-DD in association with the start array playing card of CI-DD of the three of diamonds is effected via placing the eight of diamonds vertically below and in alignment with the start array playing card of CI-DD of the three of diamonds.

FIG. 5 shows that Row R-2 includes a Jack of spades in CI-AA, an Ace of hearts in CI-BB, a King of clubs in CI-CC, an eight of diamonds in CI-DD, and a King of diamonds in CI-EE.

The “laid off” rounds are thus performed in accordance with the operational rules agreed to be applied by the player or players until the predetermined number of these rounds has been reached. FIGS. 6-8 illustrate the successive execution of these “laid off” rounds.

FIG. 6 shows that Row R-3 includes a ten of hearts in CI-AA, a nine of diamonds in CI-BB, a King of spades in CI-CC, a ten of hearts in CI-DD, and a seven of diamonds in CI-EE.

FIG. 7 shows that Row R-4 includes a two of diamonds in CI-AA, a four of spades in CI-BB, a seven of clubs in CI-CC, a Jack of diamonds in CI-DD, and an Ace of clubs in CI-EE.

FIG. 8 shows that Row R-5 includes a three of clubs in CI-AA, a ten of spades in CI-BB, a nine of hearts in CI-CC, a six of diamonds in CI-DD, and a four of hearts in CI-EE.

After the predetermined number of “laid off” rounds in accordance with the operational rules agreed to be applied by the player or players have been performed, the game playing method proceeds with the step of presenting a last drawn playing card in a last draw round. As shown in FIGS. 3-8, the presentation of the start array of playing cards together with the presentation and “association” moves of the playing cards forming rows R-2, R-, R-4, and R-5 results in columns Col AA-EE and rows R-1-R-5 of the card position matrix being filled with a total of twenty-five playing cards 110. Now, as shown in FIG. 9, which is a perspective view of the player holding a freshly drawn card, the step of presenting a last drawn playing card in a last draw round is effected via the drawing off of a twenty-sixth card from the card deck. For illustration purposes, this twenty-sixth card is the five of diamonds. The game playing method now includes the step of permitting the player to associate the last playing card with a respective start array playing card. As shown in FIG. 10, the player has elected to place or “lay off” the twenty-sixth card of the five of diamonds onto CI-DD and so the player places this twenty-sixth card—the five of diamonds—onto CI-DD in a row R-6. With columns Col AA-EE and rows R-1-R-5 of the card position matrix now being filled with a total of twenty-five playing cards 110A (each respective row R-1-R-5 having five playing cards) and with row R-6 having a single card (the twenty-sixth card of the five of diamonds), each discrete group of a start array playing card and the respective playing cards that have been associated therewith forms a card hand, whereupon the number of card hands that are formed equals the number of start array playing cards. Each thus-formed card hand comprises the respective five playing cards in the respective column CI-AA, CI-BB, CI-CC, and CI-EE, while CI-DD comprises six playing cards.

The game playing method then proceeds with the step of ascribing a card hand value to each card hand based upon a hierarchy system in which a selected combination of playing cards having one set of prescribed face values is ascribed a value different than another combination of playing cards having a different set of prescribed face values following the association by the player of the last drawn playing card with a respective start array playing card. As noted, the hierarchy system in effect for the exemplary single playing session of the game playing method is the hierarchy system by which a traditional poker hand is evaluated. Points are awarded in correspondence with the traditional hierarchy of poker hand values. A traditional hierarchy of poker is as follows, in descending rank with a “Royal Flush” being the highest winning hand:

    • 1. Royal Flush
    • 2. Straight Flush
    • 3. Four of a Kind
    • 4. Full House
    • 5. Flush
    • 6. Straight
    • 7. Three of a Kind
    • 8. Two Pair
    • 9. One Pair
    • 10. High Card in Hand

The game playing method includes the step of summing the card hand values to yield a preliminary count. Thus, applying the hierarchy system by which a traditional poker hand is evaluated to the card hands formed or “built” in the columns CI-AA-CI-EE, it can be seen with reference to FIG. 10 that a “three of a kind” poker hand comprised of three playing cards each having an actual denomination of a “King” has been built in CI-CC and a “flush” poker hand has been built in CI-DD; the card hands built in the other columns CI-AA, CI-BB, and CI-EE do not yield any traditional poker hands. The hierarchy system by which a traditional poker hand is evaluated is a hierarchy system in which a selected combination of playing cards having one set of prescribed face values is ascribed a value different than another combination of playing cards having a different set of prescribed face values. For example, a “three of a kind” poker hand such as that comprised of three playing cards each having an actual denomination of a “King” as shown in CI-CC has a value less than a “flush” poker hand as shown in CI-DD and this lesser value of a “three of a kind” poker hand in comparison to a “flush” poker hand can be reflected in the particular point awarding protocol used by the player to apply values to the card hands formed in the columns CI-AA-CI-EE. For illustration purposes, the “three of a kind” poker hand such as that comprised of three playing cards each having an actual denomination of a “King” as shown in CI-CC is deemed to have a point value of fourteen (14) points while the “flush” poker hand as shown in CI-DD is deemed to have a point value of eighteen (18) points. The step of summing the card hand values to yield a preliminary count thus yields a preliminary count of thirty-two (32) upon the addition of the fourteen (14) and the eighteen (18) points awarded to the “three of a kind” poker hand as shown in CI-CC and the “flush” poker hand as shown in CI-DD.

The game playing method now progresses to the step of comparing the preliminary count to an on-target count. In this connection, in accordance with the method of the present invention, a given one of the following tally conditions will exist upon comparing the preliminary count to an on-target count: (a) the preliminary count will be equal to the on-target count, (b) the preliminary count will be less than the on-target count, or (c) the preliminary count will be greater than the on-target count. The game playing method includes a final step of evaluating the preliminary count to arrive at a session score and the player can choose to conclude the play of the game playing method with no further sessions or may thereafter play additional sessions until, for example, achieving or exceeding a cumulative session score count. The evaluating step includes the act of taking into account that one of the tally conditions is designated as a switchover tally condition in accordance with the operational rules agreed to by the player or players. In accordance with the game playing method, in the event that the preliminary count results in a switchover tally condition, the evaluating step includes adjusting the preliminary count to yield a modified session score, with the process of adjusting the preliminary count to yield a modified session score including either increasing the preliminary count to a value greater than the summation of the card hand values or decreasing the preliminary count to a value less than the summation of the card hand values in accordance with a heuristic rule that is in effect with respect to the status of the tally condition being a switchover tally condition.

The step of comparing the preliminary count to an on-target count can be illustrated with continued reference to the exemplary session of the game playing method that has reached the placement of the twenty-sixth card on the card location matrix as shown in FIG. 10. Merely for illustration purposes, it is presupposed that the player has chosen an on-target count of twenty-six (26) and, furthermore, it is presupposed that the player has chosen that two tally conditions that shall each be designated as a switchover tally condition—namely, the tally condition in which the preliminary count will be equal to the on-target count is designated as a switchover tally condition and the tally condition in which the preliminary count is greater than the on-target count is also designated as a switchover tally condition. In contrast, the tally condition in which the preliminary count is less than the on-target count is not designated as a switchover tally condition and so the operational rule that a tally condition not designated as a switchover tally condition means that a preliminary count that is less than the on-target count of twenty-six (26) shall not be adjusted to a greater or lesser value but, instead, shall be regarded as the session score. Another operational rule stipulates that a preliminary count that is greater than the on-target count, which has thus been designated as a switchover tally condition, shall be adjusted by a multiplier of two (2), whereupon the preliminary count in this comparison category shall yield a session score that is twice the preliminary count. A further operational rule stipulates that a preliminary count that is equal to the on-target count of twenty-six (26), which has thus been designated as a switchover tally condition, shall be deemed to yield a session score of one hundred (100). Now considering that the step of summing the card hand values yielded a preliminary count of thirty-two (32), the evaluating step includes adjusting this preliminary count of thirty-two (32) to yield a modified session score for the reason that this preliminary count of thirty-two (32) is greater than the on-target count of twenty-six (26) and, therefore, is a switchover tally condition.

In accordance with the game playing method, the process of adjusting the preliminary count to yield a modified session score includes either increasing the preliminary count to a value greater than the summation of the card hand values or decreasing the preliminary count to a value less than the summation of the card hand values in accordance with a heuristic rule that is in effect with respect to the status of the tally condition being a switchover tally condition. As noted, the heuristic rule in effect for a preliminary count that is greater than the on-target count, which has thus been designated as a switchover tally condition, is an adjustment of the preliminary count by a multiplier of two (2) and, in connection with the exemplary single playing session of the game playing method, this results in an adjustment of the preliminary count of thirty-two (32) to yield a modified session score of sixty-four (64), which is twice the preliminary count of thirty-two (32).

As seen in FIG. 11, an alternative conclusion to a card playing session will now be illustrated. The steps of the game playing method are executed as discussed with respect to the exemplary session illustrated in FIGS. 1-10 with a player drawing and laying off playing cards until a last draw at which time the player makes a decision concerning the placement of the twenty-sixth card on the card location matrix. As seen in FIG. 11 showing the location of the card placements that the player has made during this new session, the last drawn card—the twenty-sixth card—has been placed in column CI-CC (at the intersection with row R-6), and the playing card is a five of diamonds, thereby permitting the player to build a poker hand of a “full house” consisting of two fives and three Kings. As seen in FIG. 11, columns CI-AA, CI-BB, CI-DD, and CI-EE do not contain a grouping of cards which can be made into a poker hand such as a single pair, three of a kind, or a flush. Therefore, the only column offering points is column CI-BB. Merely for illustration purposes, it is presupposed that the player has chosen an on-target count of twenty-six (26) and, furthermore, it is presupposed that the player has chosen that one of the tally conditions to be designated as a switchover tally condition—namely, the tally condition in which the preliminary count will be equal to the on-target count is designated as a switchover tally condition. A further operational rule stipulates that a preliminary count that is equal to the on-target count of twenty-six (26), which has thus been designated as a switchover tally condition, shall be deemed to yield a session score of one hundred (100).

If, then an operational rule regarding the points values to be ascribed to poker hands sets a point value of twenty-six (26) for a “full house” poker hand, it can be seen that the session conclusion shown in FIG. 11 results in a preliminary count equal to the on-target count of twenty-six (26) and designated as a switchover tally condition. Thus, in accordance with the operational rule stipulating that a preliminary count that is equal to the on-target count of twenty-six (26) shall be deemed to yield a session score of one hundred (100), this operational rule is applied and the modified session score is one hundred (100).

As seen in FIG. 12, an alternative conclusion to a card playing session will now be illustrated. The steps of the game playing method are executed as discussed with respect to the exemplary session illustrated in FIGS. 1-10 with a player drawing and laying off playing cards until a last draw at which time the player makes a decision concerning the placement of the twenty-sixth card on the card location matrix. As seen in FIG. 12 showing the location of the card placements that the player has made during this new session, the last drawn card—the twenty-sixth card—has been placed in column CI-AA. It is presupposed that the player has composed or built, in CI-CC, a hand of three Kings which are ascribed a value of fourteen points (14) and has also composed a hand of two fives in column CI-AA. If, then an operational rule regarding the points values to be ascribed to poker hands sets a point value of fourteen (14) for a “three of a kind” poker hand and sets a point value of ten (10) for a “single pair” poker hand, the two poker hands built in CI-AA and CI-CC yield a preliminary count of twenty-four (24). Thus, in the description of the present example with respect to FIG. 12 in which a preliminary count that is less than the on-target count of twenty-six (26) is not deemed to be a switchover tally condition, the session score remains twenty-six (26) and is not modified.

A variation of the present example with respect to FIG. 12 in which a preliminary count that is less than the on-target count of twenty-six (26) will now be discussed. In some game situations, a player or the players may chose to apply a heuristic rule that a preliminary count that is less than the on-target count of twenty-six (26) will be a switchover tally condition. Moreover, this heuristic rule that a preliminary count that is less than the on-target count of twenty-six (26) will be a switchover tally condition can be a rule that a player is “penalized” or subjected to a reduced session score if the preliminary count that is less than the on-target count of twenty-six (26). For example, the heuristic rule may stipulate that the preliminary count is to be multiplied by a multiplier of one-half (0.5). An application of this heuristic rule in the present example described with respect to FIG. 12, then, would result in an adjustment of the session score of twenty-four (24) to yield a modified session score of twelve 12 [24×0.5=12]. In contrast, in the description of the present example with respect to FIG. 12 in which a preliminary count that is less than the on-target count of twenty-six (26) is not deemed to be a switchover tally condition, the session score remains twenty-six (26) and is not modified.

It is envisioned that the playing game can be offered in all suitable formats—traditional playing cards, electronic image playing cards such as on kiosks or mobile telephones, or on lottery tickets such as scratch-off tickets.

FIG. 13 is an illustration of a computer system 218 for implementing the game playing method as a computer implemented stand-alone embodiment of the present invention. The herein described card game scenarios may be generated and controlled via suitable computer program procedures executed on a computer or network of computers and the outputs of these computer program procedures may be in the form of visual displays of, for example, simulated playing cards, and in the form of audio outputs such as, for example, machine voice readouts of simulated playing cards on a visual display. The present invention also includes, in another aspect thereof, devices for performing operations to implement the game playing method of the present invention. Each of these devices may be specially configured for the required purpose or it may comprise a general purpose computer as selectively activated or reconfigured by a computer program stored in the computer or stored in an external data storage element. The procedures presented herein are not inherently related to a particular computer or other apparatus. Various general purpose machines may be used with programs written in accordance with the teachings herein, or it may prove more convenient to construct more specialized apparatus to perform the required method steps. As seen in FIG. 13, one such device suitable for implementing the game playing method is a computer system 218 that includes a display unit and a control unit operatively connected to the display unit and in the form of a central processing unit 234 having disk drives 236 and 238. Disk drive indications 236 and 238 are merely exemplary of the number of disk drives which might be accommodated in this computer system. These may include a floppy disk drive such as 236, a hard disk drive (not shown either internally or externally) and a CD-ROM indicated by slot 238. The number and type of drives varies, typically with different computer configurations. The display unit includes a display 240 upon which information is displayed. A keyboard 242 and a mouse 244 are typically also available as input devices via a standard interface.

FIG. 14 is a block diagram of the internal hardware of the computer 218 illustrated in FIG. 13. As illustrated in FIG. 14, data bus 248 serves as the main information highway interconnecting the other components of the computer system. Central processing units (CPU) 250 is the central processing unit of the system performing calculations and logic operations required to execute a program. Read-only memory 252 and random access memory 254 constitute the main memory of the computer, and may be used to store the simulation data.

External data controller 256 interfaces one or more external data storage elements to the system bus 248. These external data storage elements may be flash memory such as 262, internal or external hard drives such as 260, or CD-ROM or DVD (digital video disks) drives such as 258. A display interface 264 interfaces with display 240 and permits information from the bus 248 to be displayed on the display 240. Communications with the external devices can occur on communications port 266. Memory media components such as a flash memory stick, or a CD-ROM, or a digital video disk may contain the program information for controlling the computer to execute the game playing method.

FIG. 15 is a perspective view of one embodiment of a commercial establishment game unit 310 that can implement the game playing method of the present invention. Game unit 310 is a multi-function game station or game console which is intended to implement multiple types of games using one apparatus, as described below. Game unit 310 includes a housing 312, player controls 314, display screen 316, a monetary input device in the form of a coin slot 318, speaker 320, and an award chit dispenser 322.

Housing 312 encloses and supports the components of the game unit 310. Player controls 314 allow a player to provide the player input that has been described with reference to FIGS. 1-12. The player controls 314 include a number of buttons 324 and a track ball 326. Buttons 324 can be used by a player to input selections or actions offered during games. For example, in connection with the step of permitting the player to associate each playing card that has been laid off in a “laid off” round with a respective one of the start array playing cards, a button 324 can be used to select cards, while track ball 326 allows a player to control a cursor to place or “lay off” the selected card in the respective column. Alternatively, many other types of player controls can be used. For example, display screen 316 can be configured as a touch screen for reading the positions of objects (such as fingers, styluses, etc.) that contact the screen. This allows players to select objects displayed on the touch screen by pressing a finger or other object directly on the screen at the positions of the displayed objects, as is well known to those skilled in the art. Alternately, other input and output devices can also be included in game unit 310 as described with reference to game unit 10, such as a computer keyboard, mouse, stylus and tablet, etc.

Images can be displayed and updated on display screen 316 by a game processor that can be configured as a suitable version of the computer system 218 or other controllers by methods known to those skilled in the art. Coin slot 312 is provided for the player to insert one or more coins before starting a game and can be implemented as described above. Other monetary input devices, such as card readers, can be provided in other embodiments. A multiple player version of the game unit 310 can be used in a variety of gaming environments. For example, game unit 310 can be configured in a compact configuration that allows the game unit to be provided as a “bar top” game in a bar, restaurant, gaming arcade, or similar environments and locales. The award chit dispenser 322 can be configured to issue a printed item—i.e., a “chit”—indicating a single session score or a multiple session score. The game unit 310 can offer one of several different versions of the game playing method utilizing images displayed on display screen 316. Multi-use game unit 310 can also be configured for linked or networked game play utilizing a suitable communication device 328. A single game unit 310 can be linked with one or more other game units 310 to allow multiplayer games.

The teachings of this application are not to be construed as being limited to any entertainment diversion. While various embodiments of the invention have been described and illustrated herein, it is to be distinctly understood that the invention is not limited thereto, but may be otherwise variously embodied and practiced within the scope of the following claims.

Claims

1. A method of providing an entertainment diversion comprising:

presenting on a display a start array of playing cards, each playing card having a face value and the start array having at least two playing cards;
presenting on the display a series of “laid off” rounds, each “laid off” round including the presentation of at least one playing card;
permitting a player to associate each playing card laid off in a “laid off” round with a respective one of the start array playing cards;
following the association by the player of each playing card laid off in a “laid off” round with a respective one of the start array playing cards, indicating the association of each laid off playing card with the respective start array playing card with which it has been associated;
presenting a last drawn playing card in a last draw round;
permitting a player to associate the last playing card with a respective start array playing card, each discrete group of a start array playing card and the respective playing cards that have been associated therewith forming a card hand, whereupon the number of card hands that are formed equals the number of start array playing cards;
following the association by the player of the last drawn playing card with a respective start array playing card, ascribing a card hand value to each card hand based upon a hierarchy system in which a selected combination of playing cards having one set of prescribed face values is ascribed a value different than another combination of playing cards having a different set of prescribed face values;
summing the card hand values to yield a preliminary count;
comparing the preliminary count to an on-target count, whereupon a given one of the following tally conditions will exist: (a) the preliminary count will be equal to the on-target count, (b) the preliminary count will be less than the on-target count, or (c) the preliminary count will be greater than the on-target count;
evaluating the preliminary count to arrive at a session score, the evaluating taking into account that one of the tally conditions is designated as a switchover tally condition and, in the event that the preliminary count results in a switchover tally condition, the evaluating including adjusting the preliminary count to yield a modified session score, with the adjusting including either increasing the preliminary count to a value greater than the summation of the card hand values or decreasing the preliminary count to a value less than the summation of the card hand values in accordance with a heuristic rule that is in effect with respect to the status of the tally condition being a switchover tally condition; and
indicating the session score or providing a message that varies as a function of the session score.

2. The method according to claim 1, wherein the step of ascribing a card hand value to each card hand based upon a hierarchy system includes applying a hierarchy system by which a traditional poker hand is evaluated.

3. The method according to claim 2, wherein the step of permitting a player to associate each playing card laid off in a “laid off” round with a respective one of the start array playing cards includes only permitting a player to associate each playing card laid off in a “laid off” round with a respective one of the start array playing cards in a non-reversible manner during the session.

4. The method according to claim 3, wherein the step of evaluating the preliminary count to arrive at a session score includes taking into account that two tally conditions are each designated as a switchover tally condition.

5. The method according to claim 4, wherein each traditional poker hand is ascribed a point value and the step of comparing the preliminary count to an on-target count includes comparing the preliminary count to an on-target count that has a value greater than any individual point value of the possible poker hands that can be formed during the session.

6. The method according to claim 5, wherein the step of comparing the preliminary count to an on-target count includes comparing the preliminary count to an on-target count that has a value of twenty-six.

7. The method according to claim 6, wherein the step of evaluating the preliminary count to arrive at a session score includes, in the event that the preliminary count results in a switchover tally condition, adjusting the preliminary count to yield a modified session score, with the adjusting including increasing the preliminary count to a value greater than the summation of the card hand values in the event that the preliminary count is equal to the on-target count and increasing the preliminary count in the event that the preliminary count is greater than the on-target count to a value greater than the summation of the card hand values but less than the respective value by which the preliminary count would have been increased if the preliminary count had been equal to the on-target count.

8-14. (canceled)

Patent History
Publication number: 20120104696
Type: Application
Filed: Oct 29, 2010
Publication Date: May 3, 2012
Inventor: Andrew Sanderbeck (Waynesville, NC)
Application Number: 12/915,309
Classifications
Current U.S. Class: Card Or Tile Games, Cards Or Tiles Therefor (273/292); Card- Or Tile-type (e.g., Bridge, Dominoes, Etc.) (463/11)
International Classification: A63F 1/00 (20060101); A63F 9/24 (20060101);