[0001] This invention relates to machines for playing games or for amusement and especially,
but not exclusively, to such machines which are coin, token, credit, or credit-card,
freed for play.
[0002] The field of coin, token, credit or credit-card operated amusement and gaming machines
which are released for play by the introduction of one or more game credits is well
developed. The outcome of a game can typically result in a win awarding a prize of
greater value than the initial game credit staked by the player.
[0003] One known kind of gaming or amusement machine in common use typically comprises a
mechanical or electromechanical arrangement of three or more rotating reels or drums,
around the peripheries of which are arranged various differing symbols, usually depictions
of fruits although other symbols may be used. A typical game consists of spinning
these reels which are then brought to a standstill at varying times. The combination
of several symbols of the same kind in a horizontal line after the reels have all
stopped gives rise to a winning situation. There are, of course, many variations to
this basic theme.
[0004] It is also known, and indeed common, to present such games by means of a video graphics
display device such as a cathode ray tube; indeed this was first shown by ourselves
in our UK Patent No. 1 466 765 and further developed in our UK Patent No. 2 106 682.
Many such games are merely video representations of simulated spinning reels. Such
games are not of interest in connection with the current invention.
[0005] There is another significant class of games usually presented by means of video displays
which are in widespread use, and in these cases the games consist of video representations
of well-known gambling games involving playing cards. A large number of these machines
are in operation throughout the world, the majority of them being based on the game
of Draw Poker. In these games the player is dealt a hand of 5 playing cards, and can
then choose whether to "stick" with the cards dealt or to select a re-draw of any
number of them in order to improve the hand. Conventional casino rules apply to the
hierarchy of winning hands, such as flushes, straights and so on, differing wins being
awarded as determined by the required prize structure of the machine. In some implementations
it is also possible to increase the amount staked after the first deal, and to further
gamble any amount won after the conventional poker element of the game has been completed.
[0006] Games are also known in which a hand of Blackjack (also known as pontoon) representing
the player is matched against a second hand representing the machine. Conventional
Blackjack casino rules are again usually applied, for instance, it may not be permitted
for the "bank" (i.e. the machine) to "stick" with a hand of less than 16, and in the
case of equal value hands the "bank" (the machine) wins and so on.
[0007] Although these types of card game machines are fairly popular we have appreciated
that they suffer from several inherent weaknesses which prevent them from achieving
their full potential in terms of commercial success in any but niche markets. Players
can become bored with these games as the excitement of playing can be marred by the
fact that the chances of winning or losing any one game can be predicted fairly readily
at a very early stage of the game, after which point the player can do little to retrieve
a losing situation. There are few strategy options open to the player. This is further
impaired in practical implementations of poker and blackjack type machines by the
mechanism within the machine which is used to control and limit the long-term return
or payback therefrom, which can sometimes manifest itself as being unfair to the player.
In order to comply with widely differing gaming laws in various countries, games adapted
for use with a gaming machine have to be configured in ways in which manipulation
of the randomness of certain cards appearing is necessary, and this further heightens
the player perception of an "unfair" game biased against him. The one advantage that
such games possess is that they are based on universally-known rules of play and are
relatively easy to understand.
[0008] The aim of the present invention is to provide a new machine for playing games or
for amusement, with a view to alleviating at least some of the problems discussed
above.
[0009] According to a first aspect of the invention we provide a gaming or amusement machine
having first hand display means adapted to display or represent a first hand, or proto-hand,
of a card game, characterised in the provision of second hand display means adapted
to display or represent a second hand, or proto-hand, of a card game, card-in-play
indicating means, and card allocating means, the card allocating means being adapted
to allocate a card nominated in play to one of the first or second hands.
[0010] The card allocating means may be player operable. The player may thus select to which
hand or proto-hand a card in play is allocated.
[0011] It will be appreciated that during a play of the machine a player may have a combination
of complete hands and incomplete or proto-hands. Even a hand with the full number
of "cards" may be changed to a different combination of cards in some game features.
[0012] We believe that this improves the machine since the player does not perceive the
game as being so unfair since he may exercise a degree of skill and judgement in selecting
to which hand or proto-hand a card is allocated. We have appreciated that the amount
of influence which the player can exercise over the outcome of known card game machines
is somewhat limited. This realisation is at least in some part a contribution to the
invention.
[0013] A multi-hand card game machine in which the player may allocate a card to a chosen
hand retains the benefit of clarity of play and easily understood and widely known
rules, whilst avoiding some of the disadvantages discussed.
[0014] Preferably there are more than two hands displayed into which a player can chose
to introduce a card in play.
[0015] The first or second hand display means preferably comprises an electronically controlled
display screen, but it could of course comprise mechanical display means, for example
reels or the like. The same screen may comprise the first and second hand display
means.
[0016] Preferably the card in play is shown to the user so that he knows its value before
he allocates it to a particular hand.
[0017] Preferably the card in play is a new card not previously allocated to a hand in that
game, but an alternative is to allow the transfer of a card from one hand to another.
This may be under the control of the user who may be able to select the card to be
transferred, or the hand into which the transferred card is transferred, or both.
This transfer concept may be a game feature which is only usable at certain times.
[0018] Preferably the machine has control means which identifies whether or not a card is
allowed to be allocated to a particular hand. The control means preferably has a predetermined
set of rules by means of which the allowability or otherwise of a potential hand is
determined.
[0019] Each hand may contribute towards a combined game score, and combined score display
means may be provided to indicate this. Each hand may also have its own hand score
display means. A prize may be awarded when the combined score achieves a predetermined
value. The control means preferably determines the score achieved by a hand according
to predetermined rules. The control means may award different scores for two hands
which would under the normal rules of the card game be worth the same. For example
in the case of Blackjack a hand of any one of a Jack, Queen, or King plus an Ace,
may be awarded more points than a hand of a five, seven and nine (even though they
would both normally score 21).
[0020] It will be appreciated that the card game machine invention proposed is based upon
a presentation of playing card symbols in which the player may have a high degree
of involvement in placing these symbols into sub-hands, the sub-game scoring rules
of which are familiar to any exponent of conventional card games. The game usually
operates with a totally random shuffle of the playing card "deck" at the start of
each game, and so it appears to the player to be inherently fair. Further, it is possible
to configure the win structure of the game in such a way that it can be made to comply
with almost any ratio of prize to stake mandated by local gaming laws, without compromising
this inherent fairness of the game. Of equal attraction to the player is that the
mode of play gives a great deal of player interaction and choice within the game,
and that an early run of "poor" cards can still be turned into a jackpot win within
the game, heightening player excitement.
[0021] Game features such as a gamble feature, nudge feature, a trail stop or a skill stop
may also be incorporated and these may be controllable or under the influence of the
player. It may for example be possible at certain times in the game to "nudge" the
card in play so that its value is increased or decreased. Alternatively, or additionally,
it may be possible to "nudge" the card in play so that the card in play is ignored
and the next card to be "dealt" from the "deck" of cards becomes the card in play.
Similarly, the player may in some game features be able to stop trail skill stop,
or other skill stop, on a card to be brought into play. Player operable input means
may be provided to enable the player to play a game feature, for example, a nudge
button may be provided to allow a nudge feature to be played.
[0022] Although we see the invention as being primarily concerned with card game machines,
and it was invented in that field, we can also see it being applicable to machine
for playing other games, for example dominoes, or dice hand games.
[0023] According to a second aspect of the invention we provide a gaming or amusement machine
having first hand display means adapted to display or represent a first hand, or proto-hand,
of a game, characterised in the provision of second hand display means adapted to
display or represent a second hand, or proto-hand, of a game; a hand of the game comprising
a plurality of game elements or symbols combined to create an allowable combination,
configuration, arrangement, number, or the like of said game elements, the hand being
one of a finite number of combinations of game elements (usually acquired in an attempt
to achieve one of a finite known number of target combinations) and selection means
adapted to select one of the first or second hands, or proto-hands, to be the hand
or proto-hand to which an in-play game element is to be allocated by the machine.
[0024] The selection means may be operable by the player and in this case the player may
control into which hand the in-play element is introduced.
[0025] According to a third aspect the invention comprises a method of improving the player
interest in a card game, or like game, playing machine characterised by enabling the
player to allocate a card (or the like) in play to one of a plurality of hands that
the player is playing, the choice of hand to which the card in play is allocated being
under the control of the player.
[0026] An embodiment of the invention will now be described by way of example only with
reference to the accompanying drawings of which:-
Figure 1 shows a card game amusement machine; and
Figure 2 shows detail of the machine.
[0027] The machine M shown in Figure 1 consists of a suitable housing H, coin or token input
means S, payout means P, video display screen 12, various player-operable control
switches 10 and 11, and other appropriate control means (not shown). The machine is
a card game machine.
[0028] The video graphic display screen 12 of the machine is divided up into several distinct
areas as shown in Figure 2 ( 1 to 6, 7's, 8 and 9). Any other similar disposition
of display fields could, of course, be used. One of the fields 1 displays the card
to be played from the remainder of the unplayed deck (the in-play card). Below this
are five sub-hand fields, 2 to 6, which are initially blank, and immediately above
each sub-hand are display areas 7 reserved to show the sub-hand score. A further field
8 shows the total of all the sub-hand scores, which represents the overall cumulative
current game score. There is also an area 9 reserved to show the total game scores
corresponding to various levels of prizes. This could be printed onto artwork adjacent
to the video display screen of the machine, but for convenience and flexibility it
is preferred to show this also within the video display area, as the prizes may alter
according to the stake wagered by the player which may be varied within a series of
games, or to display differing prizes on machine of the same basic type used within
territories with differing gaming laws, in order to facilitate standardisation of
the machines and ease production difficulties.
[0029] Below each of the five sub-hand fields are sub-hand control switches 10 which can
be operated by the player; these are preferably illuminated under the control of the
machine in order to indicate clearly to the player when they can be used.
[0030] Upon depositing sufficient credit into the machine and starting the game by means
of start switch 11, a playing card face is shown in field 1. Control switches 10 then
flash, and a message appears within an otherwise unused part of the display area 12
"which hand?". The player then has to operate one of the switches 10, upon which the
card just dealt from the "deck" and appearing in field 1 is then transferred to the
relevant sub-hand or proto-hand field. The sub-hand score for this card is shown in
the appropriate sub-hand score field 7, and the total game score (which at this stage
is equal to the sub-hand score) is displayed in the game score field 8. The score
for each card is assessed conventionally, that is, cards with a face value of between
two and ten take their face value; picture cards take a value of 10, and aces can
take a value of either 1 or 11 depending on context. In this example, Jokers are not
used but this does not preclude their inclusion in other versions of the same basic
game. A second card is then dealt from the "deck" and shown in field 1, the player
again being invited to operate one of the selection switches in order to transfer
this card to one of the sub-hand fields. If he chooses a sub-hand field already displaying
a previously played card, the sub-hand card display will be stacked to show both card
faces. The respective sub-hand and total game score fields are again updated as appropriate.
[0031] The objective of the game is that the player should use his skill and judgement in
order to make each of the sub-hand fields score as near to 21 as possible. Once a
total of 21 has been reached in any of the sub-hands, no further card placements are
allowed in this hand (this incidentally gives a limit of 11 cards in one stack); moreover
should the card just dealt from the deck be of such a value as to take any of the
sub-hand scores over 21 the player is prevented from placing the card into any of
those sub-hands, this being indicated by the lamp within the relevant sub-hand selection
switch 10 not flashing.
[0032] Should the card in play be an Ace, this takes the value of either 11 or 1, and the
sub-total score field will alternate between the two scores calculated with this value;
the game total score will however only show the highest score. Should the game total
enter the range in which prizes are awarded although less than the maximum score of
105, the player is given the choice by means of operation of further control switch
13 as to whether he wishes to attempt to improve his score by being allowed to play
the next card in the "deck" (as yet unrevealed) or to collect the prize which he has
already become entitled to. Should the total game score not yet have reached the level
at which prizes are awarded but the next card from the "deck" cannot be played as
it would take all of the sub-hands over a score of 21, then the player is said to
be "bust" and the game is terminated.
[0033] A typical prize structure would give small awards for a total score of 101, and increasing
awards up to the maximum of 105.
[0034] The deal of the cards from the "deck" is preferably arranged by means of a random
determining element in the machine to be totally unbiased, that is that each card
remaining from the initial 52-card "deck" has an equal chance of appearing as the
next card. As all of the previously-played cards are visible to the player he can
use his skill to calculate the changes in odds of certain cards and of various values
appearing next, and compile a strategy to maximise his chances of winning. There are
a very large number of such strategies that can be employed, and thus player interest
can be sustained over a long period.
[0035] In order to extend the upper limit to the range of prizes which can be offered within
a randomly-dealt game, differentials within prize levels for the same total game scores
can be devised; for example, a score of 105 achieved with four "natural" 21-scoring
"Blackjack" sub-hands (that is, with each containing just two cards, and ace and a
10 or picture card) would be expected to occur a lot less frequently than a score
accumulated with 3 or 4 cards making up some of the sub-hand 21 scores, and so could
give rise to a much higher prize. Similarly other events within the sub-hands, for
example a 21 made up with 5 or more cards, could occasion a bonus prize award.
[0036] Of course, within the basic scheme of the invention as described there are many other
possible implementations; within the given example there are shown to be 5 distinct
playing sub-hands, but this number could be varied to be higher or lower.
[0037] The sub-hands themselves are shown as complying with the basic rules of a conventional
"Blackjack" hand, but they could comply with other rules such as Poker.
[0038] The machine may utilise, as shown in the example, one 52-card "deck" or it may use
several. The band of total scores which qualify for prizes could be adjusted as required,
as could the higher prize separation mechanism based on natural blackjacks.
[0039] A standard 52-card deck is indicated in the example but Jokers could be incorporated
into game variants if required. Alternatively, or additionally, the pack need not
be a standard deck of playing cards but could be a set of game elements of any number
preferably carrying different symbols (or at least some different symbols). The odds
of the various cards appearing do not have to be equal, but could be biased.
[0040] The graphic display system preferably incorporates a cathode-ray tube but any other
visual presentation method with appropriate attributes could be used.
[0041] The value of the stake per game could be varied under player control, and this could
also alter the ratios of the various prizes in order to encourage high-stake play;
additional cards drawn from the deck could be paid for from game credits at various
stages; additional payments could be made within the game in order to change or discard
the card in play, or exchange cards between hands. Furthermore we could arrange for
a pool of 2 or more cards to be "in-play", a card or cards from the pool being allocatable
to a chosen hand at a later stage of the game. The player may have to pay extra for
this feature.
[0042] To summarise, the embodiment provides a machine which has a number of sub-hands within
a single card-type game, with the player being given total flexibility within the
rules of the game as to which sub-hand he wishes the next card in play to be played
into.
[0043] This invention fulfils a requirement for a game which greatly improves player participation
and strategy choice, which does not appear to the player to be biased and unfair and
which does not lock him out of the larger prizes early in the game. The game uses
a conventionally ordered card scoring system, which is easily adaptable to take into
account widely-varying stake-to-prize ratios for different territories thus enhancing
both the overall acceptability of the game and the ease and convenience of production
of it. The invention thereby significantly advances the art of card-based video games
and allows commercial success in a larger number of markets and situations than is
currently possible.
[0044] It will be appreciated that we have described in the main large pre-payment amusement
machines since that is the field in which the invention was made. However, it may
also be applicable to machines which require no pre-payment, for example home video
games.
1. A machine (M) for playing games or for amusement having first hand display means (2)
adapted to display or represent a first hand or proto-hand of a card game characterised
in the provision of second hand display means (3;4;5;6) adapted to display or represent
a second hand or proto-hand of a card game, card-in-play indicating means (1), and
card allocating means (10), the card allocating means (10) being adapted to allocate
a card nominated in play to one of the first or second hands.
2. A machine (M) in accordance with claim 1 characterised in the provision of more than
two hand display means (2;3;4;5;6) to which a card in play can be allocated.
3. A machine (M) in accordance with claim 1 or claim 2 characterised in that there is
player operable card allocating means (10) and in that the card in play is allocated
to said one of the first or second hands at the choice of the player.
4. A machine (M) in accordance with any preceding claim characterised in that the first
and second hand display means (2;3;4;5;6) comprise an electronically controlled display
screen.
5. A machine (M) in accordance with any preceding claim in which the card in play is
shown to the user so that he knows its value before he allocates it to a particular
hand.
6. A machine (M) in accordance with any preceding claim characterised in that a player
may transfer a card from one hand to another.
7. A machine (M) in accordance with claim 5 characterised in that the user may select
the card to be transferred to another hand.
8. A machine (M) for playing games or for amusement having first hand display means (2)
adapted to display or represent a first hand or proto-hand of a game, characterised
in the provision of second hand display means adapted to display or represent a second
hand or proto-hand of a game, a hand of the game comprising a plurality of game elements
or symbols combined to create an allowable combination, configuration, arrangement,
number, or the like of said game elements, the hand being one of a finite number of
combination of game elements, and selection means adopted to select one of the first
or second hands, or proto-hands, to be the hand or proto-hand to which an in-play
game element is to be allocated by the machine.
9. A machine (M) in accordance with claim 8 characterised in that the selection means
is operable by the player.
10. A method of improving the player interest in a card game, or like game, playing machine,
characterised by enabling the player to allocate a card (or the like) in play to one
of a plurality of hands that the player is playing, the choice of hand to which the
card in play is allocated being under the control of the player.