METHOD OF REDUCING EFFECT OF SKILL LEVEL IN A BACKGAMMON GAME

A method of reducing an effect of known computer based skills in a backgammon game includes the steps of arranging the playing pieces from farthest from home to closest to home in stacks of 1, 2, 3, 4 and 5 playing pieces, respectively, for each of a first player and a second player, and using at least two dice for each roll such that each of the first player and the second player is enabled to make at least two moves after each roll of the dice.

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Description
CROSS-REFERENCES TO RELATED APPLICATIONS

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STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

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BACKGROUND

The invention relates to methods for reducing the effect of skill in a backgammon game.

Any game can be a gambling game if participants choose to gamble on the outcome. But certain games, such as poker, are virtually always regarded as gambling games, whereas other games, such as chess, are hardly ever regarded as gambling games.

Commercial gambling games such as roulette, baccarat and craps do not have a skill component, unless making the wager expected to lose the least is “skillful” in which case choosing not to play the game at all is the most skillful option.

The degree of skill involved should not be a determinant in a legal definition of gambling. A legal definition from a commercial regulatory perspective should enable any activity that has an element of chance, regardless of the significance of that element, and a monetization component to be regarded as gambling. By this definition fantasy sports betting is gambling.

Some U.S. jurisdictions attribute a higher level of skill to fantasy sports betting than to poker and therefore do not consider fantasy sports betting as illegal, but consider poker as illegal. However, logic dictates that this attribution is misguided.

Poker has a long history, with competent players being capable of making a living from playing, primarily against less competent players. No computer assistance was needed for the inherent and learnt skills of the successful players. By contrast, no-one could have a chance of making a living at fantasy sports betting without using a supportive computer program. Fantasy sports betting skills are computer skills rather than game-activity specific skills.

Competent gamblers in the 1970s were in a fascinating learning experience, without the aid of home computers. The pioneers of beating blackjack had released information that was being expanded by enhanced techniques. The community card poker game, Hold'em, was in a rapid growth phase, followed in the 1980s by Omaha. Some of the most highly respected literature on backgammon was being crafted.

Blackjack winners would not have a lifetime of winning. Casinos introduced countermeasures, and known successful players found it harder to get a game. By the early 2000s casinos, after adding hole-card readers and shuffling machines, reduced the payoff on a blackjack (i.e., a two-card total of 21) from 3 to 2 down to 6 to 5 (a reduction of 20%). This increased the house edge by over 1% and took away any edge that the best blackjack players still had.

Poker players with capability had decades of poker expansion and winning opportunities to look forward to. Poker has always evolved. One invention by Webb, described in U.S. Pat. No. 7,540,499 created a method of reducing the traditional impact of position by changing the direction of wagering for each round. The concept means that every player is starting as a novice at that version, and the advantage of use of position is diminished, creating a “fairer” game.

Fairer gambling is a complex subject. A purist would assert that a game such as Two Up, where two coins are tossed and participants can wager that they will land either the same or different is a fair game at payoffs of 1 to 1. However, this game could not be offered in commercial premises on that basis. Staff are needed to operate the game in a dedicated area with appropriate services. So nominally a fair cut for the house would be say 5% of winnings on a wager.

But if wager amounts were particularly low, a deduction of 10% may be needed to make the game viable, whereas a 5% deduction might deter particularly high wager amounts, which would be better accommodated at a 1% deduction.

One of the most powerful dynamics of gambling is speed. A manual game of Two Up is far slower than an automated version, or an iGambling version. This leads to the consideration as to whether games played faster than originally intended can be considered as fair as the original games.

The Campaign for Fairer Gambling had success in Great Britain in reducing the stakes on gaming machines in betting shops from a maximum of £100 per spin down to £2 per spin. The content that was played above £2 was primarily roulette, but at up to three times or more faster than as a casino game, with a higher house advantage on the even-money wagers than the casino game.

Those familiar with the history of British gambling will be aware that these gaming machines were introduced illegally by British bookmakers in the early 2000s, before bookmakers were regulated under the 2005 Gambling Act. They were falsely described as betting machines (Fixed Odds Betting Terminals/FOBTs) on the pretext that gambling was in the premises by betting on an event outside the premises, being the intranet resolution of a roulette spin.

The intellectual corruption of this position is contradicted by the same bookmakers reverse rationale to justify profiting from black market iGambling. The argument used is that iGambling is not where the gambler is, but at the location of the internet server. This ignores that the gambling harm is where the gambling is, gambling taxes should be in the jurisdiction the gambler is in, and the wagering decisions and actions occur where the gambler is participating. The Campaign for Fairer Gambling is now a U.S. facing entity educating U.S. media, politicians and public about the abuses of the iGambling sector.

Slot and casino games are always faster in iGambling than in land-based gambling. Similarly, there is a capacity in sports betting in iGambling to have very high frequency in-play betting, the gamification of sports gambling. To feed the greed of iGambling operators there are relentless offers and marketing inducing naïve gamblers, with affiliates deceptively representing that they have expertise in gambling, encouraging potentially vulnerable persons to engage in iGambling.

SUMMARY

The described embodiments seek to restore respect for games and gambling games by improving game content and to enable the pleasure and enjoyment of learning game and gambling concepts away from computers and in a social and personal setting.

Backgammon offers a perfect opportunity for content improvement. It combines a degree of skill with the capricious randomness of the roll of the dice. It has a complexity that was never understood for thousands of years. It was enhanced as a gambling game by the addition of the doubling cube about 100 years ago. But there have only been minor changes since then, other than the learning by rote application of computerized knowledge.

In order to reduce the effect of known computer based skills in a backgammon game, one or more modifications to the existing game can be made. Minimally, a revised setup is proposed that adds another player stack (i.e., five stacks of playing pieces rather than four), and whereby a “stack” can include one piece and the number of playing pieces in each stack is varied. In some embodiments, the stacks include playing pieces from farthest from home to closest to home in stacks of 1, 2, 3, 4 and 5 playing pieces, respectively, for each player.

Additionally, the number of dice used for each player roll may be modified from two dice to three or more dice while also eliminating the existing rule that awards four moves for a doubles roll. With three dice, each player is enabled to make three moves after each roll of the dice, and so on according to the number of dice.

Yet another variation is to modify the doubling cube so that for each turn of the cube, the multiplier is increased at a slower pace. For example, in some embodiments, the multiplying cube is marked with numbers in a Fibonacci series.

In an exemplary embodiment, a backgammon game includes a playing board with a first player home zone, a first player outer zone, a second player outer zone, and a second player home zone, playing pieces, and dice. A first player attempts to move first playing pieces to and off of the first player home zone, and a second player attempts to move second playing pieces to and off the second player home zone. A method of reducing the effect of known computer based skills in the backgammon game includes the steps of (a) arranging the first playing pieces on the playing board with a stack of one of the first playing pieces in the second player home zone, a stack of two of the first playing pieces in the second player outer zone, a stack of three of the first playing pieces in the second player outer zone, a stack of four of the first playing pieces in the first player outer zone, and a stack of five of the first playing pieces in the first player home zone, and (b) arranging the second playing pieces in the same manner from the second player perspective. The method also includes (c) using at least two dice such that each of the first player and the second player is enabled to make at least two moves after each roll of the dice. In some embodiments, the method includes using three dice such that each player is enabled to make three moves after each roll.

The backgammon game may also include a 6-sided multiplying cube, where the method further includes marking the six sides of the multiplying cube with numbers in a Fibonacci series. In this context, the marking step may comprise marking the six sides of the multiplying cube with numbers in the Fibonacci series, starting with two.

Step (a) may be practiced by arranging the stack of one of the first playing pieces on a 1-spot in the second player home zone, arranging the stack of two of the first playing pieces on a 7-spot in the second player outer zone, arranging the stack of three of the first playing pieces on a 12-spot in the second player outer zone, arranging the stack of four of the first playing pieces on a 9-spot in the first player outer zone, and arranging the stack of five of the first playing pieces on a 6-spot in the first player home zone. Step (b) may be practiced by arranging the stack of one of the second playing pieces on a 1-spot in the first player home zone, arranging the stack of two of the second playing pieces on a 7-spot in the first player outer zone, arranging the stack of three of the second playing pieces on a 12-spot in the first player outer zone, arranging the stack of four of the second playing pieces on a 9-spot in the second player outer zone, and arranging the stack of five of the second playing pieces on a 6-spot in the second player home zone.

In another exemplary embodiment, a method of reducing the effect of known computer based skills in a backgammon game includes the steps of (a) arranging the playing pieces from farthest from home to closest to home in stacks of 1, 2, 3, 4 and 5 playing pieces, respectively, for each of a first player and a second player, and (b) using at least two dice for each roll such that each of the first player and the second player is enabled to make at least two moves after each roll of the dice.

In yet another exemplary embodiment, a method of reducing the effect of known computer based skills in a backgammon game includes the steps of (a) arranging the playing pieces from farthest from home to closest to home in five stacks of playing pieces, respectively, for each of a first player and a second player, (b) using three dice for each roll such that each of the first player and the second player is enabled to make three moves after each roll of the dice, and marking the six sides of a multiplying cube with numbers in a Fibonacci series.

BRIEF DESCRIPTION OF THE DRAWINGS

These and other aspects and advantages will be described in detail with reference to the accompanying drawings, in which:

FIG. 1 shows a backgammon board with a modified set up; and

FIGS. 2A-2B show the six (6) sides of a revised multiplying cube.

DETAILED DESCRIPTION

Reducing the effect of known computer based skills in a backgammon game is achieved according to the described embodiments using a conventional backgammon board 10 and playing pieces 12, 13. The first player playing pieces 12 are shown in black or gray scale, and the second player playing pieces 13 are shown in red or white. The playing board 10 includes a second player home zone 14, a second player outer zone 16, a first player outer zone 18, and a first player home zone 20. Like conventional backgammon, the object of the game for each player is to move the playing pieces to and off of each player's respective home zone. That is, using dice rolls, the first player attempts to move the first playing pieces 12 from each of the second player home zone 14, the second player outer zone 16, and the first player outer zone 18 into the first player home zone 20. Once all of the first playing pieces 12 are moved into the first player home zone 20, the first player can move the first playing pieces 12 off of the board. The second player has the identical objective with pieces moving in the opposite direction from the first player home zone 20 through the first player outer zone 18 and the second player outer zone 16 into the second player home zone 14. The second player similarly attempts to move the second playing pieces 13 off the board. The first player to move all of their playing pieces off the board is the winner.

In the traditional backgammon game, there is a standard set up for the playing pieces, and players each roll two dice for each move. If a player rolls doubles (i.e., the same number on both dice), the player is awarded four moves.

There are existing computer programs that have predetermined the perfect moves at any time during a game based on a player's roll. Players with enough experience/skill have learned these perfect moves, and game play is often reduced to the player with the better recollection of known computer based skills.

The method of the described embodiments serves to reduce the effect of known computer based skills in a backgammon game. With reference to FIG. 1, the first playing pieces 12 may be arranged on the playing board with a stack 12A of one of the first playing pieces in the second player home zone 14. A stack 12B of two of the first playing pieces are set in the second player outer zone 16. A stack 12C of three of the first playing pieces are also set in the second player outer zone 16. A stack 12D of four of the first playing pieces is set in the first player outer zone 18, and a stack 12E of five of the first playing pieces is set in the first player home zone 20. Similar stacks 13A-13E of the second playing pieces 13 are set for the second player. In an exemplary methodology, with reference to FIG. 1, stack 12A is set on the 1-spot on the second player side, stack 12B is set on the 7-spot on the second player side, stack 12C is set on the 12-spot on the second player side, stack 12D is set on the 9-spot on the first player side, and stack 12E is set on the 6-spot and the first player side. The second player playing pieces 13 are set in similar spots that mirror the first player set up.

The playing pieces 12, 13 are thus arranged from furthest from home to closest to home in five stacks of playing pieces, respectively, for each of the first player and the second player. In the exemplary methodology, the playing pieces are arranged from furthest from home to closest to home in stacks of 1, 2, 3, 4 and 5 playing pieces, respectively, for each of the first player and the second player.

By modifying the initial setup, known best moves are no longer relevant, and player known experience/skill is of less consequence. By reducing the effect of known computer based skills, novice players have better opportunities to succeed, and the game amongst all players can be more enjoyable.

Any number of conventional dice may be used to play the modified game. Conventional dice are made up of 6-sided cubes with dots representing the numbers 1-6. In the methodology of the described embodiments, it is desirable for each player to utilize at least two dice for each roll. In a preferred embodiment, each player utilizes three dice for each roll such that each of the first player and the second player is enabled to make three moves after each roll of the dice. Still additional dice may be used. In the exemplary methodology, the conventional doubles rule (i.e., awarding the player four moves) is eliminated.

In a wagering or tournament environment, conventional backgammon may also include a doubling cube that enables a player to double the points or wager during game play. A player with an advantage at any point during the game may present the doubling cube to the other player who has the option to accept or forfeit the game. If accepted, the player holding the doubling cube can re-double the points/wager during game play. This action can be repeated until the wager/points reaches a maximum of 64× the original wager/points, whereby when progressing to 128× is shown by 2 on the doubling cube. A conventional 6-sided doubling cube includes the numbers 2, 4, 8, 16, 32 and 64. Novice players may not have best understanding when to accept or refuse a double presented by the opposing player. In the methodology of the described embodiments, it is desirable to more gradually increase the values on the multiplying cube rather than precisely doubling each time. In an exemplary methodology, with reference to FIGS. 2A and 2B, a 6-sided multiplying cube 22 has its sides marked with numbers in a Fibonacci series. This known number series sets the next number in the sequence as the sum of the previous two numbers in the sequence. FIG. 2A shows three sides of the multiplying cube 22, and FIG. 2B shows the other three sides of the multiplying cube 22. Using the Fibonacci series, starting with two, the multiplying cube 22 more gradually increases with numbers 2, 3, 5, 8, 13 and 21.

The methodology of the described embodiments incorporates modifications to the existing game of backgammon to reduce the effect of known computer based skills. A revised set up including five stacks of playing pieces rather than four changes the conventional known best opening moves. Additionally, eliminating the doubles rule and possibly adding extra dice for each roll similarly reduces the effect of known computer based skills. The methodology can provide enjoyable game play for various levels of skill/experience and provide a new game using existing game pieces in a more social environment.

While the invention has been described in connection with what is presently considered to be the most practical and preferred embodiments, it is to be understood that the invention is not to be limited to the disclosed embodiments, but on the contrary, is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.

Claims

1. A method of reducing an effect of known computer based skills in a backgammon game, the backgammon game including a playing board with a first player home zone, a first player outer zone, a second player outer zone, and a second player home zone, playing pieces, and dice, wherein a first player attempts to move first playing pieces to and off of the first player home zone, and wherein a second player attempts to move second playing pieces to and off the second player home zone, the method comprising:

(a) arranging the first playing pieces on the playing board with a stack of one of the first playing pieces in the second player home zone, a stack of two of the first playing pieces in the second player outer zone, a stack of three of the first playing pieces in the second player outer zone, a stack of four of the first playing pieces in the first player outer zone, and a stack of five of the first playing pieces in the first player home zone;
(b) arranging the second playing pieces on the playing board with a stack of one of the second playing pieces in the first player home zone, a stack of two of the second playing pieces in the first player outer zone, a stack of three of the second playing pieces in the first player outer zone, a stack of four of the second playing pieces in the second player outer zone, and a stack of five of the second playing pieces in the second player home zone; and
(c) using at least two dice such that each of the first player and the second player is enabled to make at least two moves after each roll of the dice.

2. A method according to claim 1, wherein step (c) is practiced by using three dice such that each of the first player and the second player is enabled to make three moves after each roll of the dice.

3. A method according to claim 1, wherein the backgammon game further comprises a 6-sided multiplying cube, the method further comprising marking the six sides of the multiplying cube with numbers in a Fibonacci series.

4. A method according to claim 3, wherein the marking step comprises marking the six sides of the multiplying cube with numbers in the Fibonacci series, starting with two.

5. A method according to claim 1, wherein step (a) is practiced by arranging the stack of one of the first playing pieces on a 1-spot in the second player home zone, arranging the stack of two of the first playing pieces on a 7-spot in the second player outer zone, arranging the stack of three of the first playing pieces on a 12-spot in the second player outer zone, arranging the stack of four of the first playing pieces on a 9-spot in the first player outer zone, and arranging the stack of five of the first playing pieces on a 6-spot in the first player home zone.

6. A method according to claim 5, wherein step (b) is practiced by arranging the stack of one of the second playing pieces on a 1-spot in the first player home zone, arranging the stack of two of the second playing pieces on a 7-spot in the first player outer zone, arranging the stack of three of the second playing pieces on a 12-spot in the first player outer zone, arranging the stack of four of the second playing pieces on a 9-spot in the second player outer zone, and arranging the stack of five of the second playing pieces on a 6-spot in the second player home zone.

7. A method of reducing an effect of known computer based skills in a backgammon game, the backgammon game including a playing board, playing pieces, and dice, the method comprising:

(a) arranging the playing pieces from farthest from home to closest to home in stacks of 1, 2, 3, 4 and 5 playing pieces, respectively, for each of a first player and a second player; and
(b) using at least two dice for each roll such that each of the first player and the second player is enabled to make at least two moves after each roll of the dice.

8. A method according to claim 7, wherein step (b) is practiced by using three dice such that each of the first player and the second player is enabled to make three moves after each roll of the dice.

9. A method according to claim 8, wherein the backgammon game further comprises a 6-sided multiplying cube, the method further comprising marking the six sides of the multiplying cube with numbers in a Fibonacci series.

10. A method according to claim 9, wherein the marking step comprises marking the six sides of the multiplying cube with numbers in the Fibonacci series, starting with two.

11. A method of reducing an effect of known computer based skills in a backgammon game, the backgammon game including a playing board, playing pieces, dice, and a 6-sided multiplying cube, the method comprising:

(a) arranging the playing pieces from farthest from home to closest to home in five stacks of playing pieces, respectively, for each of a first player and a second player;
(b) using three dice for each roll such that each of the first player and the second player is enabled to make three moves after each roll of the dice; and
(c) marking the six sides of the multiplying cube with numbers in a Fibonacci series.

12. A method according to claim 11, wherein the marking step comprises marking the six sides of the multiplying cube with numbers in the Fibonacci series, starting with two.

13. A method according to claim 11 wherein step (a) is practiced by arranging the playing pieces from farthest from home to closest to home in stacks of 1, 2, 3, 4 and 5 playing pieces, respectively, for each of a first player and a second player.

14. A method according to claim 13, wherein the playing board includes a first player home zone, a first player outer zone, a second player outer zone, and a second player home zone, and wherein step (a) is practiced by arranging the stack of one of the playing pieces for each of the first player and the second player on a 1-spot in the second player home zone and the first player home zone, respectively, arranging the stack of two of the playing pieces for each of the first player and the second player on a 7-spot in the second player outer zone and the first player outer zone, respectively, arranging the stack of three of the playing pieces for each of the first player and the second player on a 12-spot in the second player outer zone and the first player outer zone, respectively, arranging the stack of four of the playing pieces for each player on a 9-spot in the first player outer zone and the second player outer zone, respectively, and arranging the stack of five of the playing pieces for each player on a 6-spot in the first player home zone and the second player home zone, respectively.

Patent History
Publication number: 20240149144
Type: Application
Filed: Dec 4, 2023
Publication Date: May 9, 2024
Inventor: Derek John WEBB (Arlington, VA)
Application Number: 18/527,707
Classifications
International Classification: A63F 3/00 (20060101);