METHOD AND APPARATUS FOR CARD GAMES

Over hundreds of years card games have been the source of amusement, argument, and financial gain/loss to players. Today casino, gaming machine and online gaming represent a multi-billion dollar industry. In online and live poker for example the initial stages where a larger number of players are involved can be time consuming and not present the “hook” to keep the individuals attention either to watch how the play progresses or engage in playing online. Accordingly it would be beneficial to provide a mechanism that accelerated the early stage of the game. Further, card games are played at multiple levels of experience. It would therefore be beneficial to provide a mechanism within a game of poker for players at multiple skill levels that added a degree of equalizing their skill/experience by incorporating elements that were independent of or reduced dependency upon their skill/experience or required.

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Description
FIELD OF THE INVENTION

This invention relates to card based games and more specifically to providing predetermined actions for players.

BACKGROUND OF THE INVENTION

Poker is a family of card games that share betting rules and usually (but not always) hand rankings. Poker games differ in how the cards are dealt, how hands may be formed, whether the high or low hand wins the pot in a showdown (in some games, the pot is split between the high and low hands), limits on bet sizes, and how many rounds of betting are allowed.

The unique features of poker relate to the betting, and do not appear in any known older game, leading historians to consider it as originating in the early or mid-18th century in the lower United States, and had spread throughout the Mississippi River region by 1800. It was played in a variety of forms, with 52 cards, and included both straight poker and stud. 20 card poker was a variant for two players, a common English practice being to reduce the deck in card games when there are fewer players. The development of poker is linked to the historical movement that also saw the invention of commercial gambling. As it spread north along the Mississippi River and to the West during the gold rush, it is thought to have become a part of the frontier pioneer ethos.

Soon after this spread across the United States, the full 52-card English deck was used and the flush was introduced. The draw was added prior to 1850, when it was first mentioned in print in a handbook of games. During the American Civil War, many additions were made including stud poker (the five-card variant), and the straight. Further American developments followed, such as the wild card (around 1875), lowball and split-pot poker (around 1900), Texas hold'em (early 1900s), and community card poker games (around 1925).

Since 1970 a series of developments led to a substantial increase in the popularity of poker. These included modern tournament play becoming popular in American casinos after the World Series of Poker began, serious poker strategy books appearing, poker being depicted in popular culture as a commonplace recreational activity, followed by the 1990s spread of poker and casino gambling across the United States. In 1998, Planet Poker dealt the first real money online poker game and a year later “Late Night Poker” debuted on British television, introducing poker for the first time to many Europeans.

Recently poker's popularity has experienced an unprecedented spike largely because of the introduction of online poker and hole-card cameras, which have turned the game into a spectator sport. Not only could viewers now follow the action and drama of the game on television, they could also play the game in the comfort of their own home. Broadcasts of poker tournaments such as the World Series of Poker and World Poker Tour have brought in huge audiences for cable and satellite TV distributors. Because of this increased coverage of poker events, poker professionals in many instances became celebrities, with poker fans all over the world entering into tournaments for the chance to compete with them. Television coverage also added an important new dimension to the poker professional's game, as any given hand could now be aired later, revealing information not only to the other players at the table, but to anyone who cared to view the broadcast.

Traditional (or “brick and mortar”, B&M, live) venues for playing poker, such as casinos and poker rooms, may be intimidating for novice players and are often located in geographically disparate locations. Also, brick and mortar casinos are reluctant to promote poker because it is difficult for them to profit from it at present. Though the rake, or time charge, of traditional casinos is often high, the opportunity costs of running a poker room are even higher. Brick and mortar casinos often make much more money by removing poker rooms and adding more slot machines.

Online venues, by contrast, are dramatically cheaper because they have much smaller overhead costs. For example, adding another table does not take up valuable space like it would for a brick and mortar casino. Online poker rooms also allow the players to play for low stakes (as low as 1¢/2¢) and often offer poker freeroll tournaments (where there is no entry fee), attracting beginners and/or less wealthy clientele. As a result online poker revenues grew from $82.7 million in 2001 to $2.4 billion in 2005 and $5.0 billion in 2010.

In casual poker play, the right to deal a hand typically rotates among the players and is marked by a token called a dealer button (or buck). In a casino, a house dealer handles the cards for each hand, but the button (typically a white plastic disk) is rotated clockwise among the players to indicate a nominal dealer to determine the order of betting. The cards are dealt clockwise around the table, one at a time. One or more players are usually required to make forced bets, usually either an ante or a blind bet (sometimes both). The dealer shuffles the cards, the player on the chair to their right cuts, and the dealer deals the appropriate number of cards to the players one at a time, beginning with the player to their left. Cards may be dealt either face-up or face-down, depending on the variant of poker being played.

After the initial deal, the first of what may be several betting rounds begins. Between rounds, the players' hands develop in some way, often by being dealt additional cards or replacing cards previously dealt. At the end of each round, all bets are gathered into the central pot. At any time during a betting round, if one player bets and no opponents choose to call (match) the bet and all opponents instead fold, the hand ends immediately, the bettor is awarded the pot, no cards are required to be shown, and the next hand begins. This is what makes bluffing possible. Bluffing is a primary feature of poker, one that distinguishes it from other vying games and from other games that make use of poker hand rankings.

At the end of the last betting round, if more than one player remains, there is a showdown, in which the players reveal their previously hidden cards and evaluate their hands. The player with the best hand according to the poker variant being played wins the pot. A poker hand comprises five cards; in variants where a player has more than five cards, the best five cards play.

However in online and live poker the initial stages of the game where a larger number of players are involved can be time consuming and does not necessarily present the “hook” to keep the individuals attention either to watch how the play progresses or engage in playing online. Accordingly it would be beneficial to provide a mechanism within the game of poker that accelerated the early stage of the game.

Further, poker may be played at multiple levels of experience. It would therefore be beneficial to provide a mechanism within a game of poker for players at multiple skill levels that added a degree of equalizing their skill/experience by incorporating elements that were independent of or reduced dependency upon their skill/experience or required. Such a mechanism would also provide an uncertainty in games played by players all at the same level from novice through to professional.

According to aspects of the invention the player is dealt a card from a second deck wherein the dealt cards may predetermine or limit the action of the player.

SUMMARY OF THE INVENTION

It is an object of the present invention to

In accordance with an embodiment of the invention there is provided a method comprising:

providing a second deck of cards relating to a predetermined game of cards, a predetermined portion of the second deck of cards being cards relating to a predetermined action by a player receiving the card;

playing a first predetermined portion of the predetermined game of cards according to a predetermined set of rules using cards dealt from a first deck of cards according to a predetermined standard;

dealing to each player a card from the second deck of cards after the first predetermined portion of the predetermined game of cards has been completed;

performing by each player the predetermined action on the card from the second deck of cards dealt to them; and

playing a second predetermined portion of the predetermined game of cards.

In accordance with an embodiment of the invention there is provided a method comprising:

  • providing a set of rules relating to a card game, the rules comprising the steps of:
    • playing a first predetermined portion of the predetermined game of cards according to a predetermined set of rules using cards dealt from a first deck of cards according to a predetermined standard;
    • dealing to each player a card from the second deck of cards after the first predetermined portion of the predetermined game of cards has been completed, the second deck of cards relating to the predetermined game of cards and of which a predetermined portion of the second deck of cards being cards relating to a predetermined action by a player receiving the card;
    • performing by each player the predetermined action on the card from the second deck of cards dealt to them; and
    • playing a second predetermined portion of the predetermined game of cards.

In accordance with another embodiment of the invention there is provided a non-transitory tangible computer readable medium encoding a computer program, the computer program for execution by a computer system, the computer program relating to a method comprising:

playing a first predetermined portion of the predetermined game of cards according to a predetermined set of rules using cards dealt from a first deck of cards according to a predetermined standard;

dealing to each player a card from the second deck of cards after the first predetermined portion of the predetermined game of cards has been completed, the second deck of cards relating to the predetermined game of cards and of which a predetermined portion of the second deck of cards being cards relating to a predetermined action by a player receiving the card;

performing by each player the predetermined action on the card from the second deck of cards dealt to them; and

playing a second predetermined portion of the predetermined game of cards.

Other aspects and features of the present invention will become apparent to those ordinarily skilled in the art upon review of the following description of specific embodiments of the invention in conjunction with the accompanying figures.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the present invention will now be described, by way of example only, with reference to the attached Figures, wherein:

FIG. 1 depicts a poker table at the beginning of a game according to an embodiment of the invention;

FIG. 2 depicts a poker table after two rounds have been dealt during a game according to an embodiment of the invention;

FIG. 3 depicts a poker table after playing of the second deck cards during a game according to an embodiment of the invention;

FIG. 4 depicts a poker table after playing of the communal cards during a game according to an embodiment of the invention;

FIG. 5 depicts a computer system with a software embodiment of a game according to an embodiment of the invention stored within memory;

FIG. 6 depicts a network providing players with an online distributed gaming environment for playing a game according to an embodiment of the invention;

FIG. 7 depicts a gaming machine providing a player with a game according to an embodiment of the invention; and

FIG. 8 depicts default gaming cards according to an embodiment of the invention.

DETAILED DESCRIPTION

The present invention is directed to incorporating a second deck of cards into poker and other card games to predetermine or limit player options thereby speeding up early rounds with multiple players or reducing the advantage of experience in a game.

Referring to FIG. 1 there is shown a system 100 in which one embodiment of the invention can be practiced. The system 100 includes a game table 120, a dealer 130, N players 140J to 140N, a button 160, a first card deck 170, a second card deck 175, and safety tokens 180. Note that the system 10 may contain more or less components as shown.

The game table 120 provides a play area for the players. The game table 120 may for example be a typical casino game table in a card game area, a table around a refreshment counter, or a virtual game table in a video game machine. The game table 120 includes player areas 150J to 150N, a communal card area 180, and a betting pot area 190. The player areas 150J to 150N provide space for the players to place or hold the cards, chips, money, tokens, or to house video displays. When the video displays are used, the play areas 150J to 150N may also include mechanisms to allow players to place bets, select betting option, etc. The mechanisms may include user interfaces such as touch screen, keyboard, etc. The communal card area 180 provides space for communal or community cards. The communal cards are those cards that are shared or common to all active players in forming a five-card poker hand. The betting pot area 190 provides space to gather or display the bets placed by the players in addition to the players placing their bets in front of them.

The dealer 130 deals the cards from the first and second card decks 170 and 175 respectively as discussed below. The dealer 130 may be a person working in a casino or a processor system in a computer-controlled system or a video poker game system, or a processor in a server for an on-line poker game. The dealer 130 is responsible to deal cards, to administer the game, to ensure players follow the gaming rules, to collect bets, to count money, to organize chips or tokens, to make changes, to collect discarded cards, and to perform other tasks as necessary.

The players 140J to 140N participate in the game. The objective of the game is to place bets according to a betting strategy based on an expected winning poker hand. In the end, one or more of the players is declared to be a winner or winners. The winner or winners of the game collect the money, chips, or tokens at the betting pot area 190. When more than one player is declared, the total amount in the betting pot area 190 may be divided among the winners. The number of players N may depend on the size of the card deck. In general, N may be from two to ten.

The button 160 is a marker to mark dealer position as the game has a dealer 130 rather than the players dealing. The button may be any marker (e.g., a circular white disc) that is passed around the game table 120 in clockwise direction as seen by the players. The button 160 is placed in front of a player to signify that the player is the “dealer” in a given hand. Since most casinos provide the dealer 30 for deal cards, the “dealer” player does not actually deal the cards. The “dealer” player is merely used to mark the position for the dealing round. In a typical casino, the dealer 130 deals cards beginning with the player to the left of the button, and ending with the player who has the button in front of him. When the hand is over, either the dealer 130 or the player will move the button one spot in clockwise motion for the next hand.

First card deck 70 is a standard poker card deck having M ranks and four suits (i.e., club, diamond, heart, and spade) where M is equal to or less than 13 according to factors such as for example the number of players and game played. According to some embodiments of the invention M may reduce with each dealt round of cards. When N=12, there is no rank of two, i.e., the 2-cards are not used and there are 48 cards. When N=11, there is no rank of two and three, i.e., the 2- and 3-cards are not used and there are 44 cards. When N=10, there are no rank of two, three, and four, i.e., the 2-, 3-, and 4-cards are not used and there are 40 cards, etc. Using a card deck having less than 13 ranks increases the odds or probability of obtaining a high poker hand. Alternatively, a card deck having any number of ranks including 13 ranks (or a 52-card deck) may be used. The ranking of the hands may be determined according to different basis including for example according to the probability of the poker hand, the traditional basis of whether a hand is a good hand, e.g., from one pair to royal flush, or a high card hand.

Referring to FIG. 2 the system 200 represents the status after the dealer 130 has dealt two rounds of cards, being card pairs 230J to 230N, to each of the players 140J through 140N respectively. The dealing of these may be performed in two dealing operations with betting after each or in single dealing sequence with single betting step. Next in FIG. 3 the system 300 is depicted after the dealer 130 has dealt each of the players 140J through 140N respectively a default card, being default cards 310J through 310N respectively, from the second deck 175. Each default card provides a predetermined event, for example actions may include but not be limited to going all-in, folding, raising, and seeing. Each player 140J through 140M in turn must either perform an action according to the default cards 310J through 310N that they have been dealt. In this instance third player P3 140L has been dealt third default card 310L which requires that they go all-in. As such third player P3 140L either has to go all-in or use one of their two safety tokens 180L to avoid going all-in.

Now referring to FIG. 4 system 400 is depicted after third player P3 140L has decided to use one of their safety tokens 180L to avoid going all-in due to the cards 150L that they have been dealt and their perceptions of the cards held by the other players through a combination of factors including for example body language and bets made by the other players. The dealer 130 has now dealt three communal cards 410 in the communal card area 180. Accordingly betting proceeds amongst the players and the hand played out. At the end of the hand the default cards may be placed aside and out of play for subsequent hands or reintroduced into the second pack of cards 175.

It would be evident that in some embodiments the default cards 310K through 310N are dealt face-up whilst in others they are dealt face-down. Dealing them face-down for example provides an opportunity for another round of betting as well as using hole-card cameras in broadcasting poker matches. Optionally a player using one of their safety tokens may keep the default card face-down in the embodiments wherein it is dealt face-down by the dealer. Optionally, a portion of the default cards from the second deck of cards 175 may be dummy cards with no action other than playing their hand normally at that time.

Whilst the embodiment of the invention described in respect of FIGS. 1 through 4 has been described with the players playing in a live environment it would be evident that the game may instead be played in a virtual environment through gaming machine(s), personal computers, PDAs, cellular telephones, etc. The player according to the gaming system they access may play alone, as part of a predetermined group of players, or as part of group established by the gaming provider when the player accesses the system by logging in for example.

Referring to FIG. 5 there is illustrated a processor system 500 in which one embodiment of the invention can be practiced. The processor system 500 includes a processor 510, a processor bus 520, a memory control hub (MCH) 530, a subsystem memory 540, an input/output control hub (ICH) 550, a peripheral bus 560, a mass storage device 570, and input/output devices 580A to 580B. I/O device 580B being connected to a network 590. The processor 510 represents a central processing unit of any type of architecture, such as embedded processors, mobile processors, micro-controllers, digital signal processors, superscalar computers, vector processors, single instruction multiple data (SIMD) computers, complex instruction set computers (CISC), reduced instruction set computers (RISC), very long instruction word (VLIW), or hybrid architecture.

The processor bus 520 provides interface signals to allow the processor 510 to communicate with other processors or devices, e.g., the MCH 530. The host bus 520 may support a uni-processor or multiprocessor configuration. The host bus 520 may be parallel, sequential, pipelined, asynchronous, synchronous, or any combination thereof.

The MCH 530 provides control and configuration of memory and input/output devices such as the system memory 540, the ICH 550. The MCH 530 may be integrated into a chipset that integrates multiple functionalities such as the isolated execution mode, host-to-peripheral bus interface, memory control. The MCH 530 interfaces to the peripheral bus 560. For clarity, not all the peripheral buses are shown. It is contemplated that the processor system 540 may also include peripheral buses such as Peripheral Component Interconnect (PCI), accelerated graphics port (AGP), Industry Standard Architecture (ISA) bus, and Universal Serial Bus (USB), etc. The system memory 540 stores system code and data. The system memory 540 is typically implemented with dynamic random access memory (DRAM) or static random access memory (SRAM). The system memory 540 may include program code or code segments implementing one embodiment of the invention. The system memory 540 includes a poker game program 545.

Any one of the elements of the poker game program 545 may be implemented by hardware, software, firmware, microcode, or any combination thereof. The system memory 540 may also include other programs or data which are not shown, such as an operating system. The poker game program 545 contains program code that, when executed by the processor 510, causes the processor 510 to perform operations as described below.

The ICH 550 has a number of functionalities that are designed to support I/O functions. The ICH 550 may also be integrated into a chipset together or separate from the MCH 530 to perform I/O functions. The ICH 550 may include a number of interface and I/O functions such as PCI bus interface to interface to the peripheral bus 560, processor interface, interrupt controller, direct memory access (DMA) controller, power management logic, timer, system management bus (SMBus), universal serial bus (USB) interface, mass storage interface, low pin count (LPC) interface, etc.

The mass storage device 570 stores archive information such as code, programs, files, data, applications, and operating systems. The mass storage device 570 may include compact disk (CD) ROM 572, a digital video/versatile disc (DVD) 573, floppy drive 574, hard drive 576, flash memory 578, and any other magnetic or optic storage devices. The mass storage device 570 provides a mechanism to read machine-accessible media. The machine-accessible media may contain computer readable program code to perform tasks as described in the following.

The I/O devices 580A to 580B may include any I/O devices to perform I/O functions. Examples of I/O devices 580A to 580B include controller for input devices (e.g., keyboard, mouse, trackball, pointing device), media card (e.g., audio, video, graphics), network card, and any other peripheral controllers.

In particular, the network card 580B connects to a network 590 or a server. Alternatively, the processor system 500 may be a server connected to the network 590. The network 590 may be any network. It may be a local area network (LAN), a wide area network (WAN), an intranet, or an Internet. In one embodiment, the network 590 is the Internet and the system 500 is a server providing on-line poker game. In the on-line poker game, the players have access to the Internet through any Internet Service Providers (ISPs). The players participate in the poker game remotely. The players may provide credit to play by paying the provider of the on-line poker game using credit cards or any other types of payment.

Elements of one embodiment of the invention may be implemented by hardware, firmware, software or any combination thereof. The term hardware generally refers to an element having a physical structure such as electronic, electromagnetic, optical, electro-optical, mechanical, electro-mechanical parts, etc. The term software generally refers to a logical structure, a method, a procedure, a program, a routine, a process, an algorithm, a formula, a function, an expression, etc. The term firmware generally refers to a logical structure, a method, a procedure, a program, a routine, a process, an algorithm, a formula, a function, an expression, etc that is implemented or embodied in a hardware structure (e.g., flash memory, ROM, EROM). Examples of firmware may include microcode, writable control store, micro-programmed structure.

When implemented in software or firmware, the elements of an embodiment of the present invention are essentially the code segments to perform the necessary tasks. The software/firmware may include the actual code to carry out the operations described in one embodiment of the invention, or code that emulates or simulates the operations. The program or code segments can be stored in a processor or machine accessible medium or transmitted by a computer data signal embodied in a carrier wave, or a signal modulated by a carrier, over a transmission medium. The “processor readable or accessible medium” or “machine readable or accessible medium” may include any medium that can store, transmit, or transfer information.

Examples of the processor readable or machine accessible medium include an electronic circuit, a semiconductor memory device, a read only memory (ROM), a flash memory, an erasable ROM (EROM), a floppy diskette, a compact disk (CD) ROM, an optical disk, a hard disk, a fiber optic medium, a radio frequency (RF) link, etc. The computer data signal may include any signal that can propagate over a transmission medium such as electronic network channels, optical fibers, air, electromagnetic, RF links, etc. The code segments may be downloaded via computer networks such as the Internet, Intranet, etc. The machine accessible medium may be embodied in an article of manufacture. The machine accessible medium may include data that, when accessed by a machine, cause the machine to perform the operations described in the following. The machine accessible medium may also include program code embedded therein.

The program code may include machine readable code to perform the operations described in the following. The term “data” here refers to any type of information that is encoded for machine-readable purposes. Therefore, it may include program, code, data, file, etc.

All or part of an embodiment of the invention may be implemented by hardware, software, or firmware, or any combination thereof. The hardware, software, or firmware element may have several modules coupled to one another. A hardware module is coupled to another module by mechanical, electrical, optical, electromagnetic or any physical connections. A software module is coupled to another module by a function, procedure, method, subprogram, or subroutine call, a jump, a link, a parameter, variable, and argument passing, a function return, etc. A software module is coupled to another module to receive variables, parameters, arguments, pointers, etc. and/or to generate or pass results, updated variables, pointers, etc. A firmware module is coupled to another module by any combination of hardware and software coupling methods above. A hardware, software, or firmware module may be coupled to any one of another hardware, software, or firmware module. A module may also be a software driver or interface to interact with the operating system running on the platform. A module may also be a hardware driver to configure, set up, initialize, send and receive data to and from a hardware device. An apparatus may include any combination of hardware, software, and firmware modules.

One embodiment of the invention may be described as a process which is usually depicted as a flowchart, a flow diagram, a structure diagram, or a block diagram. Although a flowchart may describe the operations as a sequential process, many of the operations can be performed in parallel or concurrently. In addition, the order of the operations may be re-arranged. A process is terminated when its operations are completed. A process may correspond to a method, a program, a procedure, a method of manufacturing or fabrication, etc.

As noted supra to play or conduct various card game embodiments described herein, one or more players 602 may communicate with a card game sponsor 604 or a casino 606 using one or more different types of access devices 608 through various communication media 610. Examples of access devices 608 may include, without limitation, a computer system 608A, a personal digital assistant 608B, a notebook 608C, and a wireless telephone 608D. The access devices 608 may be configured with suitable software, hardware, or other computer-readable media that permit the players 602 to play a variety of card games.

One example of the computer system 608A is a video gaming machine (as shown in FIG. 7) that may be located in a casino, a bar, an entertainment service provider, and/or any other place where card games may be played or legal gambling may be conducted. The video gaming machine may include a monitor for viewing card game play and a console that includes multiple buttons for manipulating cards or placing bets, for example, among other functions. In certain embodiments, the video gaming machine may be configured for standalone operation or may be configured to interact with one or more of the communication media 610.

Examples of the communication media 610 may include, without limitation, a wireless data network 610A, a wireline network 610B, a networked medium or media 610C, or any other medium suitable for interfacing with and/or receiving data communicated from the access devices 608. For example, a personal computer 608A of the player 602 may be configured or programmed with instructions to receive, communicate or process card game data in association with accessing a web site of the casino 606 through a wireless Internet connection 610A.

In various embodiments of the invention, one or more computer systems 612, 614 may be used by the card game sponsor 604 and/or the casino 606 to maintain accounting records, for example, and/or to issue reports associated with the management of various card games played in accordance with the embodiments described herein. For example, the computer systems 612, 614 may include one or more databases that maintain data for card game play including, for example, player names, balance due, payouts awarded, bet amounts collected, amounts that players may gamble on credit, and/or other data. Periodic or non-periodic reports of data associated with card games played may be generated, distributed, or processed in electronic or non-electronic format by the card game sponsor 604, the casino 606, and/or other parties.

Referring now to FIG. 7 there is shown an isometric view of a gaming machine 700 embodying the present invention. The gaming machine 700 is operable to conduct a video draw poker game having a special feature. The gaming machine 700 includes a pair of video displays 706 and 708. Each display may be for example be a cathode ray tube, liquid crystal display, plasma or other type of video display known in the art. The lower display 706 is preferably outfitted with a touch screen to facilitate interaction with the player. In the illustrated embodiment, the gaming machine 700 is an “upright” version in which the display 708 is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the display 708 is slanted at about a thirty-degree angle toward the player of the gaming machine 700.

The gaming machine 700 as depicted also includes financial unit 704 that allows the user to provide payment for playing the poker game. Examples of payment include using poker chips in casinos, cash, credit card transaction, and debit card transaction. The gaming machine 700 as depicted also includes button set 702 that provides the player with the action selections and betting entry functions required to play the game where the lower display 706 is not a touch screen. Optionally the gaming machine 700 may allow a player to play the poker game as a stand-alone such that no other gaming machine or player is part of the game. Alternatively gaming machine 700 may be part of a group of machines playing a game of poker, wherein the group of machines may be in one location, e.g. a casino, or be distributed over multiple locations such as bars, clubs, etc. In some scenarios the player may at the start of the game be asked whether they wish to play stand-alone or in a multi-player game.

Referring to FIG. 8 an exemplary set of poker default cards 800 are depicted. As shown there are “all-in” 810, “fold” 820, “raise 50%” 830, “double” 840, “see” 850 representing the default actions as part of a poker game. Also shown is default card “play normally” 860. It would be apparent to one skilled in the art that the theme of the poker default cards 800 as well as default cards for other card games may be established according to either the designs accepted by an establishment, e.g. casino, or may be sold in themed packs together with or separately to the first card deck. Due to the nature of the actions these themes may be for example jokey or derive from tarot, gods, death, royalty, etc. It would also be apparent that within an online gaming environment the theme of the first and second card packs may be varied according to a variety of factors including but not limited to the age of the player, an aspect of the player, an aspect of the location of the gaming system, time of day etc. Accordingly, for example an online player over the age of majority playing at home may have access to erotic or sexually themed default and playing cards as well as other themes.

It would be evident that where the player is using a computer as part of an online poker community that the election to play a multi-player game may result in the game provider brokering the player against other players online to form the player set.

The number of cards in the second card deck, such as second card deck 175 in FIGS. 1 through 4, may be fixed, for example at 10 cards or may be varied according to the number of players in the game, for example being 12 cards for 9 players and 10 cards for 7 players. Optionally the number of cards varies according to the skill level of the players within the game.

The number of occurrences of each action defined by a default card, including but not limited to going all-in, folding, raising, and seeing, may likewise be fixed or may be varied according other aspects of the game including but not limited to number of players in the game and skill level of the players within the game.

The default cards may be designed based upon a variety of factors including but not limited to game provider (e.g. online poker provider), location of the game (e.g. casino), and matching the first card deck (e.g. first card deck 170 in FIGS. 1 to 4). Alternatively the default cards may be designed without such considerations.

Whilst the default cards have been discussed supra in respect of poker it would be apparent that embodiments of the invention may be applied to other games of cards including but not limited to draw poker, 5-card stud poker, 7-card stud poker, Texas Hold'Em, Omaha Hold'Em, H.O.R.S.E, H.O.S.E, H.O.E, Billabong, Guts, Blackjack, Twenty-One, Poke, Vici, Rummy, Baccarat, Euchre, Bridge, and Whist. Accordingly, the default cards would provide for actions appropriate to each card game, for example in Euchre the cards may force a player to go solo or bet a predetermined number of tricks whilst in Blackjack the player may be forced to Hit, Stand, and Double Down for example.

Optionally, a default card may provide the player with the ability to receive an additional predetermined number of safety tokens, swap their default card for another players as yet unseen default card, or force another player of their choosing to perform a predetermined action, or force another predetermined player such as the player to the right of the player receiving the card to performed the predetermined action.

It would be apparent that the combination of the two decks may in addition to addressing aspects of existing card games to speed up early rounds, add a measure of uncertainty etc also result in the creation of new games wherein the actions and quantity of cards in the second deck are increased or adjusted. Further, it would be evident that more than round of default cards being dealt from the second card dealt may be allowed within the rules of the game either as the result of a predetermined event, such as dealing a predetermined number of rounds or a player making a predetermined action, for example splitting in blackjack.

The above-described embodiments of the present invention are intended to be examples only. Alterations, modifications and variations may be effected to the particular embodiments by those of skill in the art without departing from the scope of the invention, which is defined solely by the claims appended hereto.

Claims

1. A method of playing a game comprising:

providing a second deck of cards relating to a predetermined game of cards, a predetermined portion of the second deck of cards being cards relating to a predetermined action by a player receiving the card;
playing a first predetermined portion of the predetermined game of cards according to a predetermined set of rules using cards dealt from a first deck of cards according to a predetermined standard;
dealing to each player a card from the second deck of cards after the first predetermined portion of the predetermined game of cards has been completed;
performing by each player the predetermined action on the card from the second deck of cards dealt to them; and
playing a second predetermined portion of the predetermined game of cards.

2. The method according to claim 1 further comprising;

providing to each player at the beginning of the game a predetermined number of safety tokens; and
allowing a player to avoid the predetermined action on the card from the second deck of cards dealt to them by playing one of the predetermined number of safety tokens.

3. The method according to claim 2 wherein;

once a player has played all of their safety tokens the player must perform the predetermined action on any subsequent cards dealt to them from the second deck of cards whilst they remain in the game.

4. A method comprising:

providing a set of rules relating to a card game, the rules comprising the steps of: playing a first predetermined portion of the predetermined game of cards according to a predetermined set of rules using cards dealt from a first deck of cards according to a predetermined standard; dealing to each player a card from the second deck of cards after the first predetermined portion of the predetermined game of cards has been completed, the second deck of cards relating to the predetermined game of cards and of which a predetermined portion of the second deck of cards being cards relating to a predetermined action by a player receiving the card; performing by each player the predetermined action on the card from the second deck of cards dealt to them; and playing a second predetermined portion of the predetermined game of cards.

5. The method of claim 4 wherein the rules further comprise the steps of;

providing to each player at the beginning of the game a predetermined number of safety tokens; and
allowing a player to avoid the predetermined action on the card from the second deck of cards dealt to them by playing one of the predetermined number of safety tokens.

6. The method according to claim 5 wherein the rules further comprise the steps of;

forcing a player who has played all of their safety tokens the player to perform the predetermined action on any subsequent cards dealt to them from the second deck of cards whilst they remain in the game.

7. A non-transitory tangible computer readable medium encoding a computer program, the computer program for execution by a computer system, the computer program relating to a method comprising:

playing a first predetermined portion of the predetermined game of cards according to a predetermined set of rules using cards dealt from a first deck of cards according to a predetermined standard;
dealing to each player a card from the second deck of cards after the first predetermined portion of the predetermined game of cards has been completed, the second deck of cards relating to the predetermined game of cards and of which a predetermined portion of the second deck of cards being cards relating to a predetermined action by a player receiving the card;
performing by each player the predetermined action on the card from the second deck of cards dealt to them; and
playing a second predetermined portion of the predetermined game of cards.

8. The non-transitory tangible computer readable medium encoding a computer program according to claim 7 wherein the method further comprises the steps of:

providing to each player at the beginning of the game a predetermined number of safety tokens; and
allowing a player to avoid the predetermined action on the card from the second deck of cards dealt to them by playing one of the predetermined number of safety tokens.

9. The non-transitory tangible computer readable medium encoding a computer program according to claim 8 wherein the method further comprises the step of:

forcing a player who has played all of their safety tokens the player to perform the predetermined action on any subsequent cards dealt to them from the second deck of cards whilst they remain in the game.
Patent History
Publication number: 20120322536
Type: Application
Filed: Jun 18, 2012
Publication Date: Dec 20, 2012
Inventor: Jason Swist (Edmonton)
Application Number: 13/525,456
Classifications