Related Applications
[0001] This application is related to Australian Provisional Patent Application No.
2008904067 entitled "Gaming method and system", filed on 8 August, 2008 in the name of Anthony
Robert Farah, the entire contents of which are incorporated herein by reference.
[0002] This application is related to Australian Provisional Patent Application No.
2008904616 entitled "Gaming method and system", filed on 5 September, 2008 in the name of Anthony
Robert Farah, the entire contents of which are incorporated herein by reference.
[0003] This application is related to International (PCT) Application No.
PCT/AU2009/001015 entitled "Determining a game score based on differences between consecutive token
values", filed on 7 August, 2009 in the name of Anthony Robert Farah, the entire contents
of which are incorporated herein by reference.
[0004] This application is related to Australian Patent Application No.
2010200417 entitled "Gaming method and system", filed on 5 February, 2010 in the name of Anthony
Robert Farah, the entire contents of which are incorporated herein by reference.
Field of the Invention
[0005] The present invention relates generally to entertainment and, in particular, to a
gaming method and system.
Background
[0006] Games of chance, skill, and entertainment exist in many different formats and are
played using a variety of different gaming platforms. Such platforms can include,
for example, cards, board games, playing fields, and computing devices.
[0007] It is desirable for a game to attract a player and retain the attention of the player
throughout the duration of the game.
[0008] Thus, a need exists to provide an improved gaming method and system.
Summary
[0009] It is an object of the present invention to overcome substantially, or at least ameliorate,
one or more disadvantages of existing arrangements.
[0010] Described herein are a gaming system, method, and computer program product that utilise
a first gaming table and a predefined number of tokens. The gaming table includes
a number of cells that correspond to the number of tokens and each token has an associated
value. The tokens are stored in the cells of the gaming table, with one token in each
cell, until all of the cells are populated. A player then selects a cell of the gaming
table to reveal the token stored therein. The player continues to select cells of
the gaming table to reveal the tokens stored therein, until all of the tokens have
been revealed. The gaming system, method, and computer program product of the present
disclosure compute a score for a player by utilising the values associated with the
tokens, based on an order in which the tokens were revealed.
[0011] In one implementation, the values associated with consecutively revealed tokens are
utilised to determine a relative value for each pair of revealed tokens. The relative
values for all of the pairs of revealed tokens are summed to obtain a total score
for that player. Thus, the gaming system, method, and computer program product of
this embodiment compute a score for a player based on the relative difference between
values associated with consecutively selected tokens. The gaming system, method, and
computer program product may optionally include a starting value to compute an initial
score based on a relative difference between the starting value and a first revealed
token. The gaming system, method, and computer program product may optionally include
a finishing value to compute a finishing score based on a relative difference between
the finishing value and a final revealed token. The gaming system, method, and computer
program product may optionally both a starting value and a finishing value.
[0012] In another implementation, a predefined ordered sequence of values is utilised to
determine a score for the player, in conjunction with the order in which the tokens
were revealed. The value of each token is compared to a value in the predefined ordered
sequence of values corresponding to the order in which that token was revealed to
determine a score associated with each revealed token. In one embodiment, the predefined
ordered sequence of values corresponds to a number of a turn in which a token is revealed.
In another embodiment, the predefined ordered sequence of values is predefined by
a competing player, a gaming administrator or operator, or a random number generator.
[0013] In one implementation, the gaming system, method, and computer program product of
the present disclosure involve game play between two players. Each player populates
a gaming table with a set of tokens, wherein the other player is unable to witness
how the opposing player has populated their respective gaming table. Thus, a first
player populates a first gaming table with a first set of tokens and a second player
populates a second gaming table with a second set of tokens. The first player reveals
the second set of tokens stored in the gaming table of the second player by iteratively
selecting cells of the second gaming table. Similarly, the second player reveals the
first set of tokens stored in the first gaming table by iteratively selecting cells
of the first gaming table.
[0014] The selection of cells by the first player and the second player may occur in an
interleaved manner, with the first player and second player taking turns to select
a cell from the gaming table of the other player. Alternatively, the first player
and second player can each provide a list or sequence of cells in the order in which
the tokens are to be stored in their gaming table and provide a list or sequence of
cells in the order in which the tokens are to be revealed from the gaming table of
the other player.
[0015] According to another aspect of the present disclosure, there is provided an apparatus
for implementing any one of the aforementioned methods.
[0016] According to a further aspect of the present disclosure, there is provided a computer
program product including a computer readable medium having recorded thereon a computer
program for implementing any one of the methods described above.
[0017] Other aspects of the invention are also disclosed.
Brief Description of the Drawings
[0018] One or more embodiments of the present invention will now be described with reference
to the drawings, in which:
Fig. 1 is a flow diagram of a method of gaming according to an embodiment of the present
disclosure;
Figs 2A to 2H are a flow diagram of a method of gaming according to an embodiment
of the present disclosure;
Fig. 3 is a schematic representation of a gaming method and system according to an
embodiment of the present disclosure;
Fig. 4 is a flow diagram of a method of determining scores for the gaming method and
system of Figs 1 to 3;
Fig. 5 is a schematic block diagram representation of a gaming system according to
an embodiment of the present disclosure;
Figs 6A and 6B are a flow diagram of player interaction while playing a gaming method
according to an embodiment of the present disclosure;
Fig. 7 is a schematic block diagram of a general purpose computer upon which arrangements
described can be practised;
Figs 8A to 8C are schematic block diagram representations of preselection interfaces
in accordance with embodiments of the present disclosure;
Fig. 9 is a schematic block diagram representation of a gaming system in accordance
with an embodiment of the present disclosure;
Fig. 10 is a flow diagram of a method of determining scores for the gaming method
and system of the present disclosure;
Fig. 11 is a flow diagram of a method of determining scores for the gaming method
and system of the present disclosure;
Fig. 12 is a flow diagram of a method of determining scores for the gaming method
and system of the present disclosure3;
Fig. 13 is a flow diagram of a method of determining scores for the gaming method
and system of the present disclosure;
Fig. 14 is a flow diagram of a method of determining scores for the gaming method
and system of the present disclosure; and
Fig. 15 is a flow diagram of a method of determining scores for the gaming method
and system of the present disclosure.
Detailed Description
[0019] Where reference is made in any one or more of the accompanying drawings to steps
and/or features that have the same reference numerals, those steps and/or features
have for the purposes of this description the same function(s) or operation(s), unless
the contrary intention appears.
Overview
[0020] Disclosed herein is a gaming method and system. According to one embodiment, a plurality
of predefined tokens is provided, wherein each token is associated with a value. A
gaming table with a corresponding number of gaming cells is also provided, wherein
each cell is associated with a unique cell identifier. Each gaming cell is capable
of storing one of the tokens.
[0021] The gaming table represents an area on which the game is to be played, and can be
implemented using, for example, a physical table, a portion of real estate on a display
of an electronic device, such as a display screen of a mobile phone handset or computing
device, or an area of a proprietary gaming and wagering terminal. Other physical and
virtual implementations can equally be practised without departing from the spirit
and scope of the present disclosure.
[0022] In one mode of play, each of the tokens is allocated to a corresponding one of the
gaming cells and stored therein. The tokens are not initially revealed to a player.
The player utilises the cell identifiers to select one of the gaming cells and the
corresponding token stored therein is revealed. The player then selects a second gaming
cell to reveal the token stored in the second gaming cell. The game continues until
the player has selected all of the gaming cells and all of the tokens have been revealed.
[0023] A score is then determined based on the sequence in which the tokens were revealed.
[0024] As each token has an associated value, one embodiment determines relative differences
between values associated with consecutively selected tokens by calculating an absolute
value between successively revealed tokens. The sum of the absolute values is the
score awarded to the player for that game; the lower the score, the better.
[0025] In one embodiment, a predefined starting value is provided to enable an initial score
to be determined, based on a value of the first selected token. The initial score
is the absolute value between the starting value and the value of the first selected
token. The initial score is included in the sum of the absolute values to determine
the score awarded to the player. In a further embodiment, a predefined finishing value
is provided to enable a finishing score to be determined, based on a value of the
final selected token. The finishing score is the absolute value between the finishing
value and the value of the final selected token. The finishing score is included in
the sum of the absolute values to determine the score awarded to the player. In another
embodiment, a starting value and a finishing value are provided to enable an initial
score and a finishing score to be determined in the manner described above. Each of
the initial score and the finishing score is included in the sum of the absolute values
to determine the score awarded to the player.
[0026] An alternative embodiment utilises a predefined ordered sequence of values to determine
the score, based on the sequence in which the tokens were revealed. The method determines
a relative difference between values associated with the selected tokens and corresponding
values in the predefined ordered sequence of values. The sum of the relative differences
is the score awarded to the player for that game; the lower the score, the better.
In one embodiment, the predefined ordered sequence of values is a set of numbered
turns. In another embodiment, the predefined ordered sequence of values is assigned
by a random number generator, a competing player, a game administrator, or other means.
[0027] In one embodiment, the tokens are allocated to the gaming cells by a competitor of
the player, or a game controller. The game controller can be another person or a program
executing on a computing device.
[0028] In one embodiment in which the tokens are allocated to the gaming cells by a game
controller, thus populating the gaming table with the tokens, a first player and a
second player provide a first and second sequence of identifiers, respectively, corresponding
to cells of the gaming table. The gaming method determines a first sequence of tokens
stored in the gaming table by utilising the first sequence of identifiers. Similarly,
the gaming method determines a second sequence of tokens stored in the gaming table
by utilising the second sequence of identifiers. Determining the first and second
sequences may be readily performed, as the identifiers in the first and second sequences
of identifiers correspond directly to cells of the gaming table.
[0029] The gaming method determines a first score for the first player, based on relative
differences between values associated with consecutive tokens in the first sequence
of tokens, and determines a second score for the second player, based on relative
differences between values associated with consecutive tokens in the second sequence
of tokens. The gaming method then determines a winner, based on the first score and
the second score. Any number of players can compete in this embodiment by each providing
a sequence of identifiers corresponding to cells of the gaming table. A score is determined
for each player, as described above, and then a winner is determined.
[0030] In another embodiment, an interactive gaming method and system are provided to facilitate
the playing of a game between two players. An instance of a game includes three main
phases: "setup", "attack", and "scoring". During the "setup" phase, each player populates
a gaming table with a sequence of tokens. Thus, a first player and a second player
are provided with corresponding first and second gaming tables. Each gaming table
includes a number of gaming cells. A first set of tokens is allocated to the first
player and a second set of tokens is allocated to the second player. The first and
second sets of tokens are identical, and each token in the respective sets is associated
with a value. The first player selects a gaming cell on the first gaming table for
each one of the tokens in the first set of tokens. Similarly, the second player selects
a gaming cell on the second gaming table for each one of the tokens in the second
set of tokens. The first gaming table is hidden from the second player and the second
gaming table is hidden from the first player while the tokens are being placed.
[0031] Once each of the first and second players has populated their respective first and
second gaming tables with the respective first and second sets of tokens, the game
enters the "attack" phase. During the "attack" phase, the first player and the second
player take turns to select a gaming cell from the playing table of the other player.
The gaming cells are selected by utilising unique identifiers associated with each
of the cells. When a cell is selected, the token stored therein is revealed to the
other player.
[0032] The values associated with the predefined tokens form a sequence. It is desirable
for a player to reveal tokens in an order that corresponds to the sequence of the
values associated with the tokens (or an inversion thereof). The scoring is dependent
on the absolute values between successively revealed tokens, and thus the lowest score
is achievable by revealing the tokens in the same order as defined by the values associated
with the tokens (or in reverse). Calculating absolute values between successively
revealed tokens provides a score based on relative differences between values associated
with consecutively selected tokens.
[0033] Once all of the gaming cells for the first and second gaming tables have been selected
and all of the tokens from the first and second sets of tokens have consequently been
revealed, the game passes to the "scoring" phase. The "scoring" phase calculates the
absolute values between the tokens in the order in which the tokens were revealed
and then the absolute values are added to provide a total. The player with the lower
total is the winner. If the totals are the same, it is a draw.
[0034] The tokens can be numbers, icons, pictures, or any graphical symbol. The tokens are
arranged in a sequential order by virtue of the values associated with the tokens.
It is desirable to identify the tokens in the same sequential order, or the reverse
thereof, to minimise the score.
[0035] In an alternative embodiment, the "attack" phase and the "scoring" phase occur in
parallel, such that one or more interim scores are provided to the players during
the attack phase. In one implementation, the "attack" phase and the "scoring" phase
are interleaved to provide each player with a progress score after each token has
been revealed. Such an embodiment provides the players with immediate feedback relating
to their progress in the game.
[0036] In one implementation, the players are informed only of their respective score. In
another implementation, the scores of the first and second players are provided to
each of the first and second players, and thus both first and second players will
have an indication of their performance relative to the other player, and thus will
have an indication of their relative chances of success.
[0037] A further embodiment provides information to the players at one or more intervals
during play of the game. The information is based on the sequence of tokens chosen
to that time and may include, for example, one or more of: a player's current score,
a maximum possible score for that player based on the remaining tokens, a minimum
possible score for that player based on the remaining tokens, a range of possible
scores for that player based on the remaining tokens, an opponent's score, a maximum
possible score for the opponent based on the remaining tokens, a minimum possible
score for the opponent based on the remaining tokens, a range of possible scores for
the opponent based on the remaining tokens, a probability of the player winning based
on the current position of the game, and a probability of the opponent winning based
on the current position of the game. The players can then utilise the information
to make decisions relating to further bets and stakes that may be wagered on the game.
[0038] One embodiment of the present disclosure provides each of first and second players
with a gaming table in the form of a 3 x 3 grid upon which the first and second players
have to place the numbers 1 (one) through to 9 (nine) in any cell within the gaming
table without the other player knowing where they have placed their numbers on their
gaming table. Once a player has completed placing the numbers on the gaming table,
that player must wait until their opponent has also setup their gaming table. Once
both players have prepared their respective gaming tables (placed the numbers 1 through
to 9 within each cell in the game), the game is ready to begin.
[0039] One player will make the first guess at identifying a number on the opposing player's
gaming table. The player will select a cell, using a unique identifier associated
with the cell, and the opponent will reveal what number they had placed in the selected
cell. The player will then record the revealed number on his score sheet. As there
are 9 numbers stored in the 9 cells of the 3 x 3 grid of the gaming table, each player
will have 9 attacking attempts to identify where the numbers are located on their
competitor's gaming table. The attacking attempts and their order define an "attack
sequence".
[0040] The idea of the game is that the opposing player will attempt to guess where the
player has placed their numbers and with each attempt identify a sequence. The goal
of the game is to guess where each number is and, with every attempt, guess a low
scoring sequence. The total score is determined by determining relative differences
between values associated with consecutively selected first tokens and then adding
each of the absolute differences between each score sequence. In this particular example,
the lowest scoring sequences are 1,2,3,4,5,6,7,8,9 and 9,8,7,6,5,4,3,2,1. The player
with the lowest score wins the game. The lowest possible score for this embodiment
is 8.
[0041] For example, if the first player selects the cells in the order in which those cells
contain the numbers 1 to 9, the revealed sequence is 1, 2, 3, 4, 5, 6, 7, 8, 9. The
scoring is set out below:
Score Sequence achieved {1,2,3,4,5,6,7,8,9} |
Score 1 &2 |
1-2 = |-1| = 1 |
Score 2&3 |
2-3 = |-1| = 1 |
Score 3&4 |
3-4 = |-1| = 1 |
Score 4&5 |
4-5 = |-1| = 1 |
Score 5&6 |
5-6 = |-1| = 1 |
Score 6&7 |
6-7 = |-1| = 1 |
Score 7&8 |
7-8 = |-1| = 1 |
Score 8&9 |
8-9 = |-1| = 1 |
Total Score |
1+1+1+1+1+1+1+1 = 8 |
[0042] If the first and second player attain the same Total Score, it is a draw. Draws can
be handled in many different ways. For example, another complete or partial game can
be played, the prize can be split, or a bonus round can be instigated. Such a bonus
round may include, for example:
- i. BLACK/RED. Each player must select a colour from a colour range. Each player must then guess
what the other player has selected. The player that guesses correctly in a single
iteration of the BLACK/RED round wins the game.
- ii. Pick the number. Each player must select a number from a predefined number range. The player who guesses
the other player's number in a round of pick the number wins. If both players guess
the respective number in the first round then another round of "Pick the number" must
be played.
- iii. Closest guess. Each player must select a number from a predefined number range. Each opponent has
to guess what number their opponent picked. The player that guesses the number which
is the closest in value to the other participant's chosen number, wins.
- iv. Random number generator. A winner is allocated by a random number generator executing on a processor of a
computing device.
- v. Best Player. A winner is identified as the player whose total score was lower to the other player
in a prior score sequence before the draw occurred. The prior score sequence can include
all scores determined before the draw occurred or any subset thereof.
- vi. Best Last Play. A winner is identified as the player who scored the lowest score in a previous score
sequence(s). The previous score sequence can include a score derived from a most recent
pair of tokens, or a score derived from any sequence of revealed tokens before the
draw occurred.
- vii. Replay. A new game is played due to the draw occurring.
- viii. Share Prize. The players share the WIN outcome.
- ix. Lowest Number First. The player who revealed the lowest number(s) first is determined as the winner, the
lowest number corresponding to the lowest value associated with one of the tokens.
- x. Highest Number First. The player who revealed the highest number(s) first is determined as the winner,
the highest number corresponding to the highest value associated with one of the tokens.
[0043] Other embodiments utilise a gaming table having a 2 x 2 grid of cells with a sequence
of tokens from 1 to 4, a gaming table having a 4 x 4 grid of cells with a sequence
of tokens from 1 to 16, a gaming table having a 5 x 5 grid of cells with a sequence
of tokens from 1 to 25, and so forth. Yet other embodiments utilise gaming tables
with cells not arranged in a grid formation. For example, the cells can be placed
in one or more lines, the cells can be arranged to form a picture or geometric representation,
or the cells can be placed randomly within the gaming table. As long as the cells
are associated with unique identifiers, any number of cells can be utilised in any
desired arrangement.
[0044] Fig. 1 is a flow diagram of a process 1000 for playing a game in accordance with
one embodiment of the present disclosure. In this embodiment, the predefined tokens
are the numbers 1, 2, 3, 4, 5, 6, 7, 8, 9 and the value associated with each token
is the number itself. Thus, 1 has a value of 1, 2 has a value of 2, 3 has a value
of 3, 4 has a value of 4, 5 has a value of 5, 6 has a value of 6, 7 has a value of
7, 8 has a value of 8, and 9 has a value of 9. The sequences 1, 2, 3, 4, 5, 6, 7,
8, 9 and 9, 8, 7, 6, 5, 4, 3, 2, 1 will produce a lowest possible sum of "8" for the
absolute values of successive tokens. In this embodiment, a gaming table consisting
of 9 cells arranged in a 3 x 3 grid is provided to each of a first and a second player.
[0045] The gaming process 1000 commences at a Begin step 1005 and progresses to step 1010,
in which the first and second players register to play an instance of the game. The
actual step of registration will depend on the platform on which the game is being
played. In a board game environment, registration may include collecting tokens and
a gaming table. In a mobile telephone environment, selecting a gaming application
on a mobile handset may register the user with a remote gaming server via a communications
network. Optionally, depending on the application, a user may be required to transfer
personal information. In an ad-hoc wireless network environment, such as Bluetooth,
the establishment of an ad-hoc wireless connection may constitute the registration.
In an online computing environment, registration may include the steps of browsing
a website and providing personal information.
[0046] Control passes to step 1015, in which the first and second players set up a respective
gaming table by placing each of the tokens 1 to 9 in a cell of the 3 x 3 grid. The
aim of the game is to identify the locations of a competing player's sequence of numbers
on a corresponding gaming table.
[0047] In step 1020, the first player attacks by selecting a first cell in the 3 x 3 grid
of the gaming table of the second player . The first player is free to choose any
cell, and selects the cell by using unique identifiers associated with each of the
cells. In one embodiment, the columns of the 3 x 3 grid of the gaming table are allocated
"A", "B", "C", respectively, and the rows "1", "2", "3", respectively, as identifiers.
Thus, the top-left cell is designated A1 and the bottom-right cell is designated C3.
The token stored in the selected cell is then revealed to the first player.
[0048] Control passes to step 1025 and the second player attacks by selecting a cell of
the gaming table of the first player. The token stored in the selected cell is then
revealed to the second player. Control passes to decision step 1030, which determines
whether the game has completed. If the game has not completed, No, control returns
to step 1020 and the first player attacks again. However, if at step 1030 the game
has completed, Yes, control passes to step 1035. Step 1035 determines a winner based
on scores derived during the gaming process. Values associated with each token are
utilised to determine a score for the sequence in which the tokens were revealed by
each of the first player and the second player. Control then passes to step 1040 and
the process 1000 terminates.
[0049] As described above, it is possible for the "attack" phase and the "scoring" phase
to run in parallel. In such an embodiment, scores are calculated after each token
is revealed by an "attacking" move, and thus the winner is readily determined once
all tokens have been revealed.
[0050] The example of Fig. 1 will now be described in greater detail with reference to Fig.
2, Fig. 3, and Fig. 4. A finite sequence of tokens 1, 2, 3, 4, 5, 6, 7, 8, 9 is to
be utilised by each of the first player and the second player. As described above
with reference to Fig. 1, the gaming table for this example includes 9 cells arranged
in a 3 x 3 grid. Fig. 3 shows a gaming system 3000 with a gaming table 3010 with columns
denoted "A", "B", and "C" and rows denoted "1", "2", and "3". The gaming system 3000
also includes an array 3015 of the sequence of tokens "1, 2, 3, 4, 5, 6, 7, 8, 9".
[0051] Figs 2A to 2H show a flow diagram explaining the steps of Fig. 1 in more detail.
A gaming process 2000 begins at a begin step 2002 of Fig. 2A and proceeds to a player
registration step 2004. Control passes to step 2006, in which the first player prepares
the first gaming table by placing each of the tokens 1 to 9 in cells of the first
player's choosing. Control passes to 2008 and the second player prepares the second
gaming table by placing each of the tokens 1 to 9 in the cells of the second player's
choosing. At this stage, the tokens placed by the second player in the cells of the
second gaming table are not visible to the first player and the tokens placed by the
first player in the first gaming table are not visible to the second player. It will
be appreciated that steps 2006 and 2008 can be reversed or performed in parallel,
without departing from the spirit and scope of the present disclosure.
[0052] In this example, the gaming table 3010 of Fig. 3 represents the second gaming table.
Arrows from the array 3015 to the gaming table 3010 indicate the manner in which the
second player has populated the gaming table in this example. Thus, cell A1 contains
"2", cell B1 contains "8", cell C1 contains "6", cell A2 contains "7", cell B2 contains
"1", cell C2 contains "9", cell A3 contains "4", cell B3 contains "3", and cell C3
contains "5".
[0053] Fig. 4 is an example of a scoring sheet 4000 that can be utilised to track scores
during an instance of a game. The scoring sheet 4000 shows a first column consisting
of 9 cells into which tokens revealed during game play can be placed. The scoring
sheet 4000 also shows a second column next to the first column. The second column
consists of 8 cells, wherein the second column is displaced relative to the first
column, such that each cell of the second column straddles two cells from the first
column. The cells of the second column are for storing the absolute values of the
tokens stored in the adjacent cells of the first column. For the sake of brevity and
clarity, the first gaming table and scoring chart for the second player are not shown.
[0054] Once the first player and second player have prepared their respective first and
second gaming tables, control passes from step 2008 to 2010, in which the first player
makes a first attacking attempt by choosing a cell on the grid of the second playing
table. In step 2012, the token placed in the selected cell is revealed to the first
player. If the first player selects cell A2, the token "7" is revealed to the first
player. For scoring purposes, "7" is placed in the first cell of the first column
of Fig. 4. In this example, the tokens and their associated values are the same. In
alternative embodiments, the value associated with the revealed token is utilised
for scoring purposes.
[0055] Control passes to step 2014 for the first attempt of the second player. The second
player chooses a cell on the grid of the first playing table and control passes to
step 2016 of Fig. 2B in which the token placed in the selected cell is revealed to
the second player.
[0056] Control passes from step 2016 to 2018, in which the first player makes a second attacking
attempt by choosing a second cell on the grid of the second playing table. In step
2020, the token placed in the selected cell is revealed to the first player. The first
player knows that the first token revealed was "7" and that the smallest score will
be achieved by selecting the cell in which the second player placed either the "6"
or the "8", as the absolute difference between "7" and "6" is 1 and the absolute difference
between "7" and "8" is 1.
[0057] If the first player selects cell C1, the token "6" is revealed to the first player.
The token "6" is placed in the second cell of the first column of Fig. 4. Control
passes to step 2022, which determines a first score for the first player by calculating
the absolute value of the difference between the values associated with the tokens
revealed by the first and second attempts of the first player. The first score is
the relative difference between the values associated with the tokens revealed by
the first and second attempts of the first player. In this example, the first and
second attempts revealed tokens "7" and "6", which have an absolute difference of
1. Thus, the first score of the first player is 1. This first score is entered in
the first cell of the second column of Fig. 4.
[0058] Control passes to step 2024 for the second attempt of the second player. The second
player chooses a second cell on the grid of the first playing table and control passes
to step 2026 in which the token placed in the selected cell is revealed to the second
player. Control then passes to step 2028 to determine a first score of the second
player.
[0059] Control passes from step 2028 to 2030 of Fig. 2C, in which the first player makes
a third attacking attempt by choosing a third cell on the grid of the second playing
table. In step 2032, the token placed in the selected cell is revealed to the first
player. The first player knows that the most recently revealed token was "6" and that
the smallest score will be achieved by selecting the cell in which the second player
placed the "5", as the absolute difference between "7" and "6" is 1. Token "7" was
selected in the first attacking attempt.
[0060] If the first player selects cell B3, the token "3" is revealed to the first player.
The token "3" is placed in the third cell of the first column of Fig. 4. Control passes
to step 2034, which determines a second score for the first player by calculating
the absolute value of the difference between the values associated with the tokens
revealed by the second and third attempts of the first player. In this example, the
second and third attempts revealed tokens "6" and "3", which have an absolute difference
of 3. Thus, the second score of the first player is 3. This second score is entered
in the second cell of the second column of Fig. 4.
[0061] Control passes to step 2036 for the third attempt of the second player. The second
player chooses a third cell on the grid of the first playing table and control passes
to step 2038 in which the token placed in the selected cell is revealed to the second
player. Control then passes to step 2040 to determine a second score of the second
player.
[0062] Control passes from step 2040 to 2042, in which the first player makes a fourth attacking
attempt by choosing a fourth cell on the grid of the second playing table. In step
2044, the token placed in the selected cell is revealed to the first player. The first
player knows that the most recently revealed token was "3" and that the smallest score
will be achieved by selecting the cell in which the second player placed either the
"2" or the "4", as the absolute difference between "3" and "2" is 1 and the absolute
difference between "3" and "4" is 1.
[0063] If the first player selects cell C2, the token "9" is revealed to the first player.
The token "9" is placed in the second cell of the first column of Fig. 4. Control
passes to step 2046 of Fig. 2D, which determines a third score for the first player
by calculating the absolute value of the difference between the values associated
with the tokens revealed by the third and fourth attempts of the first player. In
this example, the third and fourth attempts revealed tokens "3" and "9", which have
an absolute difference of 6. Thus, the third score of the first player is 6. This
third score is entered in the third cell of the second column of Fig. 4.
[0064] Control passes to step 2048 for the fourth attempt of the second player. The second
player chooses a fourth cell on the grid of the first playing table and control passes
to step 2050 in which the token placed in the selected cell is revealed to the second
player. Control then passes to step 2052 to determine a third score of the second
player.
[0065] Control passes from step 2052 to 2054, in which the first player makes a fifth attacking
attempt by choosing a fifth cell on the grid of the second playing table. In step
2056, the token placed in the selected cell is revealed to the first player. The first
player knows that the most recently revealed token was "9" and that the smallest score
will be achieved by selecting the cell in which the second player placed the "8",
as the absolute difference between "9" and "8" is 1.
[0066] If the first player selects cell A1, the token "2" is revealed to the first player.
The token "2" is placed in the fifth cell of the first column of Fig. 4. Control passes
to step 2058, which determines a fourth score for the first player by calculating
the absolute value of the difference between the values associated with the tokens
revealed by the fourth and fifth attempts of the first player. In this example, the
fourth and fifth attempts revealed tokens "9 and "2", which have an absolute difference
of 7. Thus, the fourth score of the first player is 7. This fourth score is entered
in the fourth cell of the second column of Fig. 4.
[0067] Control passes to step 2060 for the fifth attempt of the second player. The second
player chooses a fifth cell on the grid of the first playing table and control passes
to step 2062 of Fig. 2E in which the token placed in the selected cell is revealed
to the second player. Control then passes to step 2064 to determine a fourth score
of the second player.
[0068] Control passes from step 2064 to 2066, in which the first player makes a sixth attacking
attempt by choosing a sixth cell on the grid of the second playing table. In step
2068, the token placed in the selected cell is revealed to the first player. The first
player knows that the most recently revealed token was "2" and that the smallest score
will be achieved by selecting the cell in which the second player placed either the
"1" or the "3", as the absolute difference between "2" and "1" is 1 and the absolute
difference between "2" and "3" is 1.
[0069] If the first player selects cell C3, the token "5" is revealed to the first player.
The token "5" is placed in the sixth cell of the first column of Fig. 4. Control passes
to step 2070, which determines a fifth score for the first player by calculating the
absolute value of the difference between the values associated with the tokens revealed
by the fifth and sixth attempts of the first player. In this example, the fifth and
sixth attempts revealed tokens "2" and "5", which have an absolute difference of 3.
Thus, the fifth score of the first player is 3. This fifth score is entered in the
fifth cell of the second column of Fig. 4.
[0070] Control passes to step 2072 for the sixth attempt of the second player. The second
player chooses a sixth cell on the grid of the first playing table and control passes
to step 2074 in which the token placed in the selected cell is revealed to the second
player. Control then passes to step 2076 to determine a fifth score of the second
player.
[0071] Control passes from step 2076 to 2078 of Fig. 2F, in which the first player makes
a seventh attacking attempt by choosing a seventh cell on the grid of the second playing
table. In step 2080, the token placed in the selected cell is revealed to the first
player. The first player knows that the most recently revealed token was "5" and that
the smallest score will be achieved by selecting the cell in which the second player
placed the "4".
[0072] If the first player selects cell B1, the token "8" is revealed to the first player.
The token "8" is placed in the seventh cell of the first column of Fig. 4. Control
passes to step 2082, which determines a sixth score for the first player by calculating
the absolute value of the difference between the values associated with the tokens
revealed by the sixth and seventh attempts of the first player. In this example, the
sixth and seventh attempts revealed tokens "5" and "8", which have an absolute difference
of 3. Thus, the sixth score of the first player is 3. This sixth score is entered
in the sixth cell of the second column of Fig. 4.
[0073] Control passes to step 2084 for the seventh attempt of the second player. The second
player chooses a seventh cell on the grid of the first playing table and control passes
to step 2086 in which the token placed in the selected cell is revealed to the second
player. Control then passes to step 2088 to determine a first score of the second
player.
[0074] Control passes from step 2088 to 2090, in which the first player makes an eighth
attacking attempt by choosing an eighth cell on the grid of the second playing table.
In step 2092, the token placed in the selected cell is revealed to the first player.
The first player knows that the most recently revealed token was "8" and that the
remaining tokens are 1 and 4. Thus, the smallest score for this attempt will be achieved
by selecting the cell in which the second player placed either the "4".
[0075] If the first player selects cell A3, the token "4" is revealed to the first player.
The token "4" is placed in the second cell of the first column of Fig. 4. Control
passes to step 2094 of Fig. 2G, which determines a seventh score for the first player
by calculating the absolute value of the difference between the values associated
with the tokens revealed by the sixth and seventh attempts of the first player. In
this example, the sixth and seventh attempts revealed tokens "8 and "4", which have
an absolute difference of 4. Thus, the seventh score of the first player is 4. This
seventh score is entered in the seventh cell of the second column of Fig. 4.
[0076] Control passes to step 2096 for the eighth attempt of the second player. The second
player chooses an eighth cell on the grid of the first playing table and control passes
to step 2098 in which the token placed in the selected cell is revealed to the second
player. Control then passes to step 2100 to determine a seventh score of the second
player.
[0077] Control passes from step 2100 to 2102, in which the token placed in the ninth and
remaining cell on the grid of the second playing table is revealed to the first player.
As there is only one cell remaining, there is no input required from the first player.
The remaining cell is B1 and the token "1" is revealed. "1" is placed in the ninth
cell of the first column of Fig. 4. Control passes to step 2104, which determines
an eighth score for the first player by calculating the absolute value of the difference
between the values associated with the tokens revealed by the eighth and ninth attempts
of the first player. In this example, the eighth and ninth attempts revealed tokens
"4" and "1", which have an absolute difference of 3. Thus, the ninth score of the
first player is 3. This eighth score is entered in the eighth cell of the second column
of Fig. 4.
[0078] Control passes to step 2106 in which the token placed in the ninth and remaining
cell on the grid of the gaming table of the first player is revealed to the second
player. Control then passes to step 2108 to determine an eighth score of the second
player.
[0079] Control passes from step 2108 to step 2110 of Fig. 2H. Step 2110 calculates a total
score for the first player by adding up the first score (1), the second score (3),
the third score (6), the fourth score (7), the fifth score (3), the sixth score (3),
the seventh score (4), and the eighth score (3) to produce a total of 30. The first
score (1), the second score (3), the third score (6), the fourth score (7), the fifth
score (3), the sixth score (3), the seventh score (4), and the eighth score (3) represent
a first set of absolute values for the sequence of revealed tokens for the first player.
Thus, the sum of the relative differences between the values associated with consecutively
selected tokens provides the total score for the first player. Control passes to step
2112, which calculates a total score for the second player in a manner similar to
that described with reference to step 2110. It will be appreciated that the scores
of the first and second player can equally be determined in any order or in parallel.
[0080] Fig. 13 is an example of an alternative scoring sheet 13000 that can be utilised
to track scores during an instance of a game. In this embodiment, a predefined starting
value and a predefined finishing value are provided. In this example, the starting
value is "1" and the finishing value is "9". The starting value and the finishing
values depend on the particular application and can be, for example, predefined values
set by a competing player, a game administrator, or a random number generator.
[0081] The scoring sheet 13000 shows a first column consisting of 9 cells into which tokens
revealed during game play can be placed. The scoring sheet 13000 also shows a second
column next to the first column. The second column consists of 10 cells for storing
intermediate scores determined from the tokens stored in the adjacent cells of the
first column.
[0082] In the example of Fig. 13, a sequence of tokens is revealed in the order 7, 6, 3,
9, 2, 5, 8, 4, 1. The method determines a relative difference between the starting
value "1" and the value of the first token "7" to produce a first score, or initial
score, of |1 - 7| = 6. In contrast to the embodiment and scoring sheet of Fig. 4,
a first score is produced in response to the value of the first revealed token, by
determining the relative difference between the starting value and the value of the
first revealed token. The player does not need to wait for the second token to be
revealed before receiving a first score. The method then determines a relative difference
between the value of the first token "7" and the value of the second token "6" to
produce a second score, 17 - 61 = 1.
[0083] The method iterates to produce a series of scores based on the relative differences
between consecutively revealed tokens. Accordingly, the method determines a relative
difference between the value of the second token "6" and the value of the third token
"3" to produce a third score, 16 - 31 = 3. The method determines a relative difference
between the value of the third token "3" and the value of the fourth token "9" to
produce a fourth score, 13 - 91 = 6. The method determines a relative difference between
the value of the fourth token "9" and the value of the fifth token "2" to produce
a fifth score, |9 - 2| = 7.
[0084] The method determines a relative difference between the value of the fifth token
"2" and the value of the sixth token "5" to produce a sixth score, 12 - 51 = 3. The
method then determines a relative difference between the value of the sixth token
"5" and the value of the seventh token "8" to produce a seventh score, 15 - 81 = 3.
The method determines a relative difference between the value of the seventh token
"8" and the value of the eighth token "4" to produce an eighth score, 18 - 41 = 4.
The method determines a relative difference between the value of the eighth token
"4" and the value of the ninth token "1" to produce a ninth score, |4 - 1| = 3. The
method then determines a relative difference between the value of the ninth token
"1" and the value of the finishing value "9" to produce a tenth score, or finishing
score, of |1 ― 9| = 8. The total score is the sum of the first to tenth scores, 6+1+3+6+7+3+3+4+3+8=44.
[0085] Fig. 14 is an example of an alternative scoring sheet 14000 that can be utilised
to track scores during an instance of a game. In this embodiment, a starting value
is provided. In contrast to the embodiment of Fig. 13, no finishing value is provided
in this embodiment. In this example, the starting value is "1". The starting value
depends on the particular application and can be, for example, a predefined value
set by a competing player, a game administrator, or a random number generator.
[0086] The scoring sheet 14000 shows a first column consisting of 9 cells into which tokens
revealed during game play can be placed. The scoring sheet 14000 also shows a second
column next to the first column. The second column consists of 9 cells for storing
intermediate scores determined from the tokens stored in the adjacent cells of the
first column.
[0087] In the example of Fig. 14, a sequence of tokens is revealed in the same order as
for Fig. 13: 7, 6, 3, 9, 2, 5, 8, 4, 1. As described above with reference to Fig.
13, the method determines a first score by determining the relative difference between
the starting value "1" and the value of the first revealed token "7". The method then
proceeds in a similar manner to that described above with reference to Fig. 13 to
produce second to ninth scores based on the sequence in which the tokens were revealed.
In contrast to Fig. 13, there is no finishing value in this embodiment, so the total
score is the sum of the first to ninth scores 6+1+3+6+7+3+3+4+3=36.
[0088] Fig. 15 is an example of an alternative scoring sheet 15000 that can be utilised
to track scores during an instance of a game. In this embodiment, a finishing value
is provided. In contrast to the embodiment of Fig. 13, no starting value is provided
in this embodiment. In this example, the finishing value is "9". The finishing value
depends on the particular application and can be, for example, a predefined value
set by a competing player, a game administrator, or a random number generator.
[0089] The scoring sheet 15000 shows a first column consisting of 9 cells into which tokens
revealed during game play can be placed. The scoring sheet 15000 also shows a second
column next to the first column. The second column consists of 9 cells for storing
intermediate scores determined from the tokens stored in the adjacent cells of the
first column.
[0090] In the example of Fig. 15, a sequence of tokens is revealed in the same order as
for Fig. 13: 7, 6, 3, 9, 2, 5, 8, 4, 1. The method determines a first score by determining
the relative difference between the value of the first revealed token "7" and the
value of the second revealed token "6", in a manner similar to that described above
with reference to Fig. 4. The method then proceeds to produce second to eighth scores
by determining the relative differences between the values of consecutively revealed
tokens. In contrast to Fig. 4, the embodiment of Fig. 15 determines a ninth score
by determining the relative difference between the last revealed token "1" and the
value of the finishing value "9", |1 ― 9| = 8. The sum of the scores provides a total
score for the player, 1+3+6+7+3+3+4+3+8=38.
[0091] Fig. 10 is an example of another scoring sheet 10000 that can be utilised to track
scores during an instance of a game, wherein a predefined ordered sequence of values
is utilised to determine the score, based on the sequence in which the tokens were
revealed. In one embodiment, the predefined ordered sequence of values is a set of
numbered turns. In another embodiment, the predefined ordered sequence of values is
assigned by a random number generator, a competing player, a game administrator, or
other means. In one embodiment, the predefined ordered sequence of values is derived
from an earlier instance of a game, such as a most recently selected sequence of tokens
by a current player or a different player. For example, the predefined ordered sequence
of values can be based on a sequence of tokens from an earlier instance of the game,
such as a winning sequence, a losing sequence, or randomly selected sequence.
[0092] In the example of Fig. 10, the predefined ordered sequence of values is a set of
numbered turns, with values from 1 to 9 corresponding to turns 1 to 9. The method
determines a relative difference between the value of the token selected by a player
on a first turn and the value "1", corresponding to the first turn, to produce a first
score. The method then determines a relative difference between the value of the token
selected by a player on a second turn and the value "2", corresponding to the second
turn, to produce a second score. The method iterates to produce a score for each revealed
token.
[0093] In the example of Fig. 10, a sequence of 9 tokens is revealed by a player during
play of a game. The tokens are numbered 1, 2, 3, 4, 5, 6, 7, 8, 9. The scoring sheet
10000 shows a first column consisting of 9 cells corresponding to an ordered sequence
of 9 turns with values from 1 to 9. The scoring sheet 10000 also shows a second column
into which tokens revealed during game play can be placed in the order in which the
tokens are selected. The scoring sheet 10000 further shows a third column next to
the second column, into which an intermediate score can be calculated for each revealed
token.
[0094] In the example of Fig. 10, the sequence in which the tokens are revealed is 7, 6,
3, 9, 2, 5, 8, 4, 1. The first token revealed was "7" and the first score is the absolute
difference between the number of the turn, "1", and the value of the first token "7".
Thus, the first score is | 1 ― 7 | = 6. The second token revealed was "6" and the
second score is the absolute difference between the number of the turn, "2", and the
value of the second token "6". Thus, the second score is | 2 ― 6 | = 4. The third
token revealed was "3" and the third score is the absolute difference between the
number of the turn, "3", and the value of the third token "3". Thus, the third score
is | 3 ― 3 | = 0. The fourth token revealed was "9" and the fourth score is the absolute
difference between the number of the turn, "4", and the value of the fourth token
"9". Thus, the fourth score is | 4 - 9 | = 5.
[0095] The fifth token revealed was "2" and the fifth score is the absolute difference between
the number of the turn, "5", and the value of the fifth token "2". Thus, the fifth
score is | 5 - 2 | = 3. The sixth token revealed was "5" and the sixth score is the
absolute difference between the number of the turn, "6", and the value of the sixth
token "5". Thus, the sixth score is | 6 - 5 | = 1. The seventh token revealed was
"8" and the seventh score is the absolute difference between the number of the turn,
"7", and the value of the seventh token "8". Thus, the seventh score is | 7 - 8 |
= 1. The eighth token revealed was "4" and the eighth score is the absolute difference
between the number of the turn, "8", and the value of the eighth token "4". Thus,
the eighth score is | 8 - 4 | = 4. The ninth token revealed was "1" and the ninth
score is the absolute difference between the number of the turn, "9", and the value
of the ninth token "1". Thus, the ninth score is | 9 ― 1 | = 8. The total score for
the player is the sum of the intermediate scores associated with each of the revealed
tokens, producing a total of 6+4+0+5+3+1+1+4+8 = 32.
[0096] Fig. 11 is an example of another scoring sheet 11000 that can be utilised to track
scores during an instance of a game, wherein a predefined ordered sequence of values
is utilised to determine the score, based on the sequence in which the tokens were
revealed.
[0097] In the example of Fig. 11, the predefined ordered sequence of values is a predefined
ordered sequence of values assigned by a random number generator, a competing player,
a game administrator, or other means. In this particular example, the predefined ordered
sequence of values is 4, 7, 2, 5, 9, 3, 6, 8, 1. The method determines a relative
difference between the value of the token selected by a player with a corresponding
value from the ordered sequence of values to produce a score for each selected token.
[0098] In the example of Fig. 11, a sequence of 9 tokens is revealed by a player during
play of a game. The tokens are numbered 1, 2, 3, 4, 5, 6, 7, 8, 9. The scoring sheet
11000 shows a first column consisting of 9 cells corresponding to an ordered sequence
of 4, 7, 2, 5, 9, 3, 6, 8, 1. The scoring sheet 11000 also shows a second column into
which tokens revealed during game play can be placed in the order in which the tokens
are selected. The scoring sheet 11000 further shows a third column next to the second
column, into which a score can be calculated for each revealed token.
[0099] In the example of Fig. 11, the sequence in which the tokens are revealed is 7, 6,
3, 9, 2, 5, 8, 4, 1. The first token revealed was "7" and the first score is the absolute
difference between the first value in the predefined ordered sequence of values, "4",
and the value of the first token "7". Thus, the first score is | 4 ― 7 | = 3. The
second token revealed was "6" and the second score is the absolute difference between
the second value in the predefined ordered sequence of values, "7", and the value
of the second token "6". Thus, the second score is | 7 ― 6 | = 1. The third token
revealed was "7" and the third score is the absolute difference between the third
value in the predefined ordered sequence of values, "2", and the value of the third
token "3". Thus, the third score is | 2 ― 3 | = 1. The fourth token revealed was "9"
and the fourth score is the absolute difference between the fourth value in the predefined
ordered sequence of values, "5", and the value of the fourth token "9". Thus, the
fourth score is | 5 ― 9 | = 4.
[0100] The fifth token revealed was "2" and the fifth score is the absolute difference between
the fifth value in the predefined ordered sequence of values, "9", and the value of
the fifth token "2". Thus, the fifth score is | 9 ― 2 | = 7. The sixth token revealed
was "5" and the sixth score is the absolute difference between the sixth value in
the predefined ordered sequence of values, "3", and the value of the sixth token "5".
Thus, the sixth score is | 3 ― 5 | = 2. The seventh token revealed was "8" and the
seventh score is the absolute difference between the seventh value in the predefined
ordered sequence of values, "6", and the value of the seventh token "8". Thus, the
seventh score is | 6 ― 8 | = 2. The eighth token revealed was "4" and the eighth score
is the absolute difference between the eighth value in the predefined ordered sequence
of values, "8", and the value of the eighth token "4". Thus, the eighth score is |
8 ― 4 | = 4. The ninth token revealed was "1" and the ninth score is the absolute
difference between the ninth value in the predefined ordered sequence of values, "1",
and the value of the ninth token "1". Thus, the ninth score is | 1 - 1 | = 0. The
total score for the player is the sum of the intermediate scores associated with each
of the revealed tokens, producing a total of 3+1+1+4+7+2+2+4+0 = 24.
[0102] In the example of Fig. 12, the predefined ordered sequence of values is a predefined
ordered sequence of values assigned by a random number generator, a competing player,
a game administrator, or other means. In this particular example, the predefined ordered
sequence of values is

,

,

,

,

,

,

,

,

,

,

,

. The method determines a relative difference between the value of the token selected
by a player with a corresponding value from the ordered sequence of values to produce
a score for each selected token.
[0103] In the example of Fig. 12, a sequence of 12 tokens is revealed by a player during
play of a game. The scoring sheet 12000 shows a first column consisting of 12 cells
corresponding to an ordered sequence of

,

,

,

,

,

,

,

,

,

,

,

with the values shown in Table 1. The scoring sheet 12000 also shows a second column
into which tokens revealed during game play can be placed in the order in which the
tokens are selected. The scoring sheet 12000 further shows a third column next to
the second column, into which a score can be calculated for each revealed token.
[0104] In the example of Fig. 12, the sequence in which the tokens are revealed is

,

,

,

,

,

,

,

,

,

,

,

. The first token revealed was "

" and the first score is the absolute difference between the first value in the predefined
ordered sequence of values, "

" with value 500, and the value of the first token"

", 5500. Thus, the first score is | 500 ― 5500 | = 5000. The second token revealed
was "

" and the second score is the absolute difference between the second value in the
predefined ordered sequence of values, "

" with value 1000, and the value of the second token "

" 4000. Thus, the second score is | 1000 ― 4000 | = 3000. The third token revealed
was "

" and the third score is the absolute difference between the third value in the predefined
ordered sequence of values, "

" with value 1500, and the value of the third token "

", 500. Thus, the third score is | 1500 - 500 | = 1000. The fourth token revealed
was "

" and the fourth score is the absolute difference between the fourth value in the
predefined ordered sequence of values, "

" with value 2000, and the value of the fourth token "

", 2500. Thus, the fourth score is | 2000 ― 2500 | = 500.
[0105] The fifth token revealed was "

" and the fifth score is the absolute difference between the fifth value in the predefined
ordered sequence of values, "

" with value 2500, and the value of the fifth token "

", 1500. Thus, the fifth score is | 2500 - 1500 | = 1000. The sixth token revealed
was "

" and the sixth score is the absolute difference between the sixth value in the predefined
ordered sequence of values, "

" with value 3000, and the value of the sixth token "

", 4500. Thus, the sixth score is | 3000 ― 4500 | = 1500. The seventh token revealed
was "

" and the seventh score is the absolute difference between the seventh value in the
predefined ordered sequence of values, "

" with value 3500, and the value of the seventh token "

", 2000. Thus, the seventh score is | 3500 - 2000 | = 1500. The eighth token revealed
was "

" and the eighth score is the absolute difference between the eighth value in the
predefined ordered sequence of values, "

" with value 4000, and the value of the eighth token "

", 5000. Thus, the eighth score is | 4000 ― 5000 | = 1000.
[0106] The ninth token revealed was "

" and the ninth score is the absolute difference between the ninth value in the predefined
ordered sequence of values, "

" with value 4500, and the value of the ninth token "

", 6000. Thus, the ninth score is | 4500 - 6000 | = 1500. The tenth token revealed
was "

" and the tenth score is the absolute difference between the tenth value in the predefined
ordered sequence of values, "

" with value 5000, and the value of the tenth token "

", 1000. Thus, the tenth score is | 5000 - 1000 | = 4000. The eleventh token revealed
was "

" and the eleventh score is the absolute difference between the eleventh value in
the predefined ordered sequence of values, "

" with value 5500, and the value of the eleventh token "

", 3000. Thus, the eleventh score is | 15000 ― 3000 | = 2000. The twelfth token revealed
was "

" and the twelfth score is the absolute difference between the twelfth value in the
predefined ordered sequence of values, "

" with value 6000, and the value of the twelfth token "

", 3500. Thus, the twelfth score is | 6000 ― 3500 | = 2500. The total score for the
player is the sum of the scores, producing a total of 5000 + 3000 + 1000 + 500 + 1000
+ 1500 + 1500 + 1000 + 1500 + 4000 + 2500 + 2500 = 25,000.
[0107] Returning to Fig. 3H, having determined the total scores for the first and second
players, control passes to a decision step 2114, which determines whether the total
score of the first player is not equal to the total score of the second player. If
the scores are equal, No, control passes to step 2116 in which the first and second
player play a "draw round". If the total scores of the first and second players are
not equal, Yes, control passes from step 2114 to decision step 2118, which determines
whether the total score of the first player is less than the total score of the second
player. If the total score of the first player is less than the total score of the
second player, Yes, control passes to step 2120 which allocates the first player as
the winner. Control passes to step 2124, which awards a prize, and the method 2000
terminates at step 2126. However, if at step 2118 the total score of the first player
is not less than the total score of the second player, No, control passes to step
2122 which allocates the second player as the winner. Control then passes to step
2124.
[0108] The "draw round" of step 2116 can be implemented in many different ways. For example,
the first and second players can play another game or a subset thereof. Alternatively,
the first and second players can each pick a number from a predefined range of numbers,
with the winner being the player who selected a higher (or lower) number. As described
above, a draw can also be settled using "BLACK/RED", "pick the number", "Closest guess",
Draw can be settled based on the prior performance of players in the game, such as
the player whose total score was lower to the other player in a prior score sequence
before the draw occurred or the player who scored the lowest score in the previous
score sequence(s) or the player who discover the lowest or highest number(s) first
during the game. In a further alternative, a winner is allocated by a random number
generator executing on a processor of a computing device.
[0109] Fig. 6 is a flow diagram 6000 of a user experience of playing a game in accordance
with the present disclosure. The process 6000 begins at a Begin step 6005 and proceeds
to the display of a welcome screen at step 6010. Control passes to step 6015 in which
the player enrols in the game. Step 6020 presents an empty gaming table for the player
to populate with a sequence of tokens. In this embodiment, control passes to step
6025 in which the player is asked to populate the gaming table for a given token.
Alternatively, the player is asked to populate a cell of the gaming table.
[0110] Control passes to decision step 6030 which determines whether the player has populated
the gaming table. If the player has not populated the gaming table, No, control passes
to 6035 which presents the updated table to the player and returns control to step
6025 to continue populating the gaming table. However, if that decision step 6035
the player has populated the gaming table, Yes, control passes to step 6040 which
presents the player's completed gaming table. Control passes to step 6045 which determines
whether an opponent has populated a corresponding gaming table. If no, control returns
to 6040 in which the player's own completed gaming table is again presented. Control
again returns to decision step 6045 and once the opponent has populated their gaming
table, Yes, control passes to step 6050 of Fig. 6B which presents the opponent's table
with unrevealed numbers masked to the first player.
[0111] Step 6055 asks the first player to pick a cell on the table of the opponent and control
passes to decision step 6060. Step 6060 determines whether each player has attacked
every cell on their opponent's gaming table. If Yes, control passes to a further decision
step 6065. However, if each player has not attacked every cell on their opponent's
gaming table, No, control returns to step 6055.
[0112] Decision step 6065 determines whether a winner has been identified. If No, control
passes to step 6070 to play a draw round and then control returns to decision step
6065. If a winner has been determined at step 6065, Yes, control passes to step 6075
which announces a winner and assigns a prize. Control passes to step 6080 and the
process terminates.
Game Variants
[0113] One embodiment of the present disclosure allows a player to re-arrange, during play
of the game, one or more of the tokens that are yet to be revealed among the cells
that are yet to be selected by a competing player. Thus, a player that is about to
have a token revealed from his gaming table is allowed to re-allocate a predefined
number of the remaining tokens that are yet to be revealed in the cells that are yet
to be selected by a competing player. The number of tokens that can be re-allocated
can vary from zero to all of the remaining tokens, depending on the particular application.
[0114] This variant of the game provides an extra level of entertainment and skill, as the
players try to identify a search pattern being employed by an opponent. For example,
if the player believes that the opponent is simply traversing a grid of a gaming table
from left to right and top to bottom, the player can reorder the remaining tokens
to produce a sequence that will yield a poor score for the opponent.
[0115] A further embodiment of the present disclosure allows a player to place a bet or
stake associated with an instance of the game. The stake may simply comprise an entry
fee for playing the game. In one embodiment, a player is able to increase the stake
or bet during the game play. In one implementation, a player is able to change the
stake or bet on each attacking iteration. This embodiment allows a player to increase
a stake or bet if the player progressively reveals a sequence of consecutive tokens,
thus yielding a high degree of confidence in obtaining a low, winning score. The players
may be able to agree mutually to increase their wager amounts during these rounds.
The bets or stakes can be real money or credits managed by a third party. Alternatively,
the bets or stakes can be virtual money or credits.
Player Participation
[0116] As described above, various embodiments of the gaming method in accordance with the
present disclosure can be implemented in many ways, including: (i) standalone with
a single player against a competitor or a single competitor against a game controller;
and (ii) peer-to-peer with two players competing directly against each other. The
objective in each implementation is for a player to obtain the lowest score. Thus,
in standalone mode the player competes against a database of known low scores and
in the peer-to-peer mode the player competes against the score of the opponent.
[0117] A number of contestants can be organised in many ways to play a series of games to
identify an overall winner. In one implementation, a series of peer-to-peer games
are played among the contestants in a knockout format, where one contestant is eliminated
from each game until an ultimate winner is determined. Thus, a group of 32 contestants
will require 16 initial peer-to-peer matches. The winners of those matches will play
a second round of 8 matches, with the winners of those matches playing a further 4
matches. The winners of the round of 4 matches will play the semi-finals and the winners
of the semi-finals will play the final match to determine the ultimate winner. Such
playoff arrangements can be enhanced by seeding contestants and utilising byes to
fill the playoff roster, as commonly utilised in sporting competitions.
[0118] An alternative implementation utilises a round-robin tournament, wherein each participant
plays every other participant an equal number of times. The participant with the lowest
cumulative score wins the entire tournament.
[0119] A further implementation provides a tournament beginning with a round-robin component
to identify a subset of the contestants. The subset of contestants then compete in
playoffs and then ultimately compete in a grand final peer-to-peer contest.
Prizes
[0120] Different embodiments of the gaming method and system of the present disclosure utilise
different prize schemes. In one implementation, the score itself is the prize and
no further benefit is awarded to the player. Such a prize is utilised in a computing
device, for example, in which the player sequentially guesses the locations of the
tokens of a predefined sequence. A score is determined based on the values associated
with the tokens and in light of the sequence in which the player guessed the respective
tokens. One implementation of such a computing device includes a database of lowest
scores, so that a player can compare himself to other players and/or his earlier attempts.
[0121] A further embodiment is associated with a prize pool. Each player pays a fee upon
registration. A portion of the prize pool is then paid to the winner. The prize pool
can optionally include prizes for 2nd, 3rd and even subsequent places. The specific
prizes awarded will depend on each particular implementation.
Gaming Platforms
Board Game
[0122] One embodiment of a gaming method and system in accordance with the present disclosure
provides a gaming table in the form of a board having printed thereon a number of
cells. Each of the cells is associated with a unique identifier, so that each cell
can be readily referenced by an opposing player. The unique identifiers can be grid
references, such as A1 to C3 for the 3 x 3 grid embodiment described above. Alternatively,
any other unique identifiers such as numbers, letters, colours, or a combination thereof
can equally be utilised. The number of cells is equal to the number of tokens that
is to be placed on the gaming table; each token is placed on a cell during play of
the game, as described above.
[0123] Each gaming table is associated with a corresponding set of tokens, with each token
having an associated value. One embodiment of the gaming table provides a scoring
area, such as that shown in Fig. 4. Alternative scoring tables and wheels can equally
be utilised. A further embodiment provides a player with a first gaming table showing
where the player has placed his tokens and a second gaming table that the player completes
as the tokens from the opposing player's table are revealed.
Computing Device
[0124] One embodiment utilises a computing device to allow a player to compete either against
the computing device itself or with a second player coupled to the same computing
device. The second player can be coupled directly to the computing device or alternatively
the second player can be coupled to the computing device via a communications network,
such as the Internet, or via an ad-hoc wireless link, such as provided by Bluetooth.
In a single player mode, an application executing on a processor in the computing
device populates a gaming table with a set of tokens. The gaming table is presented
to the player via a display means, with all of the cells initially covered. As the
player selects cells, the selected cells are each, in turn, uncovered to reveal the
tokens located therein. The computing device records the sequence in which the player
selects the cells to be revealed and the tokens that are revealed at each turn to
determine a score. Visual and audio feedback are readily provided via the display
means and speakers.
[0125] The computing device can be implemented by, for example, but is not limited to, a
portable handheld gaming computer, a personal digital assistant (PDA), a dedicated
gaming machine, a mobile telephone handset, a laptop computer, a desktop computer,
or a proprietary gaming and/or wagering terminal. The player can provide input in
many ways, including using a QWERTY keypad, a numeric keypad, a touchscreen, a joystick,
a scratch pad, a stylus, or any combination thereof.
[0126] The method of gaming may be implemented using a computer system 7000, such as that
shown in Fig. 7, wherein the processes of Figs 1 to 4 and 6 may be implemented as
software, such as one or more application programs executable within the computer
system 7000. In particular, the steps of the method of gaming are effected by instructions
in the software that are carried out within the computer system 7000. The instructions
may be formed as one or more code modules, each for performing one or more particular
tasks. The software may also be divided into two separate parts, in which a first
part and the corresponding code modules perform the registration, setting up, playing
and scoring methods and a second part and the corresponding code modules manage a
user interface between the first part and the user. The software may be stored in
a computer readable medium, including the storage devices described below, for example.
The software is loaded into the computer system 7000 from the computer readable medium,
and then executed by the computer system 7000. A computer readable medium having such
software or computer program recorded on it is a computer program product. The use
of the computer program product in the computer system 7000 preferably effects an
advantageous apparatus for gaming and entertainment.
[0127] As seen in Fig. 7, the computer system 7000 is formed by a computer module 7001,
input devices such as a keyboard 7002 and a mouse pointer device 7003, and output
devices including a printer 7015, a display device 7014 and loudspeakers 7017. The
input devices may also include, but are not limited to, one or more of a customised
keypad, a touchscreen, a scratch pad, and a stylus, which are not illustrated. An
external Modulator-Demodulator (Modem) transceiver device 7016 may be used by the
computer module 7001 for communicating to and from a communications network 7020 via
a connection 7021. The network 7020 may be a wide-area network (WAN), such as the
Internet or a private WAN. Where the connection 7021 is a telephone line, the modem
7016 may be a traditional "dial-up" modem. Alternatively, where the connection 7021
is a high capacity (e.g., cable) connection, the modem 7016 may be a broadband modem.
A wireless modem may also be used for wireless connection to the network 7020.
[0128] The computer module 7001 typically includes at least one processor unit 7005, and
a memory unit 7006 for example formed from semiconductor random access memory (RAM)
and read only memory (ROM). The module 7001 also includes an number of input/output
(I/O) interfaces including an audio-video interface 7007 that couples to the video
display 7014 and loudspeakers 7017, an I/O interface 7013 for the keyboard 7002 and
mouse 7003 and optionally one or more of a joystick, a customised keypad, a touchscreen,
a scratch pad, and a stylus (not illustrated), and an interface 7008 for the external
modem 7016 and printer 7015. In some implementations, the modem 7016 may be incorporated
within the computer module 7001, for example within the interface 7008. The computer
module 7001 also has a local network interface 7011 which, via a connection 7023,
permits coupling of the computer system 7000 to a local computer network 7022, known
as a Local Area Network (LAN). As also illustrated, the local network 7022 may also
couple to the wide network 7020 via a connection 7024, which would typically include
a so-called "firewall" device or similar functionality. The interface 7011 may be
formed by an Ethernetâ„¢ circuit card, a wireless Bluetoothâ„¢ or an IEEE 802.11 wireless
arrangement.
[0129] The interfaces 7008 and 7013 may afford both serial and parallel connectivity, the
former typically being implemented according to the Universal Serial Bus (USB) standards
and having corresponding USB connectors (not illustrated). Storage devices 7009 are
provided and typically include a hard disk drive (HDD) 7010. Other devices such as
a floppy disk drive and a magnetic tape drive (not illustrated) may also be used.
An optical disk drive 7012 is typically provided to act as a non-volatile source of
data. Portable memory devices, such optical disks (e.g., CD-ROM, DVD), USB-RAM, and
floppy disks for example may then be used as appropriate sources of data to the system
7000.
[0130] The components 7005, to 7013 of the computer module 7001 typically communicate via
an interconnected bus 7004 and in a manner which results in a conventional mode of
operation of the computer system 7000 known to those in the relevant art. Examples
of computers on which the described arrangements can be practised include IBM-PCs
and compatibles, Sun Sparcstations, Apple Macâ„¢ or alike computer systems evolved therefrom.
[0131] Typically, the application programs discussed above are resident on the hard disk
drive 7010 and read and controlled in execution by the processor 7005. Intermediate
storage of such programs and any data fetched from the networks 7020 and 7022 may
be accomplished using the semiconductor memory 7006, possibly in concert with the
hard disk drive 7010. In some instances, the application programs may be supplied
to the user encoded on one or more CD-ROM and read via the corresponding drive 7012,
or alternatively may be read by the user from the networks 7020 or 7022. Still further,
the software can also be loaded into the computer system 7000 from other computer
readable media. Computer readable media refers to any storage medium that participates
in providing instructions and/or data to the computer system 7000 for execution and/or
processing. Examples of such media include floppy disks, magnetic tape, CD-ROM, a
hard disk drive, a ROM or integrated circuit, a magneto-optical disk, or a computer
readable card such as a PCMCIA card and the like, whether or not such devices are
internal or external of the computer module 7001. Examples of computer readable transmission
media that may also participate in the provision of instructions and/or data include
radio or infra-red transmission channels as well as a network connection to another
computer or networked device, and the Internet or Intranets including e-mail transmissions
and information recorded on Websites and the like.
[0132] The second part of the application programs and the corresponding code modules mentioned
above may be executed to implement one or more graphical user interfaces (GUIs) to
be rendered or otherwise represented upon the display 7014. Through manipulation of
an input device such as the keyboard 7002 and the mouse 7003, a user of the computer
system 7000 and the application may manipulate the interface to provide controlling
commands and/or input to the applications associated with the GUI(s).
[0133] The method of gaming may alternatively be implemented in dedicated hardware such
as one or more integrated circuits performing the functions or sub functions of registration,
populating a gaming table, playing, and scoring. Such dedicated hardware may include
graphic processors, digital signal processors, or one or more microprocessors and
associated memories.
Mobile Telephone Handset
[0134] In one implementation, the gaming system utilises a mobile telephone handset. The
game is presented as an application running on the handset as a standalone application
or alternatively over a communications network from a remote server to the mobile
telephone handset. For example, the game can be implemented as a JAVA-based game,
interactive video voice response service and/or 3rd party gaming systems.
[0135] An embodiment of the gaming method and system implemented on a mobile telephone handset
is constrained by the capabilities of an available network provider and capabilities
of a user's mobile handset. In one embodiment, a player utilises a mobile telephone
handset to access a gaming server via a communications network.
[0136] Fig. 5 is a schematic block diagram representation of a system 5000 on which an embodiment
of the gaming process of Figs. 1 to 4 and 6 may be practised. In particular, Fig.
5 shows an arrangement that facilitates the playing of a game between a first player
on a first mobile telephone handset and a second player on a second mobile telephone
handset. The first player utilises a mobile browser 5005 to communicate via a mobile
network 5010 to a gaming server 5015. Similarly, a second player uses a second mobile
browser 5050 to communicate via a mobile network 5045 to the gaming server 5015.
[0137] Some of the device game experiences require interconnectivity with one or more third
party systems between the gaming server and the mobile telephone handset. In one implementation,
third party systems provide an integration service between the mobile telephone handset
and its associated capabilities and the gaming server. Accordingly, the embodiment
shown in Fig. 5 includes a third party system 5060 located between the mobile network
5010 and the gaming server 5015. Similarly, a third party system 5070 is located between
the mobile network 5045 and the gaming server 5015.
[0138] The gaming server 5015 includes a first player service module 5020 which acts as
an interface for exchanging data with the first mobile browser 5005. The first player
service module 5020 is coupled to a game application 5025. The gaming server 5015,
in the embodiment shown, includes a second player service module 5040 for exchanging
data with the second mobile browser 5050. The second player service module 5040 is
also coupled to the game application 5025. Coupled to the game application 5025 is
a storage means 5030. In the embodiment shown in Fig. 5, the storage means includes
a player database 5032, a prize database 5034, and a game database 5036.
[0139] The gaming application 5025 manages the following functionality:
- 1. Games Sessions;
- 2. Player Sessions;
- 3. Scoring;
- 4. Wagering;
- 5. Prizes;
- 6. Reporting;
- 7. Administration;
- 8. and other associated aspects to the conduct of the game(s).
The gaming application 5025 also facilitates the exchange of data between the player
service and the associated databases.
[0140] The use of a 3 x 3 gaming table can be easily represented on a mobile telephone handset
interface and the phone keys 1,2,3,4,5,6,7,8,9 are also in a 3 x 3 grid which can
be utilised to receive input from the user in an efficient manner. For example, during
player setup, a player can readily utilise the keypad to select a cell to locate a
token, perhaps in response to a prompt from the game application 5025, such as "Where
in the game table do you want to place the number x? Use your keypad to confirm".
The keypad can also be readily utilised during the "attack" mode, to select a cell
to be revealed. For example, the game application 5025 can ask "Where on the game
table do you do you think the {next best sequence number} is? Use your keypad to guess."
[0141] Mobile communication devices with touchscreens enable a user to use their touch to
determine directly the interaction between the device and themselves. Consequently,
the user can thus place tokens in cells and select cells to be revealed simply by
touching the appropriate portion of screen real-estate at the relevant time.
[0142] One implementation of the gaming server 5015 provides a "player service" that facilitates
the provision of a game in accordance with the present disclosure over multiple platforms.
Such platforms include different mobile telephone handsets and communication carrier
capabilities. Examples of the connectivity provide by the player service include,
but are not limited to:
- 1. HTML mobile browser - a mobile browser that supports HTML (or derivatives thereof
such as XHTML) connects to the player service and is treated similarly to a standard
web browser allowing the handset browser to be served pages from web servers within
the player service.
- 2. JAVA mobile browser - the JAVA based browser client receives game service information
through the player service via XML.
- 3. Interactive Video and Voice Response - the mobile call browser (which is the software
that handles normal phone and video calls) is able to dial into the "player service"
via telephone circuits (ISDN). The mobile browser connects to an IVVR system, which
allows a player to view and interact to the game via an interactive video service.
- 4. 3rd Party Systems - proprietary third party systems may be integrated into the
player service via published application programming interfaces (APIs) and supporting
software development kits (SDKs). This allows extension of the gaming experience across
proprietary platforms.
[0143] In one implementation, the mobile telephone handset utilises Unstructured Supplementary
Services Data (USSD) for transmitting information from the mobile browser 5005 to
the gaming server 5015 via a Global System for Mobiles (GSM) mobile telephony network.
A USSD Gateway routes USSD messages from the signaling network to service applications
and back. USSD is a session-based protocol, unlike Short Message Service (SMS) and
Multimedia Messaging Service (MMS), and thus a USSD session needs to be allocated
to each and every interaction. USSD sessions are able to connect users directly to
a gaming application executing on the gaming server 5015.
Online Adaptation
[0144] As described above, the game is adaptable to be played in a computing device. In
one implementation, the game is played in a manner similar to that described above
with respect to mobile telephone handsets, except in this implementation the browser
is a web based HTML browser.
3rd Party (Gaming) Systems
[0145] Proprietary third party gaming systems will also be integrated via published APIs
and supporting SDKs. This will allow extension of the gaming experience across proprietary
platforms. For example, proprietary platforms may be provided by wagering agencies
and betting providers. Such a 3rd party gaming system may provide, for example, a
gaming terminal that includes the functionality of the remote computing device 5005
of Fig. 5 and the 3rd party system 5060 of Fig. 5 in an integrated device.
[0146] Fig. 9 is a schematic block diagram representation of a gaming system 9000 in accordance
with an embodiment of the present disclosure. The gaming system 9000 includes a land-based
gaming terminal 9010, which is coupled to a server 9060 via a communications interface.
The gaming terminal 9010 is suitable for installation in a casino, gaming hall, or
other establishment that provides gaming facilities, and may be implemented, for example,
using one or more features of the computer system 7000 of Fig. 7. In one implementation,
the server 9060 is located remotely from the gaming terminal 9010.
[0147] The gaming terminal 9010 provides a player with a dedicated gaming terminal for playing
a game in accordance with the present disclosure. The gaming terminal 9010 includes
a display 9020 and a user interface 9030. The user interface 9030 receives commands
from a player and can be implemented, for example, using keys, a touch screen, a computer
mouse, a pointing device, a trackball, a scratchpad, or any combination thereof. In
the embodiment shown, the gaming terminal 9010 also includes optional screens 9050
that provide a player of the gaming terminal 9010 with privacy from other players.
The screens 9050 also shield the player of the gaming terminal 9010 from external
distractions, resulting in a better gaming experience.
[0148] An exploded view 9035 of the user interface 9030 includes one or more function keys
9040 and a numeric keypad 9045. The display 9020 shows a gaming table in accordance
with the present disclosure. In this arrangement, the gaming table is a 3 x 3 grid.
As described above, the gaming table can take any shape or form that allows each cell
of the gaming table to be associated with a unique identifier.
[0149] The server 9060 executes a computer-implemented gaming method in accordance with
the present disclosure. In one arrangement, the server 9060 corresponds to the gaming
server 5015 from Fig. 5. The server 9060 exchanges data with the gaming terminal 9010
to deliver a gaming experience to the player of the gaming terminal 9010. The server
9060 can be coupled to the gaming terminal 9010 via a communications network, a dedicated
transmission line, a wireless communications link, a wired communication link, or
other suitable transmission means. The server 9060 controls user registration, prize
pools, and game interaction.
[0150] The player utilises the user interface 9030 to select a cell of the gaming table
and thus reveal a token stored therein. In one arrangement, the player selects another
cell, thus revealing another token, and repeats the process until all of the cells
have been selected and all of the tokens stored in the gaming table have been revealed.
In another arrangement, the player enters an attack sequence, which provides a sequence
of cells of the gaming table in the order in which tokens stored in those cells are
to be revealed. Depending on the particular game, the sequence may include all of
the cells of the gaming table. In an alternative arrangement, the player provides
a first sequence that includes a predefined number of cells of the gaming table and
the player is able to provide a subsequent sequence of cells to be revealed, in response
to values associated with the tokens revealed when the first sequence is applied to
the gaming table. In one arrangement, the player can modify a wager when entering
the subsequent sequence.
[0151] The player also utilises the user interface 9030 to populate one or more gaming tables
with a set of tokens, wherein the populated gaming table is used to compete against
another player. Interaction between competing players is controlled by a game controller
executing on the server 9060.
[0152] The gaming system 9000 of Fig. 9 also shows a second gaming terminal 9070 that is
coupled to the server 9060. The server 9060 can be coupled to the second gaming terminal
9070 via a communications network, a dedicated transmission line, a wireless communications
link, a wired communication link, or other suitable transmission means.
[0153] The second gaming terminal 9070 provides a user interface in the form of a touch
screen 9065. In this example, the touch screen 9065 includes a plurality of gaming
tables 9085, 9090, 9095. In the example shown, each of the gaming tables 9085, 9090,
9095 is a 4 x 4 grid. The touch screen 9065 also includes one or more function keys
9075 and a numeric keypad 9080. The player can utilise the function keys 9075 and
the numeric keypad 9080 to populate one or more of the gaming tables 9085, 9090, 9095
and to select cells of one or more of the gaming tables 9085, 9090, 9090 that are
to be revealed. The player can also utilise the function keys 9075 and the numeric
keypad 9080 to enter an attack sequence, which provides a sequence of cells of the
respective gaming table in the order in which tokens stored in those cells are to
be revealed.
[0154] In one arrangement, a player of the gaming terminal 9010 is able to compete against
a player of the second gaming terminal 9070 or any other player of a gaming terminal
coupled to the server 9060. The server 9060 controls exchange of data among the gaming
terminals to allow players to compete against each other.
Preselection
[0155] According to a further embodiment of the present disclosure, a player preselects
a gaming table and an attack sequence by populating cells of a gaming table with tokens
and providing a sequence of attacking moves before a game commences. Such an embodiment
allows a player to submit a populated gaming table and a sequence of attacking moves
within a time before a game commences. The time can be a time defined by a computer
on which the game is being played, for example, or can be the time up until the game
is initiated, such as by pressing a "Start" button. In an alternative embodiment,
the time is a scheduled date and time.
[0156] Preselecting a gaming table and an attack sequence allows a game to be played at
a later time without the player necessarily being available at the time the game is
actually played. In an online implementation of a gaming system in accordance with
the present disclosure, a player is able to preselect a gaming table and an attack
sequence when coupled to a game application, such as the game application 5025 of
Fig. 5, and then compete in a game executed by the game application 5025 at a later
time even if the player is offline and no longer connected to the game application
5025 at the time the game is executed.
[0157] In one embodiment, a player preselects an attacking sequence that is less than the
required number of attacking moves required to complete a game. For example, the game
described above with reference to Fig. 3 requires an attacking sequence of 9 moves.
In this example, the player preselects a gaming table and an initial attacking sequence
of less than 9 moves. The preselected gaming table and the initial attacking sequence
are utilised for an initial phase of the match against a competing player who has
also preselected a gaming table and an initial attacking sequence. In one implementation,
once the initial phase is complete the player then selects further attacking moves
in response to the competing player's moves, as described above with reference to
steps 1020, 1025, and 1030 of Fig. 1.
[0158] In an alternative implementation, the player selects one or more successive attacking
sequences that are less than or equal to the remaining number of moves required to
complete the game. In a further implementation, a combination of attacking sequences
and attacking moves are utilised. For example, the game described above with reference
to Fig. 3 can be implemented with a player required to provide an initial attacking
sequence of 3 moves, a second attacking sequence of 2 moves, and then 4 final moves
in response to attacking moves of a competing player.
[0159] Any combination of attacking sequences and attacking moves can be implemented, depending
on the particular application. For example, one implementation applies different rules
to competing players for the attacking sequences and moves that are to be preselected.
This can be utilised, for example, to provide a form of handicapping. A novice player
may be allowed to choose each attacking move during game play, for example, thus allowing
the player to respond to any pattern that might be identified from revealed tokens.
However, an expert player may be required to preselect an entire attacking sequence
for a game, thus preventing the expert player from responding to any pattern that
might be identified from revealed tokens during game play.
[0160] In one embodiment, the player plays in a single player mode against an application
executing on a processor in a computing device. The player preselects a gaming table
and an attack sequence. The application populates a second gaming table, for example
by using a random number generator, and generates a corresponding attack sequence
to utilise against the player. The game then commences in the manner described above
to determine a winner.
[0161] In an alternative embodiment, a plurality of competing players preselect respective
gaming tables and attack sequences. In one implementation, a tournament is arranged
for the competing players and the preselected gaming tables and attack sequences are
utilised to determine a winner. The tournament can include, for example, a series
of peer-to-peer matches in which a single player competes directly against another
single player, with players being eliminated after each match. Alternatively, the
tournament can include, for example, a round-robin tournament in which each player
plays every other player an equal number of times. The tournament can also include
a combination of peer-to-peer matches and round-robin matches.
[0162] The tournament can also include, for example, a master gaming board and master attack
sequence, wherein each of the preselected gaming tables and attack sequences of the
competing players is utilised in a peer-to-peer match against the master gaming board
and master attack sequence to identify a winner. In one implementation, the master
gaming board and master attack sequence are populated by a game application by using
a random number generator.
[0163] As described above, a number of methods are available for resolving a drawn match,
including for example: (i) splitting the prize; (ii) playing another game or a subset
thereof; (iii) picking a number from a predefined range of numbers, with the winner
being the player who selected a higher (or lower) number; (iv) "BLACK/RED"; (v) "pick
the number"; (vi) "Closest guess"; (vii) "Best Last Play"; (viii) "Best Player"; (viii)
"Lowest Number First"; or (ix) "Highest Number First".
[0164] A further method for determining a winner in the case of a drawn match is to assign
one of the tokens or a plurality of the tokens that are utilised for populating the
gaming table as a "draw breaking token". For example, one implementation of the method
described above with reference to Figs 1 to 4 assigns the token with an associated
value of "8" as the draw breaking token. The winner is the player who first found
the draw breaking token during play of the game. When a plurality of tokens are used
as the "draw breaking token", the winner is the player who first revealed all of the
draw breaking tokens during play of the game.
[0165] Alternatively, a further game is played, wherein each player allocates a game breaking
token to a cell of a draw gaming table. The game breaking token in this embodiment
can also be one of the tokens utilised for populating the gaming table from the initial
game or alternatively the game breaking token can be a new token. The draw gaming
table can be the same as the gaming table on which the drawn game was played, or can
be different from the gaming table on which the drawn game was played. When the draw
gaming table is the same as the gaming table and the draw breaking token is preselected
(i.e., the location of the draw breaking token is selected by the player(s) before
the initial game is played), the sequence of attacking moves from the initial, drawn
match can be applied to the respective draw gaming tables to identify the location
of the draw breaking tokens and thus determine a winner. Alternatively, a further
sequence of preselected attacking moves is applied to the respective draw gaming tables.
[0166] In a peer-to-peer game in which the draw breaking token has not been preselected,
the players involved in the drawn match place a respective game breaking token in
a cell of their respective draw gaming tables and then take turns to select a cell
of the drawn gaming table of the other player in an attempt to identify the game breaking
token. The player that identifies the game breaking token of the other player in fewer
moves is the winner. In one implementation, each player preselects a location of the
draw breaking token before play of the initial game commences. In an alternative implementation,
each player provides a preselected draw sequence of attacking moves to be utilised
for identifying the location of the draw breaking token. The placing by the players
of the draw breaking token and any preselection of a draw sequence of attacking moves
can be required before the initial game commences or can occur in response to the
draw, or a combination thereof.
[0167] In a further preselection embodiment, a player provides a preselected "draw round
selection". The draw round selection is utilised to determine a winner in the case
in which a preceding game results in a draw. The actual nature of a draw round selection
chosen by a player is dependent on the manner of resolution that is in effect for
that particular gaming implementation.
[0168] For example, for an implementation that utilises the "BLACK/RED" method, a player
selects a "draw round selection" of either BLACK or RED. Similarly, for an implementation
that utilises the "play another game" method, a player provides another populated
gaming table for use in resolving a draw. In one implementation, the player also provides
a preselected draw attack sequence. In an alternative implementation, the original
attack sequence is used in conjunction with the populated gaming table that was provided
for use in resolving the draw.
[0169] Depending on the particular implementation, a player may be required to preselect
a gaming table, an attack sequence, a draw round selection, or any combination thereof.
[0170] Fig. 8A is a schematic block diagram representation of a preselection interface 8100
that can be utilised by a player to preselect a gaming table and an attack sequence
in accordance with an embodiment of the present disclosure. In this embodiment, a
draw is resolved by identifying a game breaking token in a draw breaking table. The
preselection interface 8100 includes a gaming table 8110 and an array 8120 for storing
an attack sequence. The gaming table 8110 includes a number of cells corresponding
to a predefined number of tokens. In the example shown in Fig. 8A, the gaming table
8110 corresponds to the example described above with respect to Fig. 1, in which 9
tokens are utilised.
[0171] As described above, the player populates the gaming table 8110 by allocating each
of the tokens to a corresponding cell of the gaming table 8110. In the preselection
implementation, the player also selects an attack sequence before the game commences
and the attack sequence is stored in the array 8220. Thus, the sequence of attacking
moves is preselected, and individual attacking moves are not made in response to an
attack from a competing player.
[0172] The preselection interface 8100 also includes a draw round selection table 8130.
In this implementation, a draw is resolved by using the method described above in
which a draw breaking token is placed in a draw gaming table 8130. In the example
of Fig. 8A, the draw gaming table 8130 corresponds to the gaming table 8110. The player
preselects the draw breaking token by placing the draw breaking token in a single
cell of the draw gaming table 8130. In this particular example, the predefined tokens
and gaming table correspond to the example of Figs 1 to 3, and token "8" is assigned
to be the draw breaking token. As can be seen from the draw breaking table 8130, the
player has preselected cell B2 as the location of the draw breaking token.
[0173] The preselected attack sequence stored in the array 8120 and utilised in the initial,
drawn game is utilised in conjunction with the draw round selection table 8130 and
a corresponding attack sequence and draw round selection table from a competing player
to identify a winner. The winner is the player that identifies the draw breaking token
of the competing player in fewer moves.
[0174] In the scenario in which the gaming table and the draw breaking table are the same
and the draw breaking token is one of the tokens for populating the gaming table,
a single gaming table can be utilised, with the location of the draw breaking token
preselected by identifying a cell of the gaming table. For example, with reference
to Fig. 8A a player can preselect the gaming table by populating the cells with tokens
from 1 to 9 and then select any one of those cells for the draw breaking token.
[0175] Fig. 8B is a schematic block diagram representation of a preselection interface 8200
that can be utilised by a player to preselect a gaming table and an attack sequence
in accordance with an embodiment of the present disclosure. In this embodiment, a
draw is resolved by playing a new game that utilises the attack sequences from the
drawn game. The preselection interface 8200 includes a gaming table 8210 and an array
8220 for storing an attack sequence. The gaming table 8210 includes a number of cells
corresponding to a predefined number of tokens. As described above, the player populates
the gaming table 8210 by allocating each of the tokens to a corresponding cell of
the gaming table 8210. In the preselection implementation, the player also selects
an attack sequence before the game commences and the attack sequence is stored in
the array 8220. Thus, the sequence of attacking moves is preselected, and individual
attacking moves are not made in response to an attack from a competing player.
[0176] The preselection interface 8200 also includes a draw round selection table 8230.
In this implementation, a draw is resolved by playing a new game. In the example of
Fig. 8B, the draw gaming table 8230 corresponds to the gaming table 8210. The player
preselects the draw breaking table by populating the table 8230 with a set of predefined
draw breaking tokens. In one implementation, the draw breaking tokens correspond to
the tokens utilised in the gaming table 8210. In an alternative implementation, the
draw breaking tokens are different from the tokens utilised in the gaming table 8210.
For example, in one implementation larger values are associated with the draw breaking
tokens in order to create larger scores, which in turn reduces the chance of a further
draw and thus provides a greater chance of identifying a winner. In this particular
example, the preselected attack sequence stored in the array 8220 is applied to a
draw gaming table of the competing player and an attack sequence utilised by the competing
player during the drawn match is applied to the draw gaming table 8230 to identify
a winner.
[0177] Fig. 8C is a schematic block diagram representation of a preselection interface 8300
that can be utilised by a player to preselect a gaming table and an attack sequence
in accordance with an embodiment of the present disclosure. In this embodiment, a
draw is resolved by playing a new game with a new attack sequence. The preselection
interface 8300 includes a gaming table 8310 and an array 8320 for storing an attack
sequence. The gaming table 8310 includes a number of cells corresponding to a predefined
number of tokens. In the example shown in Fig. 8C, the gaming table 8310 corresponds
to the example described above with respect to Fig. 1, in which 9 tokens are utilised.
[0178] As described above, the player populates the gaming table 8310 by allocating each
of the tokens to a corresponding cell of the gaming table 8310. In the preselection
implementation, the player also selects an attack sequence before the game commences
and the attack sequence is stored in the array 8320. Thus, the sequence of attacking
moves is preselected, and individual attacking moves are not made in response to an
attack from a competing player.
[0179] As indicated above, in this embodiment a draw is resolved by playing a new game with
a new attack sequence. Accordingly, the preselection interface 8300 also includes
a draw round selection table 8330 and a draw attack sequence array 8340. The player
preselects the draw breaking table by populating the draw breaking table 8330 with
a set of draw breaking tokens. In one implementation, the set of draw breaking tokens
is equal to the number of cells on the draw breaking table 8330. In an alternative
implementation, a single draw breaking token is placed in the draw breaking table
8330.
[0180] The player preselects the draw attack sequence array 8340 by providing a sequence
of attacking moves to be utilised in the event that a draw occurs from the initial
game. In the example of Fig. 8C, the gaming table 8310 and the draw breaking table
8330 are the same shape and configuration, with the same number of cells. However,
the gaming table 8310 and the draw breaking table 8330 can equally be different from
each other. In the event that the initial game is a draw, the draw attack sequence
stored in the draw attack sequence array 8340 is applied to a draw gaming table of
a competing player and a draw attack sequence preselected by the competing player
is applied to the draw gaming table 8330 to identify a winner. In the case in which
a single draw breaking token is utilised, the winner is the player whose attacking
sequence identifies the draw breaking token of the competing player in fewer moves.
[0181] An example of multiple players playing a preselected game will now be described with
reference to Fig. 5. In this example, a first player and a second player register
to play a game by purchasing first and second tickets, respectively. The first and
second tickets provide the respective first and second players with a chance to win
a portion of a prize controlled by a game administrator. In this particular example,
the game administrator controls the gaming server 5015 and the first and second players
are registered in the game database 5036 upon purchase of the respective first and
second tickets.
[0182] In one implementation, the purchase of a ticket involves the preselection of a gaming
table and an attack sequence. The preselection of the gaming table and attack sequence
are completed by the player purchasing the ticket. In an alternative implementation,
the player can optionally select to have a preselected gaming table and attack sequence
provided by the game administrator. Depending on the particular implementation, a
ticket can be associated with a single gaming table and attack sequence or multiple
gaming tables and corresponding attack sequences. Pricing may vary, depending on the
number of gaming tables associated with each ticket.
[0183] In the example of Fig. 5, the first player utilises the mobile browser 5005 to interact
with the gaming server 5015 to purchase the first ticket. Similarly, the second player
utilises the mobile browser 5050 to interact with the gaming server 5015 to purchase
the second ticket. In an alternative implementation, a player purchases a ticket from
a retail outlet that interacts with the gaming server 5015.
[0184] Each player that is registered with the gaming server 5015 before a predefined deadline
has a chance of sharing a portion of a prize pool. In one implementation, the gaming
server provides a master gaming board and master attack sequence and each preselected
gaming table and attack sequence competes against the master gaming board and master
attack sequence to identify one or more winners based on the resulting scores. For
example, all players that attain a score greater than or equal to a predetermined
threshold may enter a subsequent stage of the game. In one particular implementation,
the identified winners then compete against one another in a tournament to identify
an ultimate winner. As described above, the tournament may include round-robin matches,
peer-to-peer matches, or a combination thereof. In one embodiment, the identified
winners utilise the same preselected gaming table and attack sequences in the tournament
against one another. The tickets can optionally include a draw resolution selection
to assist in allocating prizes among players.
[0185] In a further embodiment, a first player preselects a first gaming table and a first
attack sequence by populating cells of the first gaming table with tokens and providing
a first attack sequence of attacking moves. The first player submits a request, via
a gaming server, to a second player to compete against each other. The first player
also submits the populated first gaming table and the first attack sequence to the
gaming server. In one implementation, the first gaming table and the first attack
sequence are provided to the gaming server in the form of a unitary computer file,
multiple computer files, an SMS message, or any combination thereof. Other implementations
may equally be practised without departing from the spirit and scope of the invention.
[0186] The second player receives the request, which may be as soon as the request is sent
or at any later time, such as when the second player next logs on to a website coupled
to the gaming server. When the second player accepts the request, the second player
populates a second gaming table with tokens and provides a second sequence of attacking
moves. The second player submits the second gaming table and the second attack sequence
to the gaming server and the game is then initiated, with a winner being determined
almost instantaneously. Thus, the second player receives a result shortly after accepting
the request and providing the second gaming table and second attack sequence. This
may be minutes, hours, days, or even months after the request from the first player.
The first player is then notified of the result. Such notification may occur, for
example, via e-mail, SMS, Facebook wall, MySpace, or via an application residing on
the gaming server.
[0187] In an alternative implementation, the first and second players each provide an attack
sequence, and the gaming server populates a single gaming table. The attack sequences
provided by the first and second players are applied to the gaming table and a winner
is subsequently determined.
Conclusion
[0188] The present disclosure provides a method of gaming utilising a first gaming table
and a predefined number of first tokens. The first gaming table includes a plurality
of cells corresponding to the number of first tokens and each cell of the first gaming
table is associated with a unique identifier. This enables a player to readily identify
a cell to be populated or selected. Each of the first tokens has an associated value.
In one embodiment, relative differences between consecutively revealed tokens are
utilised to compute a score for the player. This score can be computed at the end
of a game, or interim scores can be displayed during game play.
[0189] The method includes the step of populating the first gaming table by storing each
of the first tokens in one of the cells of the first gaming table. Population of the
cells can be performed by a game controller. Alternatively, the cells of the first
gaming table are populated in response to commands from a competing player.
[0190] The first player provides selection commands to select one of the cells of the first
gaming table to reveal one of the first tokens stored therein. The first player provides
further selection commands until each of the first tokens has been revealed. The first
player can provide each selection command individually, with a first token revealed
before a further selection command is provided. Alternatively, the first player provides
a sequence of selection commands, in which first tokens corresponding to cells identified
in the sequence of selection commands are revealed. The sequence of selection commands
can correspond to the number of first tokens, or any subset thereof.
[0191] The method utilises the values associated with the first tokens to determine a score
for the first player, based on an order in which the first tokens were revealed. Utilising
the values to determine the score can be based on relative differences between values
associated with consecutively selected first tokens. Alternatively, a predefined ordered
sequence of values can be used to determine the score by comparing values associated
with the selected tokens to corresponding values in the predefined ordered sequence
of values. Thus, the order in which the first tokens are revealed has a direct impact
on the score for the first player.
[0192] In the example in which the cells of the first gaming table are populated in response
to commands from a competing player, the first player can seek to improve his or her
score by attempting to identify patterns of behaviour relating to the competing player.
This may be based, for example, on information relating to gaming tables previously
populated by the competing player. Such information may be collected by the first
player or may be provided in varying levels of detail by a system implementing a method
in accordance with the present disclosure.
Industrial Applicability
[0193] It is apparent from the above that the arrangements described are applicable to the
computer, telecommunications and gaming industries.
[0194] The foregoing describes only some embodiments of the present invention, and modifications
and/or changes can be made thereto without departing from the scope and spirit of
the invention, the embodiments being illustrative and not restrictive.
[0195] In the context of this specification, the word "comprising" means "including principally
but not necessarily solely" or "having" or "including", and not "consisting only of'.
Variations of the word "comprising", such as "comprise" and "comprises" have correspondingly
varied meanings.
1. A gaming server comprising:
a memory for storing data and a computer program;
a processor coupled to said memory for executing said computer program stored in said
memory;
a first player service module for providing an interface for communication with a
first remote computing device;
a database storing player information and game information; and
a game application forming part of said computer program, said game application including
instructions for performing the method steps of:
receiving player information from said first remote computing device via said first
player service module and storing said player information in said database; and
delivering to said first computing device, via said first player service module, a
game involving a first gaming table and a predefined number of first tokens, wherein
said first gaming table includes a plurality of cells corresponding to said number
of first tokens, each cell of said first gaming table being associated with a unique
identifier, and further wherein each of said first tokens has an associated value;
controlling population of said first gaming table by storing each of said first tokens
in one of said cells of said first gaming table;
receiving at least one selection command from said first computing device;
revealing to said first computing device, in response to each one of said selection
commands from said first computing device, one of said first tokens stored in a cell
corresponding to said selection command; and
utilising said values associated with said first tokens to determine a score for said
first player, based on an order in which said first tokens were revealed and a predefined
ordered sequence of values.
2. The gaming server according to claim 1, wherein said game application includes further
instructions for, when utilising said values associated with said first tokens to
determine a score, performing the further steps of:
for each of said first tokens, determining an intermediate score based on a relative
difference between the value associated with the first token and a value in said predefined
ordered sequence of values corresponding to the order in which the first token was
revealed; and
summing each of said intermediate scores.
3. The gaming server according to either one of claims 1 and 2, wherein said predefined
sequence of ordered tokens corresponds to a sequence of numbered turns.
4. The gaming server according to either one of claims 1 and 2, wherein said predefined
sequence of ordered tokens is defined by one of a gaming administrator, a competing
player, and a random number generator.
5. The gaming server according to claim 1, further comprising:
a second player service module for providing an interface for communication with a
second remote computing device;
wherein said gaming application includes instructions for performing the further method
steps of:
receiving commands from said second computing device, via said second player service
module, for populating said first gaming table; and
populating said first gaming table with said first tokens, based on said commands
received from said second computing device.
6. The gaming server according to claim 5,
wherein said gaming application includes instructions for performing the further method
steps of:
delivering to said second computing device, via said second player service module,
a game involving a second gaming table and a predefined number of second tokens, wherein
said second gaming table includes a plurality of cells corresponding to said number
of second tokens, each cell of said second gaming table being associated with a unique
identifier, and further wherein each of said second tokens has an associated value;
receiving commands from said first computing device, via said first player service
module, for populating said second gaming table; and
populating said second gaming table with said second tokens by storing each of said
second tokens in one of said cells of said second gaming table, based on said commands
received from said first computing device;
receiving at least one selection command from said second computing device;
revealing to said second computing device, in response to each one of said selection
commands from said second computing device, one of said second tokens stored in a
cell corresponding to said selection command; and
utilising said values associated with said second tokens to determine a score for
said second player, based on an order in which said second tokens were revealed and
a predefined ordered sequence of values.
7. The gaming server according to any one of claims 1 to 6, wherein said database stores
at least one of wagering information, prize information and gaming statistics.
8. The gaming server according to any one of claims 5 to 7, wherein:
said gaming server is coupled to a communications network,
said first remote computing device is selected from: a portable handheld gaming computer;
a personal digital assistant (PDA); a dedicated gaming machine; a mobile telephone
handset; a laptop computer; a desktop computer; and a proprietary gaming terminal;
and
said second remote computing device is selected from: a portable handheld gaming computer;
a personal digital assistant (PDA); a dedicated gaming machine; a mobile telephone
handset; a laptop computer; a desktop computer; and a proprietary gaming terminal.
9. A land-based gaming terminal comprising:
a memory storing data and a computer program;
a processor coupled to said memory for executing said computer program;
a display coupled to said processor;
a communications interface for controlling flow of data with a gaming server;
a user interface for enabling a first player to input commands; and
a gaming application forming part of said computer program, said gaming application
including instructions for performing the steps of:
sending, to said display, information relating to a first gaming table, said first
gaming table including a plurality of cells corresponding to a predefined number of
first tokens, wherein each cell is associated with a unique identifier;
receiving data from said gaming server for populating said first gaming table;
populating said first gaming table by storing each of said first tokens in one of
said cells of said first gaming table, in accordance with said data received from
said gaming server;
receiving from said user interface at least one selection command input by said first
player;
revealing on said display, in response to each one of said selection commands input
by said first player, one of said first tokens stored in a cell corresponding to said
selection command; and
utilising said values associated with said first tokens to determine a score for said
first player, based on an order in which said first tokens were revealed and a predefined
ordered sequence of values.
10. The land-based gaming terminal according to claim 9, wherein said data received from
said gaming server for populating said first gaming table is derived from commands
received by said gaming server from a second gaming terminal.
11. The land-based gaming terminal according to either one of claims 9 and 10, wherein
said user interface includes at least one of a keypad, a touch screen, a computer
mouse, a pointing device, a trackball, a scratchpad, or any combination thereof.
12. An interactive peer-to-peer gaming system utilising: (i) a first gaming table and
a predefined number of first tokens, wherein said first gaming table includes a plurality
of cells corresponding to said number of first tokens, each cell of said first gaming
table being associated with a unique identifier, and further wherein each of said
first tokens has an associated value, and (ii) a second gaming table and a predefined
number of second tokens, wherein said second gaming table includes a plurality of
cells corresponding to said number of second tokens, each cell of said second gaming
table being associated with a unique identifier, and further wherein each of said
second tokens has an associated value, said gaming system comprising:
a first computing device for receiving, from a first user, first populating commands
and a first sequence of identifiers corresponding to cells of said first gaming table;
a second computing device for receiving, from a second user, second populating commands
and a second sequence of identifiers corresponding to cells of said second gaming
table;
a gaming server coupled to said first computing device via a first communications
link and coupled to said second computing device via a second communications link,
said gaming server including:
a memory for storing data and a computer program;
a processor coupled to said memory for executing said computer program stored in said
memory;
a gaming application forming part of said computer program, said gaming application
including instructions for performing the steps of:
receiving from said first computing device, via said first communications link, said
first populating commands and said first sequence of identifiers;
receiving from said second computing device, via said second communications link,
said second populating commands and said second sequence of identifiers;
populating said first gaming table with said first tokens based on said second populating
commands;
populating said second gaming table with said second tokens based on said first populating
commands;
revealing, in a consecutive manner based on said first sequence of identifiers, first
tokens stored in said first gaming table;
revealing, in a consecutive manner based on said second sequence of identifiers, second
tokens stored in said second gaming table;
utilising said values associated with said first tokens to determine a first score
for said first player, based on an order in which said first tokens were revealed
and a first predefined ordered sequence of values;
utilising said values associated with said first tokens to determine a second score
for said second player, based on an order in which said first tokens were revealed
and a second predefined ordered sequence of values; and
determining a winner, based on said first score and said second score.
13. The gaming system according to claim 12,
wherein said first communications links utilises at least one of a mobile telephony
network, an ad-hoc wireless network, a telephony network, a LAN, a WAN, and the Internet;
wherein said second communications links utilises at least one of a mobile telephony
network, an ad-hoc wireless network, a telephony network, a LAN, a WAN, and the Internet;
wherein said first computing device is one of a portable handheld gaming computer,
a personal digital assistant, a dedicated gaming machine, a mobile telephone handset,
a laptop computer, a desktop computer, and a proprietary gaming and wagering terminal;
and
wherein said second computing device is one of a portable handheld gaming computer,
a personal digital assistant, a dedicated gaming machine, a mobile telephone handset,
a laptop computer, a desktop computer, and a proprietary gaming and wagering terminal.
14. A gaming system utilising a gaming table and a predefined number of tokens, wherein
said gaming table includes a plurality of cells corresponding to said number of tokens,
each cell of said gaming table being associated with a unique identifier, and further
wherein each of said tokens has an associated value, said gaming system comprising:
a first computing device for receiving, from a first user, a first sequence of identifiers
corresponding to cells of said gaming table;
a second computing device for receiving, from a second user, a second sequence of
identifiers corresponding to cells of said gaming table;
a gaming server coupled to said first computing device via a first communications
link and coupled to said second computing device via a second communications link,
said gaming server including:
a memory for storing data and a computer program;
a processor coupled to said memory for executing said computer program stored in said
memory;
a gaming application forming part of said computer program, said gaming application
including instructions for performing the steps of:
populating said gaming table with said tokens;
receiving from said first computing device, via said first communications link, said
first sequence of identifiers;
receiving from said second computing device, via said second communications link,
said second sequence of identifiers;
utilising said first sequence of identifiers to determine a first sequence of tokens
stored in said gaming table;
utilising said values associated with said first sequence of tokens to determine a
score for said first player, based on an order in which said first tokens were revealed
and a first predefined ordered sequence of values;
utilising said second sequence of identifiers to determine a second sequence of tokens
stored in said gaming table;
utilising said values associated with said second sequence of tokens to determine
a second score for said second player, based on an order in which said second tokens
were revealed and a second predefined ordered sequence of values;
determining a winner, based on said first score and said second score.
15. A computer readable storage medium, having a program recorded thereon, where the program
is configured to make a computer execute a procedure of gaming utilising a first gaming
table and a predefined number of first tokens, wherein said first gaming table includes
a plurality of cells corresponding to said number of first tokens, each cell of said
first gaming table being associated with a unique identifier, and further wherein
each of said first tokens has an associated value, said procedure comprising the steps
of:
populating said first gaming table by storing each of said first tokens in one of
said cells of said first gaming table;
iteratively selecting, by a first player, one of said cells of said first gaming table
to reveal one of said first tokens stored therein, until each of said first tokens
has been revealed; and
utilising said values associated with said first tokens to determine a score for said
first player, based on an order in which said first tokens were revealed and a predefined
ordered sequence of values.