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Patent 2243594 Summary

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(12) Patent Application: (11) CA 2243594
(54) English Title: GAMING APPARATUS AND METHOD WITH PROXIMIY SWITCH
(54) French Title: PROCEDE ET APPAREIL POUR JEU DE HASARD A COMMUTATEUR DE PROXIMITE
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 1/18 (2006.01)
  • A63F 3/00 (2006.01)
  • A63F 9/24 (2006.01)
  • G07F 17/32 (2006.01)
  • A63F 3/02 (2006.01)
(72) Inventors :
  • BREEDING, JOHN G. (United States of America)
  • HELGESEN, JAMES P. (United States of America)
(73) Owners :
  • SHUFFLE MASTER, INC. (United States of America)
(71) Applicants :
  • SHUFFLE MASTER, INC. (United States of America)
(74) Agent: RICHES, MCKENZIE & HERBERT LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 1996-11-21
(87) Open to Public Inspection: 1997-06-12
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US1996/018767
(87) International Publication Number: WO1997/020605
(85) National Entry: 1998-07-17

(30) Application Priority Data:
Application No. Country/Territory Date
08/567,001 United States of America 1995-12-04

Abstracts

English Abstract




The present invention is an apparatus for detecting the presence of a gaming
token. This apparatus comprises a gaming structure (10) having at least one
predetermined location (23a-23g) for receiving a gaming token. In a casino,
this gaming structure may be a gaming table (10). At each predetermined
location for receiving a gaming token designated on the gaming table, a
proximity sensor (144) is mounted on the gaming table such that each sensor is
aligned with one predetermined location. A decoder (152) is electrically
connected to each proximity sensor for determining whether a gaming token is
present at each predetermined location. When the presence of a gaming token is
sensed by the decoder, the player's bet is registered.


French Abstract

L'invention concerne un appareil qui détecte la présence d'un jeton de jeu, qui comprend une structure de jeu (10) ayant au moins un emplacement prédéterminé (23a-23g) pour la réception du jeton. Dans un casino, cette structure peut prendre la forme d'une table de jeu (10). En chaque emplacement prédéterminé, prévu pour la réception d'un jeton sur la table de jeu, un capteur de proximité (144) est fixé à la table de jeu en alignement avec un emplacement prédéterminé. Un décodeur (152) est couplé électriquement à chaque capteur, déterminant ainsi la présence ou l'absence de jetons en chaque emplacement prédéterminé. Lorsque le décodeur signale la présence d'un jeton, on valide le pari ou la mise du joueur.

Claims

Note: Claims are shown in the official language in which they were submitted.



34
Claims

What is claimed is:
1. An apparatus for detecting the presence of a gaming token, comprising:

(a) a gaming structure with at least one predetermined location for
receiving a gaming token;
(b) a proximity sensor for each of the at least one predetermined location,
each proximity sensor mounted to the gaming structure such that each sensor is
aligned with and in sensing proximity to one of the at least one predetermined
location; and
(c) a decoder electrically connected to each proximity sensor for
determining whether a gaming token is present at the at least one predetermined
location.
2. The apparatus of claim 1, where the gaming structure is a gaming table with a
gaming surface having at least one predetermined location for receiving a gaming
token.
3. The apparatus of claim 1, further comprising a housing for receiving the
proximity sensor.
4. The apparatus of claim 3, wherein the housing comprises a first board having
a outer edge and at least one continuous inner edge, said inner edge forming a
proximity sensor holder, the proximity sensor holder having dimensions such that
the proximity sensor can be received by the proximity sensor holder.
5. The apparatus of claim 4, wherein the first board comprises a plurality of
continuous inner edges forming a plurality of holders, wherein a plurality of
lighting devices may be received by the holders.




6. The apparatus of claim 5, wherein the lighting devices are connected to the
decoder.
7. The apparatus of claim 1, wherein the decoder is a microcontroller.
8. The apparatus of claim 1, wherein the decoder is a hard wired circuit.
9. The apparatus of claim 1, wherein the gaming structure is a video gaming
machine having a predetermined location for receiving a gaming token.
10. A method for playing a series of casino card games between a casino and a
plurality of players, with a super jackpot, comprising:
(a) each player placing a first wager to become a participant in the casino
card game;
(b) each player placing an entry fee to become eligible to win the super
jackpot;
(c) determining whether a player has placed the entry fee to become
eligible to win the super jackpot by using a proximity sensor device;
(d) dealing a hand of cards to each player;
(e) resolving each player's first wager based on said hand, wherein if a
player's hand comprises a predetermined arrangement of cards, that player wins a
preselected amount from the casino;
(f) resolving each player's entry fee, wherein if a player's hand comprises a
narrower subset of the predetermined arrangement of cards, that player becomes a
finalist eligible to win the super jackpot; and
(g) playing a second game to select a winner of the super jackpot.
11. An apparatus for playing a multi-tiered jackpot game, comprising:
(a) a plurality of gaming tables, each table having a plurality of player
positions;



36
(b) wagering areas on the table, with at least one wagering area
corresponding to each of the plurality of player positions;
(c) sensor means mounted to the plurality of gaming tables, wherein each
sensor means comprises a proximity sensor, with one of the proximity sensors
being aligned with and in sensing proximity to a wagering area;
(d) dealer control means at each table, connected to the sensor means, for
determining whether a gaming token is present in each of the plurality of wagering
areas, accumulating the betting information from each plurality of sensor means,
and entering data on winning outcomes in the multi-tiered jackpot game, wherein
the dealer control means includes means for entering a security code prior to
entering data on winning outcomes, a plurality of inputs, each input designating
one of a plurality of winning outcomes and one of the plurality of player positions
at a gaming table of the multi-tiered jackpot game; and
(e) computer means operably connected to each dealer control means for
continuously accumulating the betting information and winning outcome data for
the multi-tiered jackpot game, calculating a jackpot prize amount for the multi-tiered
jackpot game, and controlling a display means operably connected to the
computer means for displaying the jackpot amount for the multi-tiered game.
10. The apparatus of claim 9, wherein the plurality of gaming tables is located at
different gaming facilities.
11. The apparatus of claim 10, wherein the computer means includes a plurality
of facility computers, each facility computer operably connected to a plurality of
gaming tables, and a central computer operably connected to the plurality of facility
computers.



37
12. The apparatus of claim 9, wherein the dealer control means, computer
means, and display means are operably connected to each other by a local network.
13. The apparatus of claim 11, wherein the display means includes an
alphanumeric LED display.


Description

Note: Descriptions are shown in the official language in which they were submitted.


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GAMING APPARATUS AND M~THOD WITH PROXIMITY SWITCH

This application is a continuation-in-part of the following co-pending
applications: (1) Serial No. ~8/041,850 filed April 2, 1993; and (2) Serial No.
08/388,292 filed Feb 14, 1995, which is a continuation-in-part of application Serial
No. 08/043,413, filed April 6, 1993, which is a continuation in part of application
Serial No. 08/023,196, filed February 25, 1993, now U.S. Patent No. 5,288,081.
Technical Field
The present invention generally relates to cardroom or video gaming
0 involving multi-tiered wagering. More particularly, it relates to a gaming apparatus
with a sensing device which includes a proximity sensor for sensing the wagering or
placement of a gaming token, thereby determining and automatically registering
player wagers in the multi-tiered game.
Background of the Invention
Cardroom and video gaming involve many games, including multi-tiered
wagering games. Such games provide a player with the opportunity to place a sidebet on an additional game played in conjunction with a basic or underlying game.These cardroom games and video games may be located at a plurality of remote
locations and be connected to each other to provide a large number of players anopportunity to play for a large common cash prize.
Prior art apparatus for automatically sensing the presence of gaming tokens
used in cardroom and video gaming has several problems: (1) the indication of
false positives; (2) a lack of provision for conveniently verifying that the bets have
been properly registered by a computer to which the sensing apparatus is attached;
and (3) the elimination of chips from circulation.

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First, registering an unplaced bet costs the proprietor of the cardroom or
video gaming facility money. Currently, in the cardroom and video gaming
industry, some apparatus uses light sensors to detect the presence of a gaming token.
When light sensors are used to detect the presence of a gaming token, the apparatus
5 often falsely registers an unplaced bet as a placed bet because lint from the felt on the
gaming table is sensed by the light sensors creating a faIse positive. Also, ambient
light from the light sources in the facility may influence the light sensor and cause a
false negative or lack of registration due to a marginal signal. Thus, an apparatus
which will eliminate both false positive registrations and false negative registration
0 ~ failures would be very helpful in the cardroom and video gaming industry.
Second, cardroom and video gaming facilities need to verify that all wagers
are properly registered by the computer. In order to have a secondary verification, a
camera has been traditionally used. However, current apparatus does not provide a
camera with a visual indication of whether the bet was registered. Consequently, an
5 apparatus which allows a casino or proprietor of a cardroom and video gaming
facility to be able to visually verify the registration of a properly placed bet is highly
desirable.
Third, some current apparatus has a slot with a light sensor to detect the
presence of a gaming token as it passes through the slot. In addition to the problems
20 associated with the use of a light sensor described above, such apparatus takes the
gaming token out of circulation. The gaming token disappears in the slot and is
collected and accumulates ~eneath the table. This accumulation of tokens causes
ineffl~ n~ in the operation of a gaming facility because the apparatus prevents
the gaming facility from immediately recirculating the gaming tokens after each bet.
25 An apparatus that keeps gaming tokens in circulation is desirable.


..~

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Summary of the Invention
The present invention is for an apparatus for detecting and registering the
presence of a gaming token in a predetermined location or zone. The apparatus
comprises a gaming structure such as a table having at least one predetermined
5 location or zone for receiving a gaming token per player. At each such
predetermined location or zone, a proximity sensor is mounted beneath the gaming
table such that each sensor is aligned or in registration with and in sensing
proximity to each predetermined location. Wagers are placed by a player placing a
gaming token at the predetermined location or zone for the player. A decoder is
0 electrically connected to each proximity sensor for determining whether a gaming
token has been detected or sensed at each predetermined location. When the
presence of a gaming token is sensed by the decoder, the player's bet is registered.
The present invention has a set of lighting devices which surround each
predetermined location or zone. These lighting devices are turned on when the
5 sensor detects the presence of a gaming token and registers each player's wager to
(1) provide the dealer visual confirmation that the bet was registered; and (2) allow
security cameras monitoring the gaming table to record the visual indication for
additional recordation and verification.
One object of the present invention is to provide an apparatus which can
20 reliably detect the presence of a gaming token placed in a predetermined location or
zone.
Another object of the present invention is to provide an apparatus that can be
easily maintained.
A further object of the present invention is to provide an apparatus that
25 provides for conveniently verifying that the bets have been registered by a computer

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to which the sensing apparatus is attached for each gaming token that has been
placed or wagered.
Another object of the present invention is to provide an apparatus with the
above automatic detection and registration features that does not take gaming
5 tokens out of circulation.
Brief Deseription of the Drawi~
Figure 1 depicts the table layout and apparatus used in playing a wagering
game.
Figure 2 is a block diagram representing the flow of play in the wagering
o game.
Figure 3 is a schematic diagram of the player selection inputs and dealer
control panel.
Figure 4 shows gaming tables connected to a facility computer by a network.
Figure 5 shows a plurality of facility computers linked to the central
15 computer.
Figure 6 is a schematic diagram of the display board.
Figure 7 is an exploded perspective view which shows the parts of a suitable
proximity sensor device.
Figure 8 is a schematic perspective view of an assembled proximity sensor
20 device.
Figure 9 is a circuit diagram of a proximity sensor device suitable for use in
the present invention.


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Detailed Descrip~ion
For this description of the ~reLelled embodiment, the gaming token sensing
apparatus of the present invention will be described in the context of the multi-
tiered gaming apparatus used in conjunction with a table card game known as "LETIT RIDE~3)," as disclosed in U.S. Patent Application Serial No. 08/023,196, filed
February 21,1993, U.S. Patent No. 5,288,081, assigned to the assignee of the present
invention and incorporated by Lererence herein. However, the gaming token
sensing apparatus and the multi-tiered gaming apparatus disclosed herein can be
used with other games, and the present invention is not limited to use with the
lo game disclosed in this description of the ~reL~lled embodiment.
Referring to Fig. 1, the apparatus of the present invention includes a gaming
structure which may be a typical casino gambling or gaming table 10. The table 10
has a curved side 12 for accommodating up to seven players and a straight side 14
for accommodating the dealer. The table 10 has a flat surface 16 having a top and a
bottom. The top of surface 16 is covered with felt or other applo~riate material.
Although seven playing positions or locations 18a-g for individual players are
provided, it is not essential to the game that exactly seven persons play and as many
as sixteen players or as few as one may participate. For casino play, a field of seven
players provides for a game that is easily manageable by the dealer and house, and
20 one in which the individual players feel more involved. A house dealer position
20, including an area suitable for displaying the dealer's common cards 21, is
provided.
Each table 10 has pre-determined locations or zones for receiving gaming
tokens for wagering on the basic game and predetermined locations for zones for
25 receiving gaming tokens for wagering on the additional games at each player

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station. As shown in Fig. 1, each of the playing positions or stations 18a-g includes a
wagering zone 22, comprising three separate and distinct wagering or betting areas
22a, b, c, for receiving or placing a wager in the basic game. Each position 18a-g also
includes a card area 19a-g for receiving and displaying cards dealt to the player
5 occupying the position. A suitable wagering area or apparatus for receiving or
indicating a wager in the additional game, playoff or tournament, is represented at
area 23a-g. The wagering areas 22a, b, c and 23a-g receive ~ iate wagering
indicators or settling means such as gaming tokens or chip~ (not shown).
At one side of the dealer station 20, the apparatus for playing the multi-tiered
o game may include a microprocessor or computer controlled shuffling machine 32
supported by a table extension 34. The shuffling machine 32 may be of the type
disclosed in U.S. Patent 4,807,884, the disclosure of which patent is incorporated
herein by reLerel.ce. The shuffling machine 32 may include a dealing module for
automatically and sequentially dealing cards and also may include a display means
15 for displaying wagered amounts, the identity of winning players, or other game
related information, including the jackpot amount.
Referring to the flow diagram of Fig. 2, the initial step in playing the basic
game LET IT RIDE~(~ is preparing or shuffling a deck of cards, represented at block 40,
by activating the shuffling machine 32 or by hand-shuffling a deck to provide a
20 shuffled deck. Next, the players place a three-part initial wager, block 42, by putting
equal amounts in each of the three betting areas 22a, b, c. Two of the parts of this
initial wager, the parts placed in wagering area 22a and 22b, are retrievable at the
option of the player. The third portion placed in area 22c is a nonwithdrawable bet.
Players may also place an optional additional wager or extra fee, block 42, to
25 part;cipate in an additional game. After the placing of the wagers by each player, the


..

-
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cards are dealt, block 44, three cards being dealt down to each player and two cards
are dealt down in front of the dealer.
The players inspect or "sweat" their cards in preparation for reaching decision
~ block 46. At decision block 46, the players are queried by the dealer about whether
5 the first part of the initial wager, the part placed in wagering area 22a, should be left
or whether the player wishes to withdraw that portion of the wager. Each player
makes the decision at decision block 46 on the basis of the three cards forming the
player's incomplete hand at this point. Once each player has been queried and has
decided whether or not to let the first portion of the bet ride, and those bets the
10 player chooses to retrieve or remove are physically removed from area 22a and
returned to the player, the dealer shows one of the down common cards, as
represented at block 48. Now, each player has four cards to consider, the three cards
dealt to that player originally and the single common card showing on the table 10.
Each player must then decide whether to let the second part of the initial wager ride
or whether to withdraw it from the game. After each player is queried and decides
what to do with regard to the second part of the bet, and those bets to be withdrawn
are physically removed from area 22b and returned to the player, the dealer reveals
the second common down card, as represented at block 52. Each player now has a
five card hand eoln~lised of the three cards each player was originally dealt plus the
20 two revealed common cards. The third bet, the bet placed at wagering area 22c, is a
nonretrievable portion of the initial bet and the flow of the basic game proceeds to
block 54 wherein the players show or reveal their three cards to the dealer.
The dealer resolves each player's initial wager (which includes all three parts,
the second and third parts or only the third part, depending on the player's choices
25 during play of the hand) based on the five card hand at block 56 and determines

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what payout, if any, the player is entitled to receive according to the payout schedule
at the particular gaming table or casino. Bets on non-winning hands are collected by
the dealer or house. The hand is then over, and the flow of the basic game returns
to block 40, preparing and shuffling the deck for a new hand.
The award or payoff is given for each part of the initial or basic game bet that
was allowed to ride to the end of the hand and for the nonwithdrawable part of the
bet. ~ typical pay table would be as follows:

Pair, Tens or Better 1-1 ~even money)
Two Pairs 2-1
lo Three of a Kind 3-1
Straight 5-1
Flush 8-1
Full House 11-1
Four of a Kind 50-1
Straight Flush 200-1
Royal Flush 1,000-1
With regard to the additional wagering game and method, along with placing
an initial game wager, block 42, the players may place an additional wager or entry
20 fee, thereby placing an optional side bet of a fixed, predetermined amount to become
eligible to win a bonus pay-off and to participate in a tournament to become eligible
to win a super jackpot (the basic game and the additional wagering game are
collectively referred to as the "multi-tiered wagering game"). It is this wager that is
sensed and registered by the proximity switch apparatus of the present invention,
25 although the invention could be utilized to register other wagers as well. The game
flow then proceeds as represented in blocks 44 56. At block 56, along with resolving
each player's basic game bet, the dealer also resolves the second wager or side bet
which includes eligibility to continue in a playoff or tournament game to win a
super jackpot. The second wager is resolved by the dealer immediately paying out a


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bonus payout to participating players according to a table. A typical bonus pay table
would be as follows:
Straight $25.00
Flush $50.ûO
~ 5 Full House $100.00
Four of a Kind $200.00
Straight Flush $2,000.00
Royal Flush $20,000.00
o Each player participating in the additional wagering game and having a final
hand comprising, in the preferred embodiment, the highest one hundred winning
hands registered by participating players over a given period, becomes eligible to
continue tournament play to win a super jackpot, represented at block 58.
The basic wagering game and additional game may be a lottery type game, any
suitable wagering game or any suitable random process through which eligible
finalists are selected and through which one of the eligible finalists is identified as
the super jackpot winner. The basic game and the additional game which
culminates in a winner of the super jackpot may be different games, and the second
game may be played at a different place than the basic game.
The super prize or jackpot is a fixed amount set at least prior to the
commencement of the second game and may be comprised of the optional second
game wagers or entry fees, or a portion thereof, accumulated for a selected period.
Where the super jackpot is comprised of accumulated entry fees or side bets, or a
portion thereof, the jackpot total may increase until the occurrence of a s~ te~event such as the jackpot reaching a predetermined amount, a predetermined
period of time has elapsed, or a predetermined number of finalists has been
identified. After the occurrence of the selected event, but prior to the
commencement of the second game, the jackpot amount is made known to the

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players. Where a fixed amount of money is allocated to fund the super jackpot prior
to the commencement of the additional game, the jackpot amount can be made
known to the players prior to the commencement of the basic game.
The selected period for funding a super jackpot must insure that a substantial
5 number of players qualify for winning the super jackpot, and that a substantial
jackpot, for example, a million or multi-million dollar jackpot, accumulates.
Ideally, the selected period is at least one month, but a typical period would be three
months, particularly if the funding program or schedule set forth below is followed.
~ligible finalists in the second game, i.e., all the eligible basic game players having a
0 final hand comprising the highest one hundred hands, are accumulated during a
qualification period equal to the jackpot accumulation period. If no royal flush has
been achieved during the selected accumulation period, the next highest winning
hands are used to determine eligibility for the second game. Another method that
could be used to determine eligible finalists in the second game would be to have
~5 each player registering a royal flush over a given time period to become eligible.
Once the selected event has occurred the jackpot or prize pool is established and the
super jackpot amount is fixed.
A typical funding program for a super jackpot when it is comprised of
accumulated fixed side bets or entry fees may be outlined as follows. A one dollar
20 ($1.00) fixed side bet or entry fee could be required to participate in the bonus pay-off
and the second game. Of this amount, forty-five cents ($.45) could be used to fund
immediate bonus payouts to players, the bonus payouts being based on a random
outcome or certain poker rankings as set forth above. Fifty-five cents ($.55) could be
used to fund the super jackpot.


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11
The multi-tiered wagering game and method is not limited to being played
with five card stud poker games, but may be applied or used with other appropriate
wagering games such as other poker games or games of chance. The method for the
~ multi-tiered wagering game does not require a shuffling machine 32, dealing
module 33 or a display means 36. However, when the multi-tiered wagering game
is played with a card game, these features facilitate and expedite the play of the game
as well as add security (game protection), efficiency, and interest. The fee forparticipation in the additional wagering game may be in an amount other than onedollar, and the funding schedule set forth above may be varied. Where the super
n jackpot is funded by accumulated fixed side bets or entry fees, the accumulation
period may also be varied, as long as a jackpot sufficient to interest players
accumulates. For example, the accumulation period may be a selected time period,may be based on the accumulation of a particular amount of money, or may be
based on the accumulation of a certain number of finalists.
The following instructions set forth the conceptual design and procedures for
a tournament in a casino environment, wherein the jackpot is funded by a portionof the accumulated entry fees:
Before the basic LET lT RIDE~ game is played, players may elect to pay a $1
entry fee per hand to participate in the LET IT RIDl~'~ Tournament. If they pay the
entry fee and get a straight or higher, they will be eligible for bonus payments as
- follows:
Royal Flush ..................................... $20,000
Straight Flush ................................... $2,000
Four of a Kind ..................................... $200
Full House ......................................... $100

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~lush .............................................. $50
Straight ........................................... $25
The payout numbers are for illustration purposes only and in actual practice could
be higher or lower.
Example: If a player makes three $5 bets on LET IT RIDE~' and hits four of a
kind, he will receive $750 for that bet (50 to 1). If he had also paid the $1 tournament
entry fee for that hand, he would receive a $200 bonus for a total payout of $950.
If a player hlts a royal flush, he will be paid 1,000 to 1 f~r his basic bet. Again,
using three $5 bets as an example, the player would win $15,000 for his basic bet and,
0 if he had paid the $1 tournament entry fee for that hand, he would receive a $20,000
bonus for a total payout of $35,000.
The hit frequency shows that 45¢ of the $1 entry fee will be required to financethe bonus payment schedule. The remaining 55¢ will be put into the super jackpotpool.
~5 The first round of the tollrnam~nt will last for a predetermined length of
time (e.g., three months). At the end of that period, the players with the one
hundred highest hands (plus ties) wiIl qualify for round two of the tournament.
~ounds two through five (the final round) would take place over a two day periodat a host casino. All of the qllali~i~rs that return and participate in round two of the
tournament will receive a bonus (i.e., $5,000) regardless whether they win or lose.
Two Dav Playo~f:
~ Day One/Round Two - Each player will be given an equal amount of non-
redeemable chips in various denominations. At the end of 5(~ hands, the 50
players (plus ties) with the highest winnings will advance to round three and
will receive another bonus (i.e., $10,000).

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13
~ Day One/Round Three - The 50 remaining players will reassemble at the
tables and again be issued an equal amount of non-redeemable chips. The
winnings from the previous round will not be carried forward. After 50
hands have been played, the 25 players (plus ties) with the highest winnings
will advance to round four and receive another bonus (i.e., $15,000).
Day Two/Round Four--The 25 remaining players will return to the tables
and will be issued an equal amount of chips. After 50 hands, the five players
with the most money will advance to round five (the final round). Since the
final round cannot have more than five players, a ten hand tie-breaker round
will be played between players trying for the fifth seat.
~ Day Two/Round Five (Final Round) - The five finalists will receive an equal
number of chips and play at the same table. At the end of 50 hands, the
players are ranked according to the total value of the chips they have
accumulated. The payouts will be distributed as follows:
5th Place .................... $1,000,000
4th Place .................... $1,500,000
3rd P~ace .................... $2,000,000
2nd Place .................... $2,500,000
1st Place .................... Fixed amount larger
than second place or
balance of super jackpot pool
The balance is the balance of the super jackpot pool after all other prizes have been
deducted. While this balance is not fixed at the beginning of play of the basic game,
25 it is fixed prior to the beginning of round two of tournament play. The payout
numbers are for illustration purposes only and in actual practice could be higher or
lower.

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14
Trregularities in The Tourn~ment:
1. At the end of each round, only players with chips remaining are eligible for
the next round, e.g., if only forty players have chips remaining after round
two, then only those forty players may advance to round three.
5 2. If, during the final round, several players lose all of their chips before the
round is over, they will be ranked in the order they lost their chips, e.g., the
first player to lose all his chips will take seventh place, the second player to
lose his chips will be in sixth place, etc.
3. If two or more players lose their chips on the same hand, those players will
lo tie and the prize money will be divided equally, e.g., if the first two players to
lose all of their chips do so on the same hand, they would tie for fourth place.
The prize money for the 4th and 5th places would be added together a~d
divided equally among the two players.
Dealing Procedures
5 1. Before proceeding with each hand, the dealer asks "any tournament entries?"
and allows each player time to place his entry fee in the designated area. The
player may place either his basic game wager or his optional wager and
tournament entry fee on the table first - the order does not matter.
2. The dealer ensures that the red entry fee lamp, or other suitable display
means, on the gaming table is on for each player who has placed an optional
wager and an entry fee.
3. Irhe dealer then verifies the accuracy of each player's bet by confirming that
an equal amount is placed on each of the three wagers.

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4. The dealer now touches a "no more fees" switch or the "Begin Game" switch
on the table control panel. Once this is done, players may not change their
wagers or entry fees in any way.
~ 5. The dealer collects the optional wager and entry fees and places them in the
chip rack. (Without the dealer having to take any action, once the last coin
from the optional wagers and entry fees is collected, a signal is sent to the
shuffler and it automatically moves the freshly shuffled deck forward to the
pre-count counting position.)
6. The dealer takes the deck from the discard rack and places it in the shuffling
lU area of the automatic shuffler. (Once the cards are placed in the shuffling
area, the shuffler automatically counts the first three cards into the forward
position.)
7. The dealer takes the three cards from the front of the shuffler and places
them face down on the table in front of the first player on his left, spreading
the cards to verify that exactly three cards were dealt.
8. The dealer now takes the next three cards from the front of the shuffler andplaces them face down in front of the second player from his left, spreading
them out to verify the number of cards. The dealer follows this procedure
clockwise around the table until each player who has made a wager receives a
2~ three card hand.
9. After each player has received three cards, the dealer places the next threecards from the shuffler face down in front of himself. (Although only two
cards are used, the automatic shuffler is programmed to dispense three cards).
These cards remain in a stack so that the two bottom cards are hidden by the

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16
top card. The stack is placed in the left hand rectangle of the two rectangles
on the layout in front of the dealer.
10. The dealer touches the "card count" switch on the shuffler. The shuffler
counts the remaining cards while moving them to the forward position.
Before the dealer picks up the cards, he must determine whether or not the
count is accurate. If the card count light glows green, the count is accurate. If
the card count light flashes red, there is a miscount.
11. In case of a flashing red light, the dealer calls a floor supervisor for
instructions before proceeding. (see "irregularities" below.)
lo 12. If the card count light glows green, the dealer may remove the balance of the
cards from the shuffler and place them in the discard rack.
13. While waiting for the card count light, the dealer begins the round with the
first player on his left. The dealer allows each player in turn the option to
reclaim his first bet or to let it ride. The dealer must not allow players to
reach out and retrieve their own bets. If a player does this, the dealer should
politely ask him not to do so in the future. Only the dealer can return bets to
a player.
14. After the first round of options, the dealer takes the top card from the stack in
front of him and places it on top of the cards in the discard rack. Then he
turns over the second card, placing it face up covering the bottom card. The
bottom card should not be visible.
15. Again, starting on his left, the dealer gives each player in turn the option to
reclaim his second bet or to let it ride. The dealer asks the players to place
their hands face down either near, against, or under their chips until the
hand is over.

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17
16. The dealer moves his up card to the right hand rectangle on the layout in
front of him. The dealer then turns over his bottom card. There should now
be two up cards in front of the dealer representing the community cards for
the players.
5 17. Starting with the player on his right, the dealer turns over that player's hand
and determines if it is a winning hand according to the payout schedule for
the basic LET 11 RI~E~ game. If the player does not have a winning hand,
the dealer collects the remainder of the player's wager and places it in the
chip tray. If the player does have a winning hand according to the LET IT
RIDE~) payout schedule, the dealer pays the player the amount indicated on
the schedule.
18. To determine the bonus payment, the dealer touches the key on the control
panel which indicates the player's position (the light will begin to flash). Thedealer touches the key representing the player's hand. The dealer touches the
1S enter key. The dealer then looks at the instruction window for the next step
(i.e., whether to pay the player or notify a floor supervisor, what amount to
pay, etc.).
19. Once a bonus has been paid to a player and approved by the ~ pliate
casino authorities, the dealer collects that player's cards and places them facedown in the discard rack. The dealer touches the enter key again. The dealer
then moves on to the next player from his right (counter-clockwise) and
follows the same procedures outlined in steps 18 through 21.
20. When the dealer finishes with the last player (the first player on his left), he
collects those cards and the two community cards in front of the dealer and

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18
places them face down in the discard rack. The dealer then touches the
"Game Over" switch on the control panel.
Irrel2ularities in Dealing Procedures:
~. Fntry Fee Light:
Lf a player puts up his $1 wager (in the form of a metal gaming token
provided by the casino) for his entry fee and his entry fee light does not
activate, the dealer calls a floor supervisor for instructions. The supervisor
then closes that position for play.
2. Too Many or Too Few (~Ar~l~ in Deck:
0 If the automatic card count light on the shuffler is flashing red after it has
counted out the cards, the dealer calls a floor supervisor. The floor
supervisor removes the cards from the discard rack and does a hand count on
the table (adding in the cards that have been dealt to the players) to determinewhether the card count is accurate. If the count results in fewer or more than
52 cards, the round is declared a misdeal and all of the cards are collected. The
floor supervisor removes the deck from the game and seals it to be held for
further examination, if P~c~Ary. 'rhe supervisor then installs a new deck of
the same color following the new deck dealing procedures.
3. Auto Shllffl~r Mi~count:
Even if the automatic shuffler shows an accurate count~ if any player has
more or less than three cards, it is still considered a misdeal and a dead hand.The deck is removed and a floor supervisor is called.

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4. Player Has Too Many or Too Few Cards In His Hand:
If any player has too many or too few cards (more or less than three) in
his/her hand, the round will be declared a misdeal. The cards will be
~ collected and new hands will be dealt from a new deck.
Bonus Payments and How To Pay Them
As stated previously, if a player has paid the $1 optional wager and entry fee
and his hand consists of a straight or higher, he is eligible for the following cash
bonus payments:

Royal Flush ............................ $20,000.00
Straight Flush ......................... . $2,000.00
Four of a Kind ......................... ... $200.00
Full House ............................. ... $100.00
Flush .................................. .... $50.00
Straight ............................... .... $25.00
If a player has a straight ($25) or a flush ($50), the dealer pays the bonus from
the chip tray upon verbal approval of the floor supervisor.
If a player has a full house ($100) or four of a kind ($200), payment is made
upon approval of the pit boss.
~ a player has a straight flush ($2,000) or a royal flush ($20,000~, approval ofthe pit boss ~ the shift supervisor or casino manager is required before making
payment.
Optional Wager and Entry Fee
~mount: $1 per hand paid prior to receiving cards.
TQken: $1 value metal gaming token provided by the casino.

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Since the object of round one of the tournament is to get one of the hundred
highest hands dealt during the posted time period, players may enter every time
they play the basic LET IT RIDE'~ game.
Fifty-five cents of each $1 entry fee collected by the casino is remitted to thetournament organizer. The remaining 45¢ is retained by the casino. Each casino is
responsible for paying any bonuses the entrants may qualify for during round one.
If the bonus awards paid by a casino are less than the amount collected, the casino is
entitled to keep the money as its own. If the bonus awards paid out exceed the
money collected by the casino, the casino must make up the difference.
o The 55~ remitted to the tournament organizer is deposited into a holdingaccount. This money constitutes the prize money availabIe to be paid to players as
they advance to rounds two through five.
Qualifying Hand~s
Only the player who receives a ~ualifying hand is allowed to advance to
rounds two through five. Qll~lifiPrs for any round may not sell, donate, or in any
way transfer their rights to continue in t~e tournament.
If a qll~lifi~r is unable to continue in the tournament for any reason
whatsoever--including death--no one will be allowed to substitute for that person
and continue in his place. (This rule is intended for the protection of the
2Q tournament qll~lifi~rs as well as the integrity of the tournament.)
If a player has more than one qualifying hand, only his or her highest hand
will be allowed to advance to round two.
A qualifying hand may not be used in any tournament other than the one in
which it is received.

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Registering Qualifying Hands
In addition to the normal IRS paperwork, all straight flush and royal flush bonus
winners must complete the "LET IT RIDE@' Bonus Winner Porm". If a player does
not complete this form, then he will not be considered a qllAlifiPr for round two.
If a player who gets four of a kind and has paid the entry fee wants to register
as a potential qllalifiPr for round two, then he must complete the "LET IT RIDE~

~3onus Winner Form" in full.
In addition, each player must be photographed with a polaroid camera. The
player must sign the back of the photo. The photo is submitted to the tournament
0 organizer along with the "LET IT RrDE~ Bonus Winner Form".
Upon completion of the paperwork, the pit boss or shift boss must notify the

tournament organizer by phone with the following information:

~ Person Calling
~ Casino Name
5 ~ City
~ Time
~ Date
~ Player's Name
~ Type of Hand
20 ~ Form Number
The tournament organizer must receive an original or fa-~irnile of the form and
photo within 48 hours.
The multi-tiered wagering game of the present invention, including the LET
25 IT RIDE~ game aspects thereof, might be played live with a dealer at one or more

gaming tables in one or more casinos, or in casinos, homes, and other locations in
interactive electronic or video form with automatic coin or betting means symbols,
receptacles and payout capability, wherein ap~ro~riate symbols for cards, wagers, or
score keeping would be displayed electronically.


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With reference to the Figs. 1 and 2-9, a more detailed description of the
apparatus for playing the multi-tiered wagering game in conjunction with the LET
IT RIDE'lD game follows. The apparatus of the present invention which is for

-detecting the presence of a gaming token will be described later as part of the
5 apparatus for playing the multi-tiered wagering game.- As shown in Fig. 1, a playing
table 10 has seven player positions 18a-g. Each of the playing positions 18a-g
includes a wagering zone 22, comprising three separate and distinct wagering or
betting areas 22a, b, c, for receiving or indicating a wager in the basic game. Also,

each position 18a-g includes a card area 19a-g for receiving and displaying cards dealt
0 ~to the player occupying the position. A suitable wagering area or apparatus for
receiving or indicating a wager and entry fee in the multi-tiered wagering game
~i.e., the bonus pay-off and the second game, playoff or tournament) is represented
at area 23a-g. The wagering areas 22a, b, c, and 23a-g may be designed to receive
appropriate wagering indicators or settling means such as gaming tokens or chips
~not shown). Prior to each hand of the EET-IT-RIDE<B' game, or related table game,

each player at the table 10 must decide whether to enter the multi-tiered wagering
game by placing a gaming token in wagering area 23a-g. Placing a gaming token in
wagering area 23a-g indicates that the player has entered the additional game which
is part of the multi-tiered wagering game.
At one side of the dealer station 20, the apparatus for practicing the method of
the multi-tiered wagering game may include a microprocessor or computer

controlled shuffling machine 32 supported by a table extension 34. The shuffling
machine 32 may be of the type disclosed in U.S. Patent 4,807,884, the disclosure of
which patent is incorporated herein by reference. The shuffling machine 32 may
include a dealing module for automatically and sequentially dealing cards and also

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may include a display means for displaying wager amounts, the identity of winning
players, or other game related information, including the jackpot amount.
Also, Fig. 1 shows a dealer control panel 70. The dealer control panel 70
includes four sets of inputs: the game status inputs 72; the keypad 74; the player
position inputs 76; and the winning hand inputs 78. The game status inputs 72
allow the dealer to enter information on the status of the multi-tiered game. The
dealer depresses the "Begin Game" button 80 when all players at the table have
made their betting selections prior to the start of each game. At this time, the player
betting information is sent to the facility computer 86 ~see Fig. 4).
0 When the game is over, the dealer depresses either the "Game Over" button
82 or the "Winner" button 84. Selection of the "Game Over" button 84 resets a
proximity sensor devices 118 (which will be described later) where one proximitysensor device 118 is aligned with and in sensing proximity to a wagering area 23a-g,
and betting for a new game is initiated. The dealer selects the "Winner" button 84
when one or more players participating in the additional game of the multi-tiered
game have one of the winning hands. Next, a security code is entered on the
keypad 74. For lower payout winners, the dealer will have a unique security code to
enter. For the highest payout hands, the pit boss or shift manager will have a
different unique security code. Therefore, one of these supervisory managers
20 confirms the high payout hand before the information is entered and the payout is
made. For example, the two different security codes are four-digit codes distributed
daily.
Next, the dealer inputs the player position 18a-g of the w~ing hand by
selecting the corresponding player position input 76 for the winning player. Finally,

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2~
the dealer inputs the winning hand by selecting the a~ ,~riate winning hand
input 78.
In an alternative embodiment, the keypad 74 is also used to activate or disable
the multi-tiered gaming inputs 23a-g, n, 76, 78 at a tabIe 10. A specific four-digit
code disables all of the multi-tiered game inputs 23a-g, 72, 76, 78 at the gaming table
10 and another four-digit code activates the multi-tiered gaming inputs 23a-g, 72, 76,
78 at a table 10.
Fig. 3 shows the player input and dealer control pane~ circuitry. Each
proximity sensor device 118 ~which will be described later in this specification), one
10 ~ such device is located under each of the wagering areas 23a-g, is connected through
an input device 88 to a microcontroller 90. An example of input device 88 is an
Inverting Octal Tri-state Buffer, available from National Semiconductor, Santa
Clara, California 95051. The microcontroller 90 may be selected from a variety of
commercially available microcontrollers such as the 80C32 microcontroller,
available from Intel Corporation, Santa Clara, California. When the presence of a
gaming token is detected by the proximity sensor device 118, the microcontroller 90
turns on the LEDs 146 through the output device 92. When the LEDs 146 which
surround the proximity sensor light up, the LEDs 146 signal to the player and the
dealer that the bet placed by the player for entry into the second game has beenregistered by the microcontroller 90. An example of output device 92 is a Darlington
Array, available from Allegro Microsystems Inc., Worcester, Massachusetts 01615.When all of the players at a table 10 have made their betting selection with
regard to the additional game of the multi-tiered game, the dealer depresses "Begin
Game" button 80 on the dealer control panel 70. The encoded betting information is
=-sent from the microcontroller 90 to an RS422 transceiver 94 and, referring to Fig. 4,

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the encoded betting information is sent over network 96 to the facility computer 86.
The facility computer 86 can be one of numerous commercially available personal
computers generally having a monitor, microprocessor, information storage, and
I/O ports, for example, an IBM PS/1, available from IBM, Armonk, New York.
As shown in Fig. 4, the facility computer 86 receives betting and winning
hand information from all of the tables 10 connected to the network 96. Generally, a
maximum of thirty-two devices can be connected to the facility computer 86 via the
RS422 interface network. Therefore, a facility having more than thirty-two gaming
tables 10 equipped for multi-tiered gaming will have more than one facility
o computer 86.
As shown in Fig. 5, the facility computers 86 are electronically linked to a
central computer 98 by telephone lines or other circuitry well known to one of
ordinary skill in the art. The central computer 98 may be located at a site separate
from all of the facility computers 86 or co-located at one of the gaming facilities. The
15 central computer 98 may also be one of the generally available personal computers
such as the IBM PS/1 available from IBM. In an alternative embodiment of the
invention, one of the facility computers 86 acts as both the facility computer 86 for a
gaming facility and as the cenkal computer 98.
The central computer 98 receives all of the betting and winning hand
20 information from the facility computers 86 and computes the multi-tiered jackpot
amount. The central computer 98 receives the number of bets and number and type
of winners from each gaming table 10. A unique address identifies each table 10 at
each gaming facility. The central computer 98 includes a data base and associated
accounting software. The data base allows the central computer 98 to compare the25 number of actual payoffs to the anticipated number of payoffs to detect any cheating

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26
or other irregularities at any of the tables or facilities. The central computer 98 can
generate a variety of accounting reports on each table or gaming facility on a daily
basis. If the new Jackpot amount is computed each time new betting or winning
hand in~ormation is received by the central computer 98, then the new 3ackpot
amount is sent to the facility computers 86 as soon as practicable. However, this
new jackpot amount should be sent to the facility computers 86 at least every five
minutes. It should be noted that the jackpot is preset for a minimum amount.
Only when the betting exceeds a certain amount will this calculation affect the
amount of the ~ackpot.
As shown in Fig. 4, the faciIity computer 86 is also connected by the RS422
network to a display center 100. As shown in Fig. 6, the display center 100 includes
an RS422 transceiver 102 connected to a microcontroller 104 which is the same type
as used in the dealer control panel shown in Fig. 2. The facility computer 86 sends
the jackpot amount over the network 96 to the display board microcontroller 104.15 The dispIay board microcontroller 104 drives row drivers 106 and column drivers
108 to display the jackpot amount on a typical alphanumeric LED display 110.
Column drivers 108 can be the same device as output devices 92, e.g., a Darlington
Array, available from Allegro Microsystems Inc., Worcester, Massachusetts 01615.~ow ~lliver~ 106 can be a Quad High-Current High-Voltage Source Driver, available
20 from Allegro Micro~y~Lell~s Inc., Worcester, Massachusetts 01615.
As shown in Fig. 3, each of the game status inputs 72, player position inputs
76, and winning hand inputs 78 has a pressure-sensitive actuating switch 112
multiplexed through an input device 88 to microcontroller 90. Microcontroller 90turns on input light 114 through output device 92 to show that the input has been
25 sPlecte~.

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At the end of the table game, e.g., "LET IT RIDE~)," the dealer determines
whether there are any game winners in the additional game of the multi-tiered
game. For each winner the dealer selects the "Winner" button 84 on the dealer
~ control panel 70. If the winning hand is one of the high payout hands, e.g., royal
5 flush or straight flush, the dealer notifies either the pit boss or shift manager who
confirms the winning hand and enters a security code on the keypad 74. Keypad 74
is selected from commercially available 3 x 4 keypads and is connected to
microcontroller 90 by keypad encoder 116, e.g., Model 8279, available from Intel
Corporation, Santa Clara, California. The dealer then depresses the player position
0 input 76 co~e~ponding to the player having a winning hand. Next, the dealer
depresses the particular winning hand input 78, e.g. royal flush, straight flush, four
of a kind, or full house. After all winning hand entries have been made, or if there
were no winners for the hand, the dealer selects the "Game Over" button 82 and the
next game can be initiated.
With leLerel-ce to the Figs. 1, 3, and 7-9, a more detailed description of the
apparatus of the present invention follows. As shown in Fig. 1, the gaming table 10
has wagering areas 23a-g, where players place a gaming token to enter the additional
game of the multi-tiered wagering game. A proximity sensor device 118, having a
sensor 144 (as will be described with rereLence to Figs. 7 and 8) is mounted to a
gaming table 10 or in a video gaming machine such that the sensor 144 is aligned
with and in sensing proximity to a wagering area 23a-g. Each sensor 144 is within
sensing proximity of a wagering area 23a-g, which is between .8 mm to 50 mm (i.e.,
within 2 inches of the wagering area 23a-g). This distance can vary depending on
the particular sensor 144 that is used. In the preferred embodiment, a proximity

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28
sensor device 118 is mounted is below a wagering area 23a-g and is mounted
adjacent the bottom of the table surface 16.
As shown in Fig. 3, each of the proximity sensor devices 118 are connected to
the micocontroller 90 through inputs 88. Moreover, a lighting device 146, which is
in the proximity sensor device 118, is connected to the microcontroller 90 through
the output 92, so that when the proximity sensor device 118 detects the presence of a
gaming token in the wagering area 23a-g it monitors, the microcontroller 90 causes
the corresponding lighting device 146 to light up.
With reference to Figs. 7 and 8, the proximity sensor device 118 will be
0 described. The proximity sensor device 118 comprises a housing 136, a cover plate
138, a holder 140, a first board 142, a sensor 144, at least one lighting device 146, a first
set of supports 148, a second board 150, a decoder connector 152, a second set of
supports 154, a closing plate 156, fasteners 158, and a securing ring 160.
The housing 136 is constructed of aluminum and provides a casing for the
15 sensor 144. The housing 136 has a top 162 and a bottom 164. In the embodimentshown in Figs. 7 and 8, the body 166 of the housing 136 is cylindrical. The
cylindrical body 166 has a circular cross section which has an inner diameter 165 and
an outer ~ metPr 167. The lip 168 located at the top 162 of the housing 136 extends
into the cylindrical body. Moreover, the body 166 has an outer surface 170 and an
20 ~rLner surface 172. The outer surface 170 of the cylinder 166 has grooves (not shown)
for receiving the securing ring 160.
The cover plate 138 is a plastic lens. The cover plate 138 is inserted into the
housing such that it abuts the lip 168. This cover plate 138 protects the surface of the
sensor 14~ and abuts the bottom of the table surface 16 directly beneath a wagering
25 area 23a-g.

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29
The holder 140, which is inserted into the housing 136, receives the sensor
144. The holder 140 has an outer edge 176 and an inner edge 178. The inner edge
178 forms an opening 180 which receives the sensor 144. As shown in Fig. 7, the
opening 180 is circular because the sensor 144 depicted in Fig. 2 is circular. However,
this opening 180 may have any shape as along as the opening 180 can receive the
sensor 144. Also, the holder 140 is made of material that allows light from the
lighting devices 146 to be visible through the cover plate 138.
The sensor 144 and the lighting devices 146 are fastenfd to the first board 142.The first board can be made of any material which has the rigidity to support the
0 sensor 144 and the lighting devices 146. This first board 142 must have a shape
which will allow the board 142 to be inserted into the housing 136. In the
embodiment shown in Figs. 7 and 8, the first board 142 is circular and has a diameter
182 which is less than or equal to the inner diameter 165 of the housing 136.
The sensor 144 may be a type of proximity sensor. Severa~ types of proximity
sensors may be used in the present invention including, but not limited to,
inductive proximity sensors, capacitive proximity sensors, and ultrasonic proximity
sensors.
Proximity sensors are used as the sensor 144 (1) because a gaming token or the
like may have to be sensed through non-metallic barriers such as glass, plastic, or
20 felt; (2) because of the repetitive nature of the application in having to repeatedly
detect the presence of a gaming token at the beginning of each game, a reliable
sensor with a long life is required; and ~3) because, particularly in video gaming, a
sensor which can respond rapidly and switch quickly may be required since the
gaming token or coin may only be present in the area sensed by the sensor for a very
25 short period of time.

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Inductive sensors may be used to detect metallic objects. Since gaming tokens
used in casinos contain metal, inductive proximity sensors may be used. An
inductive proximity sensor creates a high frequency field in front of the sensor 144.
When a metal object enters this high-frequency field, the amplitude of the
5 oscillation creating the field is reduced. The sensor recognizes this change in
amplitude and outputs a signal accordingly.
However, if gaming tokens which contain no metal is used, then capacitive
and ultrasonic proximity sensors may be used. With capacitive proximity sensors,
the change in capacitance is measured. When an object (metallic or non-metallic) is
0 _present, the capacitance increases, thereby allowing the detector to signal,
accordingly.
An ultrasonic sensor may also be used to detect any object because it emits an
ultrasonic pulse which is reflected back by any object entering the zone in which
such a pulse is emitted. The sensor's output is dependent on the amount of time
taken for the reflected wave to return.
In the preferred embodiment, because gaming tokens generally have a
metallic content, an inductive proximity sensor is used. The inductive proxirnity
sensor provides the additional security of only detecting metal, thereby preventing
people from trying to fool the detector with objects other than metal.
Also, these sensors 144 are mounted in sensing proximity to a wagering area
23a-g. Generally, a sensor 144 will be within 2 inches of the wagering area 23a-g the
sensor 144 is monitoring. The actual distance between the sensor 144 and the
wagering area 23a-g varies based on the selection of a proximity sensor 144.
The lighting device 146 may be any type of light producing element. In the
preferred embodiment, a light emitting diode ("~ED") is used. In fact, as shown in

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31
Figs. 7 and 8, six LEDs are used in the present invention. This lighting device 146 is
not necessary for detecting the presence of a gaming token. However, they provide
(1) a visual indication to the dealer and the player that a bet has been registered; and
(2) an easy target for the cameras monitoring a table 10 so that the computer's
registration of a bet can be visually verified by the camera.
The sensor 144 is secured to the first board by a bolt 82 (shown in the inset toFig. 8). The LEDs may be secured to the first board 142 by simply placing them in the
openings created in the first board 142 for receiving such devices 146.
A second board 150 is attached to the first board 142 by the first set of supports
o 148. The supports are aluminum supports which are secured to the first plate 142 by
screws 186. The second board 150 has a first side 188 and a second side 190. A decode
connector 152 is connected to the second side 190 of the second board 150. The
sensor 144 and the lighting devices 146 are electrically connected to the decodeconnector 152 via the connector 192.
A closing plate 156 having a shape which will conform to the shape of the
housing 136 is secured to a second set of supports 154. This closing plate 156 will
have an opening 194 so that the electrical connection from a decoder can be
connected to the decoder connector 152. This electrical connection will allow a
decoder such as a microcontroller 90 to read the sensor 144 and transmit the
20 information to the facility computer 86, which may tie several gaming tables and
video gaming machines together or which may tie several gaming facilities which
may have table gaming and/or video gaming together.
The decoder connector 152 is a modular connector which allows an electrical
connector to be plugged into the connector 152. The securing ring 160 secures the
25 sensor device 118 to the table 10 so that the sensor 144 is aligned with a wagering

CA 02243~94 1998-07-17

W O 97~0605 PCTnJS96/18767
32
areas 23a-g corresponding to a player position 18a-g. In the plef~ d embodiment,the sensing apparatus will be located below each one of the wagering areas 23a-g and
located adjacent to the bottom of the table surface 16, such that the sensor devlce 118
is aligned with a wagering area 23a-g.
One advantage of this modular construction of the apparatus for sensing the
presence of a gaming token is that the apparatus can be easily maintained. The
apparatus is mounted to the gaming table 10 such that it is easily accessible, thereby,
allowing for easy removal and replacement of the module.
Fig. 9 shows the electrical connections between the sensor 144 and the decoder
0 connector 152. There are five lines providing electrical connection from the decoder
connector 152. One line 199 is connected to ground. Electrical lines 200, 202, 204,
and 206 are connected to the proximity sensor 144 and the LEDs 146. As shown, the
items on the first board 142 include the proximity sensor 144, the LEDs 146, and a
Zener diode 196. The LEDs 146 and the proximity sensor 144 are connected to a
15 twelve volt power supply 198. The Zener diode 196 allows electrical line 200 to have
a constant voltage. When there is no object being sensed, the proximity switch
signal line 202 is at twelve volts. Once there is an object being sensed by the sensor
144, the proximity switch signal 202 is driven to zero volts. This drop in voltage is
transmitted via the decoder connector 152 to the microcontroller 90, where the
microcontroller 90 determines that a gaming token has been sensed.
Electrical lines 204, 206 from the decoder connector 152 are connected to the
two sets of three LEDs 146. This configuration will only prevent one set of three
LEDs to not function if any one LED becomes defective. The microcontroller 90 may
be able to detect when an LED is defective based on the voltage reading on line 206.

CA 02243~94 1998-07-17

W O 97/20605 PCT~US96/18767

In operation, a player may choose to place a bet in area 23a-g, thereby entering
the additional game of the multi-tiered wagering game. When the dealer locks in
all the bets at the dealer control panel 70 using the "Begin Game" button 80, the
microcontroller 90 reads the outputs at the various proximity sensor devices 118 at
5 each table 10. If there is no gaming token at a betting area 23a-g corresponding to a
particular player position 18a-g, then the proximity switching line 202 for the
proximity sensor device 118 corresponding to the particular player position 18a-g is
at twelve volts. When the microcontroller 90 reads a twelve volt signal on this line
202, the microcontroller 90 will determine that there is no gaming token at this
o betting area 23. However, if there is a gaming token placed in a betting area 23a-g,
then the corresponding proximity switch signal 202 will be zero volts and the
microcontroller 90 will determine the presence of a gaming token and register the
bet. Upon detecting the presence of a gaming token, the microcontroller 90 will
enable the LEDs 146 to be lit. Also, this betting information will be sent to the
5 facility computer 86 and the central computer 98.
After the game is played, if a player entered the additional game of the multi-
tiered game, the keypad 74 will instruct the dealer to pay the player if he has a
configuration of cards which requires a payout. The apparatus of the present
invention allows the gaming token to be kept in circulation by the casino. Also, this
20 apparatus accurately and reliably allows the detection of the presence of a gaming
token in a particular betting area.
The present invention may be embodied in other specific forms without
departing from the essential attributes thereof. It is desired that the embodiments
described above be considered in all respects as illustrative, not restrictive, re~lel.ce
25 being made to the appended claims to indicate the scope of the invention.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 1996-11-21
(87) PCT Publication Date 1997-06-12
(85) National Entry 1998-07-17
Dead Application 2002-11-21

Abandonment History

Abandonment Date Reason Reinstatement Date
1999-11-22 FAILURE TO PAY APPLICATION MAINTENANCE FEE 1999-12-10
2001-11-21 FAILURE TO PAY APPLICATION MAINTENANCE FEE
2001-11-21 FAILURE TO REQUEST EXAMINATION

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $300.00 1998-07-17
Maintenance Fee - Application - New Act 2 1998-11-23 $100.00 1998-07-17
Registration of a document - section 124 $100.00 1998-09-08
Reinstatement: Failure to Pay Application Maintenance Fees $200.00 1999-12-10
Maintenance Fee - Application - New Act 3 1999-11-22 $100.00 1999-12-10
Maintenance Fee - Application - New Act 4 2000-11-21 $100.00 2000-10-20
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SHUFFLE MASTER, INC.
Past Owners on Record
BREEDING, JOHN G.
HELGESEN, JAMES P.
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Description 1998-07-17 33 1,542
Representative Drawing 1998-10-19 1 15
Drawings 1998-07-17 7 162
Claims 1998-07-17 4 134
Cover Page 1998-10-19 1 56
Claims 1998-07-18 3 126
Abstract 1998-07-17 1 60
Fees 2000-11-20 1 40
Assignment 1998-09-08 5 280
Correspondence 1998-09-29 1 29
Prosecution-Amendment 1998-07-17 1 23
PCT 1998-07-17 4 140
Assignment 1998-07-17 3 138
PCT 1999-05-13 7 279
PCT 1999-04-13 5 191
Prosecution-Amendment 1999-06-01 7 241
PCT 1998-07-18 4 148
Correspondence 2000-10-20 1 33
Fees 1999-12-10 1 43