A method of playing an interactive, computerized, multi-player card game in which desired cards are selected by players, some of which may be virtual players generated by the game's software. Each real player uses a computer or similar device that is connected to a network. Virtual player card selection and betting is controlled by computer software. After each player has selected a card in a round, computer software determines what card each player is dealt. null cards having no value in the scoring are dealt when there is a conflict in card selection or when a player fails to select a card within a time limit. The games follow the rules of poker.
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1. In a communications network, a method for playing an interactive, network-based card game comprising:
a) establishing a connection between at least one client software program for a game of cards, said client software program running on a player's computer connected to a network, and a server software program for the game, said server software program running on a computer acting as a server and connected to the network, said connection enabling the player to join a playing session populated with other players selected from a group consisting of real and virtual players, the real players using separate computers connected to the network, each computer running another instance of the client software program, each instance of client software connected to the server software, and the virtual players generated and controlled by the game's server software, said game including the following steps:
i) selecting at the player's computer a card from a deck of playing cards, said deck of cards the same for all players in the playing session;
ii) communicating the identity of said card to the dealer controlled by the server software;
iii) receiving at the player's computer a message from the server software identifying a card from the dealer, said card selected by the dealer from the group consisting of:
A) the player's selected card; and
B) a null card;
iv) displaying at the player's computer the card dealt to that player;
v) displaying at the player's computer any face-up cards that have been distributed to other players;
vi) communicating a bet to the server software during the betting rounds;
vii) receiving at the player's computer software notification of bets made by other players via a message from the server software;
viii) repeating steps i—vii until a predetermined number of cards are delivered to each player and betting is concluded;
ix) identifying the player with the best hand of cards according to predetermined rules of play via a message from the server software;
x) receiving a score based on the player's hand at the player's computer via a message from the server software, said score calculated according to predetermined rules of play;
xi) repeating steps i—x until the playing session ends; and
b) closing the connection between the player's client software program and the server software to terminate session play.
0. 66. A method for playing the same card game on multiple computing devices, each having a display screen (640), the computing devices being programmed to carry out the card game using card representations stored in a memory, the program enabling an actual player using one of the computing devices to play the card game against at least one other actual player using another one of the computing devices, a player remaining in the game being defined as an active player, the method comprising:
a) displaying to each actual player on that player's display screen (640) the same deck of playing cards (648) face up, the deck of playing cards being a representation of a physical deck of cards;
b) selecting by each active player a desired card of a particular rank and suit from the deck of playing cards;
c) for each active player, determining if the card that player selected is the same as a card selected by another player in a current round or the same as a card dealt to another player in a previous round;
d) if a first player chose the same card as another player, as determined in step (c), dealing the first player a null card that has no value in forming a card hand,
wherein, if the first player is an actual player (740), the null card (682) dealt to the first player is displayed on the first player's display screen (680) showing the rank and suit of the card that the first player selected,
wherein, if cards are dealt face up in the current round, the null card (686) dealt to the first player is displayed on the display screen of each actual player other than an actual player that is the first player, without showing the rank and suit of the card selected by the first player, so that each actual player other than an actual player that is the first player does not know what card the first player selected;
e) if the first player did not choose the same card as another player, as determined in step (c), dealing the first player the card that the first player selected,
wherein, if the first player is an actual player (740), the rank and suit of the card dealt to the first player (690) is displayed on the first player's display screen (680),
wherein, if cards are dealt face up in the current round, the rank and suit of the card dealt to the first player (692) is displayed on the display screen of each actual player;
f) repeating steps b-e if there is more than one active player after a round of play, until the same predetermined cards have been dealt to all active players; and
g) identifying the active player with the best hand of cards, according to predetermined rules of play.
0. 64. A method for playing a card game on a computing device having a display screen (640), the computing device being programmed to carry out the card game using card representations stored in a memory, the program enabling an actual player to play the card game against at least one virtual player controlled by the computing device, a player remaining in the game being defined as an active player, the method comprising:
a) displaying to the actual player on the display screen (640) a deck of playing cards (648) face up, the deck of playing cards being a representation of a physical deck of cards;
b) if the actual player is active, selecting by the actual player using a computer interface a desired card of a particular rank and suit from the deck of playing cards;
c) selecting by each active, virtual player a desired card of a particular rank and suit from the deck of playing cards;
d) for each active player, determining if the card selected by that player is the same as a card selected by another player in a current round or the same as a card dealt to another player in a previous round;
e) if a first player chose the same card as another player, as determined in step (d), dealing the first player a null card that has no value in forming a card hand,
wherein, if the first player is the actual player (740), the null card (682) dealt to the first player is displayed on the first player's display screen (680) showing the rank and suit of the card that the first player selected,
wherein, if the first player is a player (736) other than the actual player and cards are dealt face up in a current round, the null card (686) dealt to the first player is displayed on the actual player's display screen (680) without showing the rank and suit of the card selected by the first player, so that the actual player does not know what card the first player selected;
f) if the first player did not choose the same card as another player as determined in step (d), dealing the first player the card that the first player selected,
wherein, if the first player is the actual player (740), the rank and suit of the card dealt to the first player (690) is displayed on the first player's display screen (680),
wherein, if the first player is a player other than the actual player and cards are dealt face up in the current round, the rank and suit of the card dealt to the first player (688) is displayed on the actual player's display screen (680);
g) repeating steps b-f if there is more than one active player after a round of play, until the same predetermined number of cards have been dealt to each active player; and
h) identifying the active player with the best hand of cards, according to predetermined rules of play.
44. In a communications network, a method for playing an interactive, network-based card game comprising: a) establishing a connection between at least one client software program for a game of cards, said client software program running on a player's computer connected to a network, and a server software program for the game, said server software program running on a computer acting as a server and connected to the network, said connection enabling a player to join a playing session populated with other players selected from a group consisting of real and virtual players, each real player using a separate computer connected to the network, each computer running another instance of the client software program that provides activity management for said player, each instance of the client software connected to the server software program, and the generation and activity management of each virtual player provided by the game's server software, said game including the following steps:
i) each active, real player selecting at said player's computer a desired card from a deck of playing cards displayed by said player's client software, said deck of cards the same for each player in the playing session;
ii) for each active, virtual player, said player's activity management software selecting a desired card from the deck of playing cards;
iii) each active player's activity management software communicating to the server software the identity of the card selected by said player;
iv) the server software determining what card each active player is dealt, said card being a null card having no value for scoring if said player's selected card is in a group consisting of cards selected by other players in the same round and cards selected by any player on a previous round, said card otherwise being said player's selected card;
v) the server software sending a message to each active player's activity management software identifying the card dealt to that player;
vi) each active, real player's client software displaying at said player's computer the card dealt by the server software;
vii) for each round where cards are dealt face-up, the server software sending a message to each player's activity management software identifying what card each active player was dealt by the server software;
viii) for each round where cards are dealt face-up, each real player's client software displaying at that player's computer the card that was dealt to each active player by the server software;
ix) for each betting round, each active, real player selecting at said player's computer a desired bet when said player's betting turn comes;
x) for each betting round, each active, virtual player's activity management software selecting a desired bet when said player's betting turn comes;
xi) each active player's activity management software communicating to the server software the bet selected by said player;
xii) after each bet, the server software sending a message to each player's activity management software identifying the bettor and bet;
xiii) after each bet, each real player's client software displaying at that player's computer said bet, and when the bet is to fold, displaying face-down all previous face-up cards for the current bettor;
xiv) repeating steps i-xiii until a predetermined number of cards are dealt by the server software to each active player and betting is concluded;
xv) at the end of the game, the server software sending a message to each player's activity management software identifying each winner according to pre-determined rules of play, the amount each winner has won, and what the value is of each face-down card dealt during the game to any player that has not folded;
xvi) at the end of the game, each real player's client software displaying at that player's computer the identity of each winner, the amount each winner has won, and what the value is of each face-down card dealt during the game to any player that has not folded;
xvii) repeating steps i-xvi until the playing session ends; and
b) closing the connection between each player's client software program and the server software program to terminate the playing session.
24. In a communications network, a method for playing an interactive, network-based card game comprising: a) establishing a connection between at least one client software program for a game of cards, said client software program running on a player's computer connected to a network, and a server software program for the game, said server software program running on a computer acting as a server and connected to the network, said connection enabling a player to join a playing session populated with other players selected from a group consisting of real and virtual players, the real player using a separate computer connected to the network, each computer running another instance of the client software program that provides activity management for said player, each instance of the client software connected to the server software program, and the generation and activity management of each virtual player provided by the game's server software, said game including the following steps:
i) each active, real player selecting at said player's computer a desired card from a deck of playing cards displayed by said player's client software, said deck of cards the same for each player in the playing session;
ii) for each active, virtual player, said player's activity management software selecting a desired card from the deck of playing cards;
iii) each active player's activity management software communicating to the server software the identity of the card selected by said player;
iv) the server software determining what card each active player is dealt, said card being a null card having no value for scoring if said player's selected card is in a group consisting of cards selected by other players in the same round and cards dealt by the server software on a previous round, said card otherwise being said player's selected card;
v) the server software sending a message to each active player's activity management software identifying the card dealt to that player;
vi) each active, real player's client software displaying at said player's computer the card dealt by the server software;
vii) for each round where cards are dealt face-up, the server software sending a message to each player's activity management software identifying what card each active player was dealt by the server software;
viii) for each round where cards are dealt face-up, each real player's client software displaying at that player's computer the card that was dealt to each active player by the server software;
ix) for each betting round, each active, real player selecting at said player's computer a desired bet when said player's betting turn comes;
x) for each betting round, each active, virtual player's activity management software selecting a desired bet when said player's betting turn comes;
xi) each active player's activity management software communicating to the server software the bet selected by said player;
xii) after each bet, the server software sending a message to each player's activity management software identifying the bettor and bet;
xiii) after each bet, each real player's client software displaying at that player's computer said bet, and when the bet is to fold, displaying face-down all previous face-up cards for the current bettor;
xiv) repeating steps i-xiii until a predetermined number of cards are dealt by the server software to each active player and betting is concluded;
xv) at the end of the game, the server software sending a message to each player's activity management software identifying each winner according to pre-determined rules of play, the amount each winner has won, and what the value is of each face-down card dealt during the game to any player that has not folded;
xvi) at the end of the game, each real player's client software displaying at that player's computer the identity of each winner, the amount each winner has won, and what the value is of each face-down card dealt during the game to any player that has not folded;
xvii) repeating steps i-xvi until the playing session ends; and
b) closing the connection between each player's client software program and the server software program to terminate the playing session.
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The present invention relates to computer-based multi-player card games in which players select cards that follow the rules of poker.
The game of poker is well known and the rules can be found in nearly every card game rule book. In the game of poker cards are dealt to each player. Players may have a chance to improve their hand by discarding some of their cards, and receiving replacements, as in draw poker, or more cards may be dealt than needed and the best cards retained, as in the seven-card variations of poker. Various rounds of betting take place after dealing and after drawing. In five-card stud poker, one card is dealt face down and the four remaining cards are dealt face up one at a time with a round of betting after each face up card is dealt. In all variations of poker, when the betting rounds are completed, the remaining players expose their hands and the winning player collects the money bet. The outcome is determined by the combinations are well known—high card, one pair, two pair, three-of-a-kind, straight, flush, full house, four-of-a-kind, and straight flush—and are described in nearly every card game rule book.
Unfortunately, in poker good combinations such as a straight flush, four-of-a-kind and full house are rare. Most people are reluctant to bet much when they hold only one or two pair. As a result, too many people drop out of the betting early, which may frustrate even people with good hands. One common solution is to introduce wild cards to increase the chances of receiving a good hand and thus keep the game interesting, but getting a wild card involves more luck than skill.
U.S. Pat. No. 4,662,637 to A. Pfeiffer discloses a method of playing a card game in which the players select desired cards which are delivered to players unless a player requests the same card that another player has requested during the same round of play or was dealt on a previous round, in which case a null card, having no value in determining the outcome of the game, is delivered to the requesting player. Poker rules are used to determine the outcome of the game.
U.S. Pat. No. 4,667,959 to A. Pfeiffer discloses a selector unit and card-storage carousel for playing a card game disclosed in U.S. Pat. No. 4,662,637.
Many games are now played on computers and the concept of playing card games over a network such as the Internet is well-known. Patents have been granted to new card games that include claims which cover playing the game over the Internet. For instance, U.S. Pat. No. 5,951,012 discloses a poker game where the amount of successive wagers is pre-established by the players; this game may be played on the Internet. Similarly, U.S. Pat. No. 6,012,720 discloses “enhanced features” of the card game Double Hand; this game may also be played on the Internet.
None of the prior art, however, discloses how to play a computerized card game with multiple variations where a player vies with other players, real and/or virtual, to choose cards that will result in the best possible hand.
The invention is a method of playing computerized multi-player card games, usually variations of poker, where the quality of players' hands is due to skill and strategy rather than “the luck of the draw.” Players request desired cards from a separate dealer without knowledge of which cards other players have requested. A null card, which has no value in determining the outcome of the game, is delivered to players who request the same card as another player has requested regardless of whether the card was requested previously or during the current round. In another embodiment, a null card is delivered only when two or more players request the same card during the current round or if a player requests a card that has already been distributed.
In one embodiment, each player has a copy of the software for the game on his/her computer, which is connected to a network. The software is configured as client-side software. Players connect to a server which runs the same software (although configured as server-side software) as the players and play the game over the Internet. The server assigns players to playing sessions, populates those sessions with virtual players if there aren't enough real players to fill that session, controls the virtual players, determines which player should receive which cards, keeps score, tracks the order of play, etc.
This invention offers substantial improvements over the game initially disclosed by the inventor in U.S. Pat. No. 4,662,637. The patented method only describes one method of playing the game. Also, players need to use the selector unit and carousel for storing cards disclosed in U.S. Pat. No. 4,667,959 in order to play the game.
This invention discloses a new card game, in which a player receives a null card if he or she requests a card that has been requested in previous rounds or by another player in the current round. This innovation makes the game far more challenging than previous versions in terms of selection and betting strategies. This invention also allows players to play the previously patented version and allows players to choose which game (five card stud, draw poker, etc.) they wish to play.
This invention improves the player's game-playing experience. When the game is played on a computer, the software can track the selection of cards, the order of selection, the delivery order of cards, the delivery of cards, the betting order, the amount each player bets, and the overall score, or total, for each player. In the non-computerized version, the players have to track these details on their own which may lead to confusion and delays in the game. When the game is played on a computer, the software also displays to each player which card was selected during each previous round, whereas in the non-computerized version, each player had to memorize both the value and round of each card they selected on a previous round that resulted in a null card being dealt to them. The invention also allows the game to be played at a faster pace, allowing players to spend more time actually playing the game than waiting for routine chores to be completed. For instance, once all the players have communicated to the dealer what card they want, delivery of the cards to the games is instantaneous (distribution of cards could take as long as 15 seconds using the prior art's selection unit and carousel). Also, the software can calculate and post scores much faster than individuals playing the non-computerized version. Once a game is completed, the next game can begin immediately. The prior art's selector unit and carousel requires cards to be reloaded after every game; this can take as long as thirty seconds. The prior art selector unit and carousel also required specially labeled cards in order to operate; the present invention does not require similar accessories.
Finally, because this game is played on the Internet, players are now able to play the game whenever they wish instead of being limited to playing at times only when they are in a room with a suitable number of other players. Players may also play with other real players, virtual players controlled by the software, or a combination of the two. Players may also choose to play against a chosen group of players or against randomly selected players.
A computer-based multiplayer card selection game as disclosed herein can best be played over the Internet in order to accommodate the broadcast range of players, no matter where they are located. While the Internet is the preferred operating environment, it is not the only networked environment for playing such a game; for instance, hand-held computers (i.e., Personal Digital Assistants) can communicate via an infra-red signal, allowing the operators to play each other, or video game hardware as used in game arcades can be linked together by a local area network.
With respect to
The server software module 12, which usually resides on a computer (server) 10 separate from the other players' computers 14 in order to protect privacy, provides overall management of the game flow by receiving card and bet selection information from each player as well as game selection information from the dealer. The server software 12 also sends information to each player regarding when a new game begins, which player is the dealer for only selecting the next game, what game the dealer selected, when a new round begins, what card is dealt to that player, what card is dealt to each of the other players for a round where cards are dealt face-up, which player is the current bettor, what bet the current bettor made, and, when the game is over the value of each face-down card the remaining players were dealt, which players won and each player's holdings. The server software 12 also determines whether the desired card or a null card (which may be represented by a joker) is dealt to a player and for each virtual player determines either its selected card or selected bet when that virtual player's turn comes.
In
The game client software does not need to be downloaded every time a player wishes to play the game; a saved copy of the game client software may be used instead. However, a connection between the client and server software must be established and information exchanged as discussed above in order for the server software to sign up the player for a session. The client software may save a profile of the player and transmit this profile to the server in order to speed up the registration process.
In the preferred embodiment, a session starts after either seven players have signed up or fifteen minutes have elapsed, whichever occurs first. Where fewer than seven players have signed up by the time a session is scheduled to start, vacancies are filled by virtual players. Other embodiments may have fewer than seven players per playing session and may have a different sign-up period.
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In this embodiment there are two game choices; five card stud and seven card stud. Five card stud has five rounds of card selection with the cards down (hidden) for the round 1 and up (showing) for rounds two through five and betting in rounds two through five. Seven card stud has seven rounds of card selection with the cards down (hidden) for rounds one and two and seven and cards up (showing) for rounds three through six and betting in rounds three through seven. Other embodiments can have other poker variations such as draw or five card high/low.
When a real player is the dealer, the associated client software queries him or her by displaying a button labeled “5 card stud” and a button labeled “7 card stud.” The real player selects the game to be played and its client software sends a message to the server software identifying the current game. (See FIG. 4a and accompanying text.) The dealer's client software then displays the full deck of fifty-two playing cards from which the dealer will make his or her current round card selection. If a real player is not the dealer, then the associated client software waits for a message from the server identifying the current game. When the client software for a non-dealer player receives a message from the server identifying the current game, it stores and displays this information and then displays the full deck of fifty-two cards from which the player will make his or her current round card selection.
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After determining which cards players should receive (step 96), the server software determines whether there are active virtual players (step 98). If there are, the server software calculates each active virtual player's best potential hand (step 100; this will be explained further in
Referring to
The server software first determines whether the current bettor is a real player (step 116). If so, the server software determines if this real player is the first bettor (step 548). If so, the server software waits for a message from the current real bettor (point C; see
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In
If there are no more bettors, the server software determines whether the current round is either the last round or if there is only one remaining player (step 472). If either of these conditions is met, the server software determines the winner(s) based on the rules of poker and the amount each player receives (step 474). A counter is set for the first player (step 476). If the first player is a real player (step 478), the server software sends a message to the player identifying the winner(s), the amount each player has won, and each down card value for the active players (step 480). After sending the real player the message, or if the first player is a virtual player, the server software determines whether more players need to be processed (step 482). If more players do need to be processed, the player counter is incremented (step 484), and steps 478, 482, and, where necessary, steps 480 and 484 are repeated. Once all players have been processed, the server software prepares for another hand (point A; see FIG. 3a).
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Once the game type has been chosen, the player selects a card (step 502) and the client software sends a message indicating which card this player selected to the server software (step 534). In this embodiment when a real player clicks on a card its client software offsets that card in the displayed deck and if a previous card had been displayed offset, the client software then returns the previous offset card to its original position in the displayed deck. To indicate the actual card selection decision for the current round each real player clicks the button labeled “Card selected”. When a real player clicks the “Card selected” button its client software then sends a message to the server identifying the selected card for the player and then waits for a message from the server identifying dealt cards and which player is the current bettor. If the current round is a down round meaning that each player should not know what card each of the other players have been dealt, then the server software message to each real player only identifies the card dealt to that player. However, if the current round is an up round, then the server software message to each real player identifies the card dealt to each active player. When each real player's client software receives the card selection message from the server software, it stores and displays that information.
After sending the card selection to the server (step 534), the client software waits for a message from the server (step 490) indicating what card the player will receive, the identity of the first bettor if any, and, if face-up cards are distributed during the current round, the cards received by the other players (step 508). Once this message is received, the client software registers and displays the dealt cards (step 510) and then determines if this is a betting round (point DD; see FIG. 4b). Referring to
If the player associated with the particular instance of client software is the current bettor (step 512), the player places the bet (step 518) after which the client software sends a message to the server software identifying the bet (step 520). In this embodiment, the client software displays six buttons, each labeled for one of the six betting options: check, call, $5, $10, $25, fold, and a seventh button labeled “Bet.” (A bettor checks when no one else has made a money bet on the current round and he or she stays in the game but passes betting on to the next active player without making a money bet. A bettor calls when there have been one or more previous money bets that the player must match to stay in the game and does so without raising the called bet and then passes on betting to the next active player. $5, $10 and $25 are the amounts of virtual money any player may bet or raise on his or her turn. When a player folds he or she cannot win and becomes inactive for the current game. When a player folds it means that player no longer bets, selects a card, or is dealt a card for the remainder of the current game. In this embodiment the number of money bets in a round is limited to an initial money bet plus two raises. Other embodiments may set the bet amounts to other fixed values, any amount no greater than the size of the current pot or to any value. Other embodiments may also change the number of permissible raises.) The player clicks on the desired betting option and then clicks “Bet” to indicate their betting decision (step 518). When “Bet” is clicked, the player's client software sends a message to the server software identifying the current bettor and the bet (step 520). The client software then waits for a message from the server software (point L; see FIG. 4a).
In addition to the messages from the server software described above, the client software may receive other messages from the server software. Referring to
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The message from the server software may also indicate the end of the hand (step 532). If this is the case, the client software displays the information from the server about the winner(s) and winnings. The client software then prepares for the next hand (point K; see FIG. 4a).
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If all players have been examined (step 188) and it has been determined that none of the players can be blocked, the server software randomly chooses for the virtual player a card which has not been dealt face-up to any player, dealt face-down to this player, and, if the current session is a One-Shot session, has not been selected on a previous round by this player (step 198). The server software will then determine whether there are other active virtual players that need to select cards (step 200).
If all active virtual players have selected cards (step 200), the server software will end the card selection process for virtual players (step 470) and determine the dealt card for each active player (see
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If the virtual player does not possess the best potential hand (step 290), the server software determines whether the player's potential hand is better than the last money bettor's (step 324). If it is, the virtual player calls (step 332). If not, the server software reviews whether there has been more than one money bet during the current round or whether the call amount is ten virtual dollars or more (step 326). If the answers to both these questions are “no,” the virtual player calls (step 332). If the answer to either of these questions is “yes,” the server software determines whether the virtual player's potential hand is too weak to beat an opponent's best potential hand (step 328). If the hand is too weak, the virtual player folds (step 330). If the hand is not too weak, the virtual player calls (step 332).
Referring again to
If the virtual player does possess the second best potential hand of all the players, the server software determines whether the virtual player has any null cards showing or more than one null card (step 286). If so, the virtual player checks (step 288). If not, the server software determines whether the potential hand is too weak to beat the best potential hand (step 316). If it is, the virtual player checks (step 288). If not, the server software randomly generates an integer between 1 through (up-cards rating order position+2*number of null cards+2) (step 318). If an integer greater than 1 is generated, the virtual player checks (step 288). If 1 is generated, the virtual player bets five virtual dollars (step 320). Once the server software has determined the virtual player's betting action, the server software exits this routine (step 250).
Referring to
In
If no money bets have been placed during the final betting round, the server software determines whether the virtual player possesses the best hand of all the players (step 436). If the virtual player does possess the best hand, the server software randomly generates an integer between 1 and 3 (step 450). If 1 is generated, the virtual player checks (step 442). If an integer greater than 1 is generated, the server software will again randomly generate an integer between 1 and 3 (step 448). If 1 is generated, the virtual player bets five virtual dollars (step 446). If 2 is generated, the virtual player bets ten virtual dollars (step 454). If 3 is generated, the virtual player bets twenty-five virtual dollars (step 452).
If the virtual player does not possess the best hand, the server software determines whether the virtual player possesses the next best hand (step 438). If not, the virtual player checks (step 442). If the virtual player does possess the second-best hand, the server software randomly generates an integer between 1 and 8 (step 440). If 1 is generated, the virtual player bets five virtual players (step 446). If an integer greater than 1 is generated, the virtual player checks (step 442). Once the server software has determined the virtual player's betting action, the server software exits this routine (step 250).
When a real player is the dealer, the associated client software displays a screen for game selection. In this embodiment for a four person playing session of Original 5 card stud,
Referring now to
In this embodiment for a four-person playing session of Original 5 card stud, FIG. 9a and
Referring to
In an embodiment for a four-person session of Original 5 card stud,
Referring to
Pfeiffer, Daniel, Pfeiffer, Arthur M.
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