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Patent 2345315 Summary

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(12) Patent: (11) CA 2345315
(54) English Title: AUTOMATED SYSTEM FOR PLAYING CASINO GAMES HAVING CHANGEABLE DISPLAYS AND PLAY MONITORING SECURITY FEATURES
(54) French Title: SYSTEME AUTOMATISE DE JEUX DE CASINO AVEC AFFICHAGES MODIFIABLES ET DISPOSITIFS DE SURVEILLANCE DE SECURITE
Status: Deemed expired
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
  • A63F 13/00 (2006.01)
(72) Inventors :
  • SINES, RANDY D. (United States of America)
  • KUHN, MICHAEL J. (United States of America)
  • GREGORY, RANDY A. (United States of America)
(73) Owners :
  • DIGIDEAL CORPORATION (United States of America)
(71) Applicants :
  • DIGIDEAL CORPORATION (United States of America)
(74) Agent: RICHES, MCKENZIE & HERBERT LLP
(74) Associate agent:
(45) Issued: 2012-02-21
(86) PCT Filing Date: 1999-09-23
(87) Open to Public Inspection: 2000-03-30
Examination requested: 2005-09-19
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US1999/022192
(87) International Publication Number: WO2000/016868
(85) National Entry: 2002-01-28

(30) Application Priority Data:
Application No. Country/Territory Date
09/159,813 United States of America 1998-09-23
09/301,267 United States of America 1999-04-27

Abstracts

English Abstract





Systems (60) and methods for playing live casino
games. The systems have changeable displays (102,
103) on presentation units (100) which portly virtual
playing cards (107, 108, 142) or symbols to live
participants. Shuffling, cutting, dealing and return of
playing cards are accomplished using data processing
functions within an electronic game processor (90)
which perform quickly and without manual cards. The
invention allows casinos fast play with cheating
while maintaining the ambiance of a live table game.

Systems (60) can be configured as multi-user slot
machines with game processors (90) assigning symbols
either with virtual playing cards or as symbol cards
(1161-3). The participant symbol subsets are compared
to a predetermined list so that payoffs can be awarded
for winning symbols.


French Abstract

Cette invention concerne des systèmes (60) et des procédés permettant de jouer en conditions réelles à des jeux de casino. Ces systèmes comportent sur des présentoirs (100) des affichages (102, 103) qui peuvent être modifiés et qui montrent des cartes à jouer virtuelles (107, 108, 142) ou des symboles à l'intention de joueurs. Les actes de battre, de couper, de distribuer et de rendre des cartes font intervenir des fonctions de traitement de données dans un processeur électronique (90) qui exécute ces opérations rapidement, sans cartes manuelles. Cette invention permet d'accélérer la partie, ce qui réduit les risques de tricherie tout en préservant une authentique ambiance de table de jeu. Les systèmes (60) peuvent se présenter sous forme de machines à sous multi-joueurs avec processeurs de jeu (90) qui font appel soit à des cartes à jouer virtuelles, soit à des cartes avec symboles (1161-3). Les sous-ensembles de symboles tirés par les participants sont comparés à une liste prédéterminée en vue du versement de gains dans le cas de symboles gagnants.

Claims

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



103
CLAIMS:

1. A system for playing a game involving wagering by at least one player
playing
with a dealer, said dealer and said at least one player being live persons
forming a
playing group of participants who attend and participate in the game about the
system
at a live game location, comprising:
a plurality of virtual symbols defining a virtual symbol set, a plurality of
said
participants being assigned a plurality of virtual symbols during play of the
game in the
form of assigned participant symbol subsets;
a plurality of participant displays which provide a plurality of changeable
participant display images, the plurality of participant display images
including virtual
symbol images which are displayed by the plurality of participant displays to
indicate
the nature of the virtual symbols assigned to the participants during play of
the game;
at least one game processor for processing data to perform functions which
include providing game rules which at least partially administer play of the
game,
assigning virtual symbols from the virtual symbol set to the participants,
instructing the
participant video displays to display virtual symbol images depending upon the
virtual
symbols assigned to the participants, said plurality of participant symbol
subsets being
compared against a predefined payoff list which indicates whether an assigned
participant symbol subset is a winning group;
at least one dealer control which is activated by the live dealer to control
action
of the game;
wherein said at least one dealer control includes a plurality of dealer
control
sensors which are provided in a simulated dealing shoe having at least one
dealing
shoe display for displaying visual images to the participants;
wherein the at least one dealing shoe display simulates a stack of cards from
which the dealer is dealing cards and simulates cards moving from the
simulated
dealing shoe; and
whereby said at least one player may receive a payoff in response to a winning
group being assigned to the at least one player.

2. A system according to claim 1 wherein said live game location is about a
gaming table, and said plurality of participant displays is contained within a
presentation unit which is supported by said gaming table.


104
3. A system according to claim 1 wherein said at least one game processor
additionally performs the function of recording game action for the game being
played
to enable subsequent analysis or replay.

4. A system according to claim 1 wherein said at least one dealer control
includes
a plurality of dealer control sensors which are provided in a simulated
dealing shoe.

5. A system according to claim 1 and further comprising at least one chip
sensor
for detecting betting chips placed by said at least one player.

6. A system according to claim 1 and further comprising at least one chip
sensor
for detecting betting chips placed by said at least one player, said at least
one chip
sensor being capable of reading the value of the betting chips as a result of
the betting
chips including an electronically programmed identification circuit.

7. A system according to claim 1 wherein said at least one participant
displays
provide participant display images which include information indicating
potential payoff
to said at least one player.

8. A system according to claim 1 wherein the system includes a presentation
unit
which is a retrofit unit supported upon an upper surface of a gaming table.

9. A system according to claim 1 and further comprising at least one
participant
identification reader for reading identification of at least one participant.

10. A system according to claim 1 and further comprising at least one
participant
identification reader for reading identification of at least one participant
using a sensor
which detects biological information detected from a body of the participant.

11. A system according to claim 1 wherein the dealer has a dealer display
which is
assigned symbols which are assigned in common with said at least one player.

12. A system according to claim 1 and further comprising a bonus chip detector
for
detecting placement of a bonus chip by said at least one player to selectively
indicate
the player would like to qualify for having a bonus symbol added to the
assigned
participant symbol subset.


105
13. A system according to claim 1 and further comprising an additional wager
chip
detector for detecting placement of an added wager chip by said at least one
player to
selectively increase the amount being wagered.

14. A system according to claim 1 and further comprising:
a bonus chip detector for detecting placement of a bonus chip by said at least
one player to selectively indicate the player would like to qualify for having
a bonus
symbol added to the assigned participant symbol subset;
an additional wager chip detector for detecting placement of an added wager
chip by said at least one player to selectively increase the amount being
wagered.
15. A system according to claim 1 wherein the at least one game processor is
capable of being adjusted to vary the symbols contained in the virtual symbol
set
whereby the odds for obtaining one or more of the winning groups is affected.

16. A system according to claim 1 wherein the payoff list includes both a
player
payoff list which has at least one winning group associated with participant
symbol
subsets assigned to said at least one player, and a dealer payoff list which
has at least
one winning group associated with participant symbol subsets assigned to said
dealer.
17. A system according to claim 1 wherein the payoff list includes both a
player
payoff list which has at least one winning group associated with participant
symbol
subsets assigned to said at least one player, and a dealer payoff list which
has at least
one winning group associated with participant symbol subsets assigned to said
dealer;
and
wherein a winning group associated with said dealer payoff list leads to
payoffs
to plural players.

18. A slot machine system for playing a game involving wagering by at least
one
player playing with a dealer, said dealer and said at least one player being
live persons
forming a playing group of participants who attend and participate in the game
about
the system at a live game location, the system including
slot symbol displays that show images representative of virtual symbols
assigned to the dealer and said at least one player in the form of assigned
participant
symbol subsets,


106
said assigned participant symbol subsets including assigned virtual symbols
which are shared in a common assignment with at least one other participant,
at least one dealer control provided in a simulated dealing shoe having at
least
one dealing shoe display for displaying visual images to the participants; and
wherein the at least one dealing shoe display simulates the virtual symbols
from
which the virtual symbols are assigned to the participants and simulates the
virtual
symbols moving from the simulated dealing shoe.

19. A slot machine system according to claim 18 wherein said assigned virtual
symbols which are shared in a common assignment, are shared in common with the
dealer.

20. A slot machine system according to claim 18 wherein said assigned virtual
symbols which are shared in a common assignment, are shared in common with the
dealer and another player.

21. A slot machine system according to claim 18 wherein said assigned virtual
symbols which are shared in a common assignment, are shared in common with
another player.

22. A slot machine system according to claim 18 wherein said live game
location is
about a gaming table, and said slot symbol displays are contained within a
presentation unit which is supported by said gaming table.

23. A slot machine system according to claim 18 and further comprising a game
processor which performs a function of recording game action to enable
subsequent
analysis or replay.

24. A slot machine system according to claim 18 and further comprising at
least one
dealer control which is activated by the live dealer to control action of the
game.

25. A slot machine system according to claim 24 wherein said at least one
dealer
control includes a plurality of dealer control sensors which are provided in a
simulated
dealing shoe having at least one dealing shoe display for displaying visual
images to
the participants.


107
26. A slot machine system according to claim 18 and further comprising at
least one
chip sensor for detecting betting chips placed by said at least one player.

27. A slot machine system according to claim 18 and further comprising at
least one
chip sensor for detecting betting chips placed by said at least one player;
said at least one chip sensor being capable of reading the value of the
betting
chips as a result of the betting chips including an electronically programmed
identification circuit.

28. A slot machine system according to claim 18 and further comprising a bonus

chip detector for detecting placement of a bonus chip by said at least one
player to
selectively indicate the player would like to receive a bonus symbol added to
the
assigned participant symbol subset.

29. A slot machine system according to claim 18 and further comprising a bonus

chip detector for detecting placement of a bonus chip by said at least one
player to
selectively indicate the player would like to receive a bonus symbol added to
the
assigned participant symbol subset, said bonus symbol being shared in a common

assignment with at least one other participant.

30. A slot machine system for playing a game involving wagering by a plurality
of
participants the system including
slot symbol displays that show images representative of virtual symbols
assigned to said plurality of participants in the form of assigned participant
symbol
subsets,
said assigned participant symbol subsets including assigned virtual symbols
which are shared in a common assignment with at least one other participant;
at least one dealer control provided in a simulated dealing shoe having at
least
one dealing shoe display for displaying visual images to the participants; and
wherein the at least one dealing shoe display simulates the virtual symbols
from
which the virtual symbols are assigned to the participants and simulates the
virtual
symbols moving from the simulated dealing shoe.

31. A slot machine system according to claim 30 wherein said assigned virtual
symbols which are shared in a common assignment, are shared in common with a
dealer.

Description

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



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DESCRIPTION
AUTOMATED SYSTEM FOR PLAYING CASINO GAMES HAVING CHANGEABLE
DISPLAYS AND PLAY MONITORING SECURITY FEATURES
Technical Field
The field of this invention is apparatus and methods for playing live table
playing card
games; namely, games which use playing cards and are played at a casino,
cardroom, residential
or other gaming table with live human participants.
Background Art
In the gaming industry there is a significant volume of gambling which occurs
at live table
to games which use playing cards. Exemplary In table games include blackjack,
poker, baccarat,
and others. There is also a number of proprietary or specialty live table card
games which have
developed, such as pai-gow poker, Let-It-Ride.,, Caribbean Stud. and others.
These and many
other games all involve play using playing cards. The use of playing cards has
a number of
associated limitations and disadvantages which have long plagued the casino
industry. Some of
these are of general concern to all or most playing card games. Others are
problems associated
with the use of playing cards in particular games. Some of the principal
concerns and problems
are discussed below.
The use of playing cards at live table games typically involves several
operational
requirements which are time-consuming. These operations are conveniently
described as
collecting, shuffling and dealing of the cards. In many card games there is
also a step of cutting
the deck after It has been shuffled.
In the collecting operation, a dealer typically collects the cards just played
at the end of a
hand of play. This Is done in preparation for playing the next hand of cards.
The cards are best
collected so all are in a face-down or face-up condition. The cards also are
typically straightened
into a stack with the long sides and short sides aligned. These manipulations
take time and are
not typically appreciated by either the dealer or players as enhancing the
play and entertainment
value of the game.
In many games the cards collected at the end of the hand are deposited In a
discard rack
which collects the played cards until the time a new stack is obtained or the
stack is shuffled. In
some games the cards are immediately shuffled into the stack either manually
or using a shuffling
machine. More typically, the cards are collected and then shuffling is
performed later by the
dealer.
When shuffling Is needed, It invokes a break In the action of the table game
and consumes
a significant amount of time. Shuffling Is also the most time consuming
operation in preparing for
the next hand. Thus, shuffling Is of substantial financial significance to the
casino Industry because
it requires significant time and reduces the numberof hands which can be
played per hour or other
period of time. The earnings of casinos Is primarily dependent upon the total
number of hands


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2
played. This is true because the casino on average wins a certain percent of
the amounts
wagered, and many or most casinos are open on a 24-hour basis. Thus, earnings
are limited by
the number of hands that can be played per hour. In light of this there has
been a significant and
keen interest by casino owners to develop practices which allow more games to
be played in a
given amount of time. Accomplishing this without detracting from the players
enjoyment and desire
to play the game is a challenging and longstanding issue with casino owners
and consultants in
the gaming industry.
An additional consideration In the casino industry is the costs associated
with shuffling
machines. Shuffling machines currently available have costs in the thousands
of dollars. Such
1o machines save time in performing the shuffling process, but still require
time to load, operate and
unload. These factors reduce the savings associated with reduced shuffling
time and effort.
Further reductions in the costs and time associated with shuffling of cards is
still desired.
The amount of time consumed by collecting, shuffling and dealing is also of
significance
in private card games because it also delays action and requires some special
effort to perform.
In private games there is also some added complexity due to card players
remembering or figuring
out who previously dealt and who should now shuffle and re-deal the cards as
needed.
In addition to the time delay and added activity needed to collect, shuffle
and deal cards,
there Is typically some time devoted to cutting the deck of cards which have
been shuffled and
which are soon to be dealt. This traditional maneuver helps to reduce the risk
that the dealer who
has shuffled the cards may have done so in a way that stacks the deck in an
ordered fashion which
may favor the dealer or someone else playing the game. Although cutting the
deck does not
require a large amount of time, It does take some time. The amount of time
spent on cutting
reduces the frequency at which hands of the card game can be played.
The above and related considerations clearly demonstrate that a substantial
amountof time
is consumed by collecting, shuffling, cutting and dealing playing cards. The
casino industry has
long felt the desire to reduce the time spent and Increase play of live table
games.
In the gaming industry there Is also a very significant amount of time and
effort devoted to
security issues which relate to play of the casino games. Part of the security
concerns stem from
frequent attempts to cheat during play of the games. Attempts to cheat are
made by players,
3o dealers, or more significantly by dealers and players in collusion. This
cheating seeks to affect the
outcome of the game in a way which favors the dealer or players who are
working together. The
amount of cheating in card games is significant to the casino industry and
constitutes a major
security problem which has large associated losses. The costs of efforts to
deter or prevent
cheating are very large and made on a daily basis.
Many of the attempts to cheat In the play of live table card games involve
some aspect of
dealer manipulation of cards during collection, shuffling, cutting or dealing
of cards. Thus, there
is a need for methods and apparatuses which can be used in the play of live
table card games


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3
which reduces the ability of the dealer and/or players to cheat by
manipulation of playing cards.
Of greatest concern are schemes whereby the deck is stacked and the stacked
deck Is used to the
collusive player's advantage. Stacked decks represent huge potential losses
since the player Is
aware of the cards which will be played before play occurs and can optimize
winnings by
Increasing bets for winning hands and decreasing bets for losing hands.
Casinos have recognized that their efforts to reduce cheating would be
improved If the
casino had comprehensive Information on the cards which have been played, the
amounts bet, the
players and dealers involved and other information about actions which have
taken place at the
card tables. This is of particular importance in assessing the use of stacked
decks. It is also
1o important where card tracking Is occurring. Additional explanation about
card tracking is discussed
below. The information desired by the casinos Includes knowing the sequence
and exact cards
being dealt.
Some attempts have been made to record card game action. The best current
technology
involves cameras which are mounted above the tables to record the action of
the card games.
r5 This approach is disadvantaged by the fact that not all cards dealt are
easily known from a camera
position above the table because some or all of the cards are not dealt face-
up, or are hidden by
overlying cards. Although many blackjack games are sufficiently revealing to
later determine the
order of dealt cards, others are not. Other card games, such as poker, have
hands which are not
revealed. The covered cards of the players do not allow the order of dealt
cards to be ascertained
20 from an above-table camera.
Even where above-table cameras are used, their use may not be effective. Such
cameras
may require time-consuming and tedious human analysis to go over the video
tapes or other
recordings of table action. This human study may be needed just to ascertain
the sequence of
cards dealt or to determine the amount of betting. Such human analysis is
costly and cannot
25 economically be used to routinely'monitor all action in a casino cardroom.
It- is also required
because there is no current way for easily ascertaining whether the dealer or
player won the hand,
such as in a blackjack game. it is typically not possible to discern the
indicla number or letter
presented In the comer of the playing card when viewed in a recorded video
tape. Counting the
individual pips in the center field of the playing cards can be done; however,
it cannot be done in
3o all situations with the desired reliability. This is true because cards may
be partly or totally covered
by another overlying card contained in the same hand, leading to missing
information or mistaken
interpretations.
For the above reasons, the video camera monitoring techniques have only found
very
limited effectiveness as a routine approach for Identifying cheating. There
has also been relatively
35 limited use as a serious analytical tool because of the difficulty of
analysis. Such camera
surveillance techniques are also of only limited effectiveness as a deterrent
because many of the


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4
people involved with cheating have a working knowledge of their limitations
and utilize approaches
which are not easily detectible by such systems.
Another use of video camera monitoring and recording has been made in the
context of
analyzing card table action after someone has become a suspect. The tape
recordings serve as
evidence to prove the cheating scheme. However. In the past, this has
generally required other
evidence to initially reveal the cheating so that careful analysis can be
performed. More routine
and general screening to detect cheating has remained a difficult and
continuing problem for
casinos.
Another approach to reducing security problems utilizes card shoes having card
detection
1o capability. Card shoes hold a stack of cards containing typically from one
to six decks of cards.
The cards are held In the card shoe in preparation for dealing and to secure
the deck within a
device which restricts access to the cards and helps prevent card
manipulations. Card shoes can
be fit with optical or magnetic sensors which detect the cards as they are
being dealt. Some of the
problems of security analysis using above table cameras Is reduced when the
sequence of cards
dealt can be directly determined at the card shoe using optical or magnetic
sensors.
One advantage of such card shoes is that the card sequence Information can be
collected
In a machine readable format by sensing the specific nature (suit and count)
of each card as they
are dealt out of the card shoe. However, most such card shoes have special
requirements for the
cards being used. Such cards must carry magnetic coding or are specifically
adapted for opdcal
reading. This increases the cost of the cards and may not fully resolve the
problems and
difficulties in obtaining accurate information concerning sequence
Information.
The automated data collecting card shoes also do not have an inherent means
for
collecting data on the assignment of the card to a particular player or the
dealer. They further do
not collect data on the amounts bet. These factors thus require some other
manual or partially
automated data collection' system to be used, or require that time-consuming
human analysis be
performed using video tapes as explained above.
An additional Issue which has continued to be a concern in the casino industry
relates to
the use of automated shuffling machines. Prior automated shuffling machines
have not
demonstrated a sufficient ability to thwart highly skilled gamblers. Such
gamblers have
3o demonstrated an ability either by human intellect and training, or with the
aid of computers, to
determine information about the decks being dealt. This information is
typically derived from
information collected concerning the preceding hand or hands of play. Armed
with such
information, the skilled gamblers track a specific sequence or multiple
sequences or groupings of
cards within a deck or large stack. Tracking is often done for a group of
cards forming part of a
stack rather than an entire stack. These techniques in card tracking can
significantly shift the
advantage from the casino to a skilled gambler. Prior card shuffling machines
all show a weakness


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WO 00/16868 PCTAJS99/22192
in that skilled gamblers can observe operation of the machines and in many
situations make
predictions which serve as a means for card tracking.
The use in blackjack of numerous card decks, such as six decks, has been one
strategy
directed at minimizing the risk of card tracking. Such tracking should be
contrasted with card
5 counting strategies which are typically less accurate and do not pose as
substantial a risk of loss
to the casino. Use of numerous card decks In a stack along with proper cut
card placement can
also reduce the risk of effective card counting. However, It has been found
that multiple decks are
not sufficient to overcome the skilled gamblers abNityto track cards and turn
the advantage against
the house.
Card tracking can be thought of as being of two types. Sequential card
tracking Involves
determination of the specific ordering of the card deck or decks being dealt.
This can be
determined or closely estimated for nets of cards, sequences of cards forming
a portion or portions
of a stack. Sequential card tracking can be devastating to a casino since a
player taking
advantage of such information can bet large In a winning situation and change
the odds in favor
of the player and against the casino.
Slug tracking Involves determining runs of the deck or stack which show a
higher frequency
of certain important cards. For example, in the play of blackjack there area
relatively large number
of 10-count cards. These 10-count cards are significant in producing winning
blackjack hands or
20-count hands which are also frequently winning hands. Gamblers who are
proficient in tracking
slugs containing large numbers of 10-count cards can gain an advantage over
the house and win
in blackjack.
There is also a long-standing problem In the play of blackjack which concerns
the situation
when the dealer receives a blackjack hand In the Initial two cards dealt. If
the dealer has a 10-
count card or ace as the upcard, then it Is possible for the dealer to have a
blackjack. If the dealer
2s does have a blackjack, then there is no reason to play the hand out since
the outcome of the hand
is already determined without further dealing. If the hand is fully played
out, and the dealer then
reveals that the dealer has received a blackjack hand, then a significant
amount of time has been
wasted. It also causes players to often be upset when a hand is played out to
no avail.
In many casinos the waste of time associated with playing out hands with a
winning dealer
blackjack has lead to various approaches which attempt to end the hand after
the initial deal.
Some of these allow the dealer to look at the down card to make a
determination whether a
blackjack hand has been dealt to the dealer. This looking is commonly calved
"peeking" and is an
operation which has been the source of numerous cheating schemes involving
dealers and players
who work In collusion.
In such cheating associated with peeking at the down card, the dealer cheats
in
collaboration with an accomplice-player. This cheating is frequently
accomplished when the dealer
signals the accomplice using eye movements, hand movements or other signals.
If a dealer does


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6
not peek, then he does not know the value of his hand until after the players
have completed their
play. If the dealer does peek, then he can use such eye movements, hand
movements or other
techniques to convey instructions to his accomplice-player. These signals tell
the accomplice what
hand the dealer has been dealt. With this knowledge of the dealer's hand, the
accomplice has
improved odds of winning and this can be sufficient to turn the long-term odds
in favor of the
accomplice-player and against the casino.
Because of this potential for cheating, peeking as a normal procedure in the
play of
blackjack has been viewed with disfavor by many casinos. Some casinos which
have experienced
losses due to such cheating have eliminated the peeking procedure and decided
to instead Incur
to the waste of time and problems associated with playing out the hand of
cards.
There has also been a substantial number of apparatuses devised to facilitate
the peeking
procedure or render it less subject to abuse. Such peeking devices are
intended to allow
determination of whether the dealer has received a blackjack hand; however,
this Is done without
revealing to the dealer what the down card is unless it makes a blackjack.
Some of these devices
require a special table with a peeking device installed in the table. Others
allow the down card to
be reviewed using a table top device In which the card is inserted. These
systems and others
involve the use of special playing cards. These devices and methods generally
add greater costs
and slow the play of the game. The slowed play often occurs to such a degree
that it offsets the
original purpose of saving the time associated with playing out possible
dealer blackjack hands.
The prior attempts have often ended up unacceptable and are removed. This
problem has nagged
the casino industry for many years and a fully acceptable solution has never
been found.
Another notable problem suffered by live table games is the intimidation which
many novice
or less experienced players feel when playing such games. Surveys have
indicated that many new
or less experienced people who come to a casino are inclined to play slot
machines and video card
games. - These people fast Intimidation at a live table game because such
games require quick
thinking and decision making while other people are watching and waiting. This
intimidation factor
reduces participation in table games.
The intimidation factor experienced by many in connection with live table
games has had
a very significant effect on casinos and the games offered in the casinos.
About 20 years ago, live
table games constituted approximately two-thirds of the casino business, with
slot machines being
the remaining one-third. Now it is just the opposite, with two-thirds of the
business being in slot
machines and similar single person gaming machines while live table games
constitute only one-
third of the business. Since betting at live table games Is generally larger,
this development is
something of a disadvantage to the casinos as compared to the same persons
participating in a
live table game. Efforts to stem or reverse this trend using specialty table
games with different play
and larger jackpots have not been effective or of only temporary beneficial
effect. Some of the
efforts have produced fads or other temporary increases in interest levels but
the overall effect has


CA 02345315 2002-01-28

WO 0011686$ PCT/U599/22192
7
not had a long-term benefit. Thus, there is a need for improved live table
games which reduce the
intimidation factor and enhance the ease with which a player adopts play of
such games. There
is also need for live table games which provide satisfaction to those who
play, such that repeat
participation is improved.
A further issue which has developed in the casino business is the public's
increasing
interest in participating In games which have a very large potential payoff.
This may be in part be
a result of the large amount of publicity surrounding the state operated
lotteries. News of huge
payoffs is read with keen interest and creates expectations that gaming
establishments should
provide games with large jackpots. One approach has been the networked or
progressive slot
i0 machines that use a centralized pool of funds contributed by numerous
players. These slot
machine systems are relatively more costly to purchase and operate. For many
gamblers, this
approach is not particularly attractive. This lack of attractiveness may be
due to the impersonal
and solitary nature of playing slot machines. It may alternatively be for
other reasons. Whatever
the reason, the public is clearly interested in participating in games which
can offer potential
is jackpots which are very large. Table card games have not been able to
satisfactorily address this
interest. The continued diminishment in the percent of people who play live
table games indicates
the need for more attractive games and game systems which address to public's
interests.
A further problem associated with live table card games are the costs
associated with
purchasing, handling and disposal of paper and plastic playing cards. Casinos
pay relatively
20 favorable prices for card decks, but the decks roughly cost about $1 per
deck at this time. Each
casino uses decks for a very limited period of time, typically only one shift,
and almost always less
than one day. After this relatively brief life in the limelight, the decks are
disposed of in a suitable
manner. In some cases they can be sold as souvenirs. This is done after the
cards are specially
marked or portions are punched out to show they have been decommissioned from
a casino. This
25 special maddn9-allows the cards to be sold as souvenirs while' reducing the
risk that they will later
be used at the card tables in a cheating scheme which involves slipping a
winning card into play
at an appropriate point. In other cases the playing cards are simply destroyed
or recycled to
eliminate this last risk. In any case, the cost of playing cards for a casino
is significant and can
easily run In the hundreds of thousands of dollars per year.
30 In addition to the above problems, there are also a significant cost
associated with handling
and storing the new and worn playing cards. Sizable rooms contained in the
casino complexes
are needed just to store the cards as they are coming and going. Thus, the
high costs of casino
facilities further exacerbates the costs associated with paper and plastic
playing cards.
These and other considerations have been partially or fully addressed by the
current
35 invention which is described more fully below. Additional benefits and
advantages of the current
invention will be given in the following description, or will be apparent from
the nature of the
invention.


CA 02345315 2010-04-27

8
In one aspect of the present invention, there is provided a system for playing
a game involving wagering by at least one player playing with a dealer, said
dealer
and said at least one player being live persons forming a playing group of
participants who attend and participate in the game about the system at a live
game location, comprising: a plurality of virtual symbols defining a virtual
symbol
set, a plurality of said participants being assigned a plurality of virtual
symbols
during play of the game in the form of assigned participant symbol subsets; a
plurality of participant displays which provide a plurality of changeable
participant
display images, the plurality of participant display images including virtual
symbol
images which are displayed by the plurality of participant displays to
indicate the
nature of the virtual symbols assigned to the participants during play of the
game;
at least one game processor for processing data to perform functions which
include
providing game rules which at least partially administer play of the game,
assigning
virtual symbols from the virtual symbol set to the participants, instructing
the
participant video displays to display virtual symbol images depending upon the
virtual symbols assigned to the participants, said plurality of participant
symbol
subsets being compared against a predefined payoff list which indicates
whether
an assigned participant symbol subset is a winning group; at least one dealer
control which is activated by the live dealer to control action of the game;
wherein
said at least one dealer control includes a plurality of dealer control
sensors which
are provided in a simulated dealing shoe having at least one dealing shoe
display
for displaying visual images to the participants; wherein the at least one
dealing
shoe display simulates a stack of cards from which the dealer is dealing cards
and
simulates cards moving from the simulated dealing shoe; and whereby said at
least
one player may receive a payoff in response to a winning group being assigned
to
the at least one player.

In another aspect of the present invention, there is provided a slot machine
system for playing a game involving wagering by at least one player playing
with a
dealer, said dealer and said at least one player being live persons forming a
playing group of participants who attend and participate in the game about the
system at a live game location, the system including slot symbol displays that
show


CA 02345315 2010-04-27

8a
images representative of virtual symbols assigned to the dealer and said at
least
one player in the form of assigned participant symbol subsets, said assigned
participant symbol subsets including assigned virtual symbols which are shared
in
a common assignment with at least one other participant; at least one dealer
control provided in a simulated dealing shoe having at least one dealing shoe
display for displaying visual images to the participants; and wherein the at
least one
dealing shoe display simulates the virtual symbols from which the virtual
symbols
are assigned to the participants and simulates the virtual symbols moving from
the
simulated dealing shoe.

In yet another aspect of the present invention, there is provided a slot
machine system for playing a game involving wagering by a plurality of
participants
the system including slot symbol displays that show images representative of
virtual symbols assigned to said plurality of participants in the form of
assigned
participant symbol subsets, said assigned participant symbol subsets including
assigned virtual symbols which are shared in a common assignment with at least
one other participant; at least one dealer control provided in a simulated
dealing
shoe having at least one dealing shoe display for displaying visual images to
the
participants; and wherein the at least one dealing shoe display simulates the
virtual
symbols from which the virtual symbols are assigned to the participants and
simulates the virtual symbols moving from the simulated dealing shoe.


CA 02345315 2010-04-27

8b
Brief Description of the Drawings
Preferred embodiments of the invention are described below with reference to
the
accompanying drawings, which are briefly described below.
Fig. I is a perspective view showing a gaming table fitted with a preferred
system according
to the current invention.
Fig. 2 is a top view of the gaming table and system shown in Fig. 1.
Fig. 3 is a sectional view showing portions of the gaming table and system of
Fig. 1.
Fig. 4 is a top view showing the presentation unit of Fig. I shown in
isolation.
Fig. 5 is a perspective view of a preferred dealing shoe module forming a part
of the
ro preferred system of Fig. 1.
Fig. 6 is an enlarged top view showing in isolation a dealer display which
forms part of the
preferred presentation unit shown in Fig. 4.
Figs. 7-22 are enlarged top views showing portions of a single player station
with a display
which forms part of the preferred presentation unit shown in Fig. 4. Each of
Figs. 7-22 show a
different stage in a sequence of display images as a hand of cards is played.
Figs. 23-25 are schematic diagrams showing a preferred electronic system
forming part of
the system of Fig. 1.
Figs. 26-37 are operational flow diagrams showing significant steps in the
logical processes
employed for data processing functions carried out by the preferred system of
Fig. 1.
Fig. 38 is a top view of an alternative betting chip used with a system
similar to the system
of Fig. 1.
Fig. 39 is an enlarged sectional view of the betting chip shown in Fig. 38 as
taken along line
39-39.
Fig. 40 is top or plan view of a further preferred gaming system according to
the invention.
Fig. 41 is a top view of a portion of the gaming system pictured in Fig. 40.
Fig. 42 is a top view of the base plate portion of Fig. 41 with additional
components
mounted thereon which form additional parts of the system of Fig. 40.
Fig. 43 is a top view of the presentation unit shown in Fig. 40 in isolation.
Fig. 44 is a sectional view taken along line 44-44 of Fig. 40.
Fig. 45 is a top or plan view in isolation of an alternative dealing shoe and
control unit
forming part of the system of Fig. 40.
Fig. 46 is a sectional view taken along line 46-46 of Fig. 45.
Fig. 47 is a first flow diagram showing a portion of a main operational flow
scheme which
is employed in the gaming system of Fig. 40.
Fig. 48 is a second flow diagram showing another portion of the main
operational flow
scheme which is employed in the gaming system of Fig. 40.


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WO 00/16868 PCT/US99/22192
9
Fig. 49 is a third flow diagram showing another portion of the main
operational flow scheme
which is employed in the gaming system of Fig. 40.
Fig. 50 is a fourth flow diagram showing a two card play sequence portion used
In the
operational flow scheme employed in the gaming system of Fig. 40.
Fig. 51 is a fifth flow diagram showing a dealer play sequence portion used in
the
operational flow scheme employed In the gaming system of Fig. 40.
Fig. 52 is a perspective view of a further alternative embodiment game system
according
to the invention.
Fig. 53 is an enlarged front elevational view showing an ancillarty display
portion forming
io a part of the system of Fig. 52.
Fig. 54 is an enlarged top view showing portions of a single player station
with a display
which forms part of the preferred presentation unit shown in Fig. 52.
Fig. 55 is a top view showing an alternative presentation unit according to
the inventions
shown in isolation.
Fig. 56 is an enlarged top view showing one display Image used to attract
potential players
to the presentation unit of Fig. 55.
Fig. 57 is an enlarged top view showing a portion of the presentation unit of
Fig. 55. Fig.
57 shows a display image which Indicates a player has started play by placing
a betting chip.
Fig. 58 is an enlarged top view showing a portion of the player station shown
In Fig. 57 in
the same stage of game play.
Fig. 59 is an enlarged top view similar to Fig. 58 in a stage of game play
thereafter. One
symbol card has been assigned and the card back is displayed.
Fig. 60 is an enlarged top view similar to Fig. 59 in a stage of game play
thereafter. The
displayed image includes the back of a second assigned symbol card. The first
symbol card Image
is as if the symbol card has been turned over to reveal the image of the
assigned symbol.
Fig. 61 is an enlarged top view similar to Fig. 60 with the second symbol card
image as if
the symbol card has been turned over to reveal the symbol image.
Fig. 62 is an enlarged top view showing game play subsequent to Fig. 61. A
third symbol
card image is included showing the card back. Also shown is a fourth of bonus
symbol card Image,
also showing the card back.
Fig. 63 is an enlarged top view of the player station shown in Fig. 62 in a
subsequent stage
of game play. The third symbol card Image has been changed to depict the face
of the card and
show the associated symbol.
Fig. 64 is an enlarged top view of the player station shown In Fig. 63 in a
subsequent stage
of game play. The player display depicts a fourth symbol card image or bonus
card which has
been assigned to the player.


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WO 00/16868 PCT/US"/22192
Fig. 65 is an enlarged top view of the player station display similar to Fig.
64 at a
subsequent stage of game play. The image shows transposition of the bonus card
symbol into the
payline display because such a transposition awards the player a larger
winning payoff.
Fig. 66 is an enlarged top view of an alternative player display in lieu of
the display shown
5 in Fig. 65. The display shown in Fig. 66 illustrates how a player station
display would look if the
player did not place a bonus card ante.
Fig. 67 is another enlarged top view of a further alternative player display
in lieu of the
displays shown in Figs. 65 and 66. In this alternative the bonus card has a
symbol which does not
lead to a payoff and the associated display messages are illustrated.
10 Fig. 68 is a schematic legend view showing the relationship between Figs.
69 and 70.
Figs. 69 and 70 are schematic block diagrams showing the logical sequence
which the
game controller and game play progresses during the process of playing the
game.
Fig. 71 is a top view showing a dealing control module used with the
presentation unit of
Fig. 55.
Fig. 72 is an enlarged top view showing the dealer display portion of the
presentation unit
of Fig. 55. The dealer display is shown displaying a first dealer display
image.
Fig. 73 is an enlarged top view showing the dealer display of Fig. 72
displaying a second
dealer display image subsequent in game play to the first dealer display
image.
Fig. 74 is an enlarged top view showing the dealer display of Fig. 73
displaying a third
dealer display image subsequent In game play to the second dealer display
image.
Summary of Some Asper and Features of the Invention
The inventions described herein include a number of aspects or features which
are in part
summarized below. The novelty of the invention is believed to reside in having
one or more of the
aspects or features either alone or in combination with additional aspects or
features. The novel
and inventive aspects of the invention may further reside in combinations of
the summarized
features along with additional details thereof presented In additional
description given in this
document, such as in the detailed description of the preferred embodiment or
in the claims.
Best Modes for Carrying Out the Invent and Disclosure of invention
Gaming Table and System General Layout
Fig. I shows a gaming table 50 which is shown adapted and provided with a
preferred
system for playing live card games built in accordance with the invention.
Gaming table 50 can
be of a variety of common constructions. As shown, table 50 includes a table
support trestle 51
having legs 52 which contact an underlying floor to support the gaming table
thereon. The gaming
table has a table top 53 and perimeter pad 54 which extends fully about a
semicircular portion of
the table periphery. The straight, back portion of the periphery is used by
the dealer 56 and can
be partly or wholly padded as may vary with the particular table chosen.


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WO 00/16868 PCT/US99/22192
11
A playing surface 55 is provided upon the upwardly facing surface of table top
53 upon
which participants of the card game play. A plurality of players (not shown)
sit or stand along the
semicircular portion and play a desired card game, such as the popular casino
card game of
blackjack. Other card games are alternatively possible, although the system
described herein is
specifically adapted for playing casino blackjack.
The gaming table 50 also advantageously Includes a betting chip rack 59 which
allows the
dealer to conveniently store betting chips used by the dealer in playing the
game. A money drop
slot 57 is further included to allow the dealer to easily deposit paper money
bills thereinto when
players purchase betting chips.
Table 50 can support a system, or form a part of a system for playing live
card games which
is constructed according to the present invention. The card game system 60
described herein is
a retrofit system which has been added to table 50. Such retrofit system
includes a presentation
unit 100 which displays Images which depict the cards and card hands being
played along with
additional Information used in the play of the card game. The presentation
unit will be explained
more fully below.
The system also preferably includes a dealer control which is preferably
provided in the
form of a simulated dealing shoe 80 upon which live dealer 56 can rest his
hand and use control
keys to provide control commands as will be detailed below. Dealing shoe 80
also advantageously
Includes a dealer control or dealing shoe display. In the preferred form of
the invention the shoe
display is subdivided into two different sections, one forms a first shoe
display or stack display
which is a video display which simulates the stack of cards from which the
dealer is dealing cards.
The other section of the shoe display forms a second shoe display used to
simulate cards moving
from the shoe. This second display section can also show the back of a
traditional card, the name
of the casino, or other desired information.
Fig. 3 shows that system 60 further includes at least one game processor, such
as game
processor 90. Game processor 90 includes a main module 92 which can
advantageously be
mounted beneath table top 53, such as by using a game processor support casing
or housing 91.
The housing can be directly connected to the underside of the table top using
fasteners (not
shown). The bottom panel of housing 91 is advantageously provided with a
bottom access door
95 which is hinged and locked with a key lock (not shown) for security
purposes. The controller
main module 92 also is advantageously provided with a main power switch 96
which controls
supply of power to an internal power supply. Electrical power is supplied to
the module using a
typical power cord. The main controller module 92 can further be provided with
a second access
door (not shown) which Is also secured by a key look to control access to a
serial port and auxiliary
keyboard port described below with regard to the electronics.
The game processor or processors 90 are connected with the dealing shoe 80 and
presentation unit 100 using suitable connection cables 93. In the preferred
construction there are


CA 02345315 2002-01-28

WO 00/16868 PCT/US99n2192
12
fourteen data cables running between the module 92 and the presentation unit
100 to control
operation of the seven displays used in the presentation unit. There are also
two data cables
running between the dealing shoe module 80 and main controller module 92.
Presentation Unit - Generally
Gaming table 50 has been fitted with a presentation unit 100 which is
supported thereon.
The presentation unit or units are preferably supported upon the upper or
playing surface 55 of the
gaming table. This allows the system to be easily installed upon a variety of
differing gaming
tables without extensive modifications being performed. Alternatively, the
presentation unit can
otherwise be mounted upon the gaming table in a manner which allows
participants to view one
1o or more of the displays which form a part of the presentation unit.
In the preferred construction shown, there Is one presentation unit 100 which
is adapted
for use by a single live dealer 56 and six live players (not shown) who are in
live attendance and
positioned about the gaming table. Figs. 2-4 show in greater detail the
preferred form of the
presentation unit. The unit includes an outer shell or housing 101 which can
be advantageously
be made from a transparent polycarbonate plastic so that the displays 102 and
103 can be viewed
through the upper housing part without including special windows. The
perimeter of the upper
housing semicircular section which has a semicircular periphery segment 104.
The semicircular
periphery and associated player section of the presentation unit are along a
player side of the unit.
The opposing dealer side of the presentation unit can be of various shapes. As
shown, it includes
a back periphery segment 106 which has a central portion which is relatively
straight and is
designed to allow placement of the presentation unit near to the betting chip
rack 59.
Presentation Unit Participant Displays
Presentation unit 100 includes a number of visual displays, herein termed
participant video
displays, which are capable of displaying changeable display images. The
participant display
images are intended to display virtual playing cards and other Information
used in the play of the
card game. Figs. 2 and 4 show presentation unit 100 with a single dealer
display 102 and six
player displays 103. Displays 102 and 103 are advantageously liquid crystal
matrix displays
having color capability and integrated backlights for added viewing ease and
clarity. Such displays
are used in recent notebook computers and are commercially available in a
variety of types and
3o sizes from several manufacturers. The exact nature and size of the display
can vary and
alternative types of displays and future display technologies will likely
serve the intended purposes
for participant video displays 102 and 103.
The dealer display 102 is advantageously centered along a central centerline
110 to allow
easy viewing by both the dealer and players. The area of the presentation unit
including and
adjacent to dealer display 102 is the dealer section of the presentation unit.
Player displays 103 are preferably arranged in an arcuate array forming a
segment of an
annular band across the upper face of the presentation unit. Each display is
centered upon a


CA 02345315 2002-01-28

WO OOJ16868 IPCTNS9922192
13
radial display centerline 111. This arrangement complements the semicircular
player side of the
presentation unit and the adjacent semicircular player side of the gaming
table. In this
arrangement the player displays are adjacent and opposite to each player
seating position. In the
preferred construction shown having six player positions, the displays are
centered upon the player
display centerlines at angularly spaced positions of about 20-30 of angular
arc, more preferably
about 250 of arc. Varying the number of player positions and table
configuration will allow or
require varying angular spacings to be used. This angular spacing arrangement
facilitates easy
viewing by the player who is viewing the virtual cards from his or her
display. It also allows the
dealer to have easy view from across the gaming table.
The player displays 103 are also advantageously presented in an upwardly
facing
orientation and contained in a single plane or approximately a single plane,
to facilitate easy
viewing by other players from around the table. Although this arrangement and
capability are not
essential, they increase viewing and interest of the nonparticipating players
as a particular player's
hand is being played out between the active player and dealer. This helps to
maintain the
ambiance of a live table game, enables skilled players to keep track of cards
played, and
overcomes some of the deficiencies of most video card games. Such games in
particular lack
significant interest to other people as the hand is being played out between a
computer and a
single player.
Presentation Unit Betting Chip Detectors
Figs. 2 and 4 show that each player station also advantageously includes a
betting chip
detection zone 120. Betting chip detection zones 120 are zones into which a
player must position
a betting chip 160 to be considered a participant In the game being played.
The preferred presentation unit includes betting chip sensors 121 which are
immediately
below or otherwise adjacent to zones 120. Sensors 121 can be selected from
several different
types of sensors. One suitable type is a weigh cell which senses the presence
of a betting chip
thereon so that the game processor knows at the start of a hand, that a player
is participating in
the next hand being played. A variety of weigh calls can be used.
Another suitable type of sensor 121 includes optical sensors. Such optical
sensors can be
photosensitive detectors which use changes In the sensed level of light
striking the detectors. In
a preferred system according to this Invention, sensor 121 uses ambient light
which beams from
area lighting of the casino or other room In which It is placed. When a
typical betting chip 160 is
placed in detection zone 120, the amount of fight striking the detector 121
located beneath the
zone is measurably diminished by the opaque betting chip. The detector conveys
a suitable
electrical signal which indicates that a betting chip has been placed within
the detection zone 120.
A variety of other alternative detectors can also be used.
A further type of preferred betting chip sensor is one which can detect coding
included on
or in the betting chips to ascertain the value of the betting chip or chips
being placed by the players


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WO 00/16868 PCT/US99122192
14
into detection zones 120. A preferred form of this type of sensor or detector
121 Is used to detect
an Integrated circuit based radio frequency identification unit which is
included in or on the betting
chips. The most preferred sensors are sometimes referred to as radio frequency
identification
detection or read-write stations.
Figs. 38 and 39 show an alternative betting chip 164 which can be used with an
alternative
card game system similar to system 60. The betting chips 164 are used In lieu
of normal betting
chips 160. Each betting chip 164 includes a radio frequency identification
transponder 161 which
is connected to the betting chip 160. In the preferred construction shown, the
transponder 161 is
sandwiched between a first betting chip part 162 and a second betting chip
part 163. The parts
r0 162 and 163 can advantageously be made from a formed paper or plastic
material and then
adhered or otherwise secured together to enclose the transponder and provide
protection for the
transponder during use. Alternatively, the transponder can be molded within
the betting chip, or
otherwise connected thereto, such as by using adhesives to an outer surface of
the betting chip.
One type of integrated circuit radio frequency identification transponder Is
available from
Texas Instruments and is soli under the trademarks TIRIS TAG-IT. This
transponder is available
in a very thin wafer shape, and can be laminated between paper and plastic to
form the
transponding betting chip 164.
When betting chips 164 are used, the betting chip detection sensor 121 will be
a radio
frequency interrogator detection unit which sends out a query signal and
receives a detectable
response from the betting chip transponder 161. The transponder can be either
powered or
unpowered, depending upon the specific vendor chosen and the associated sensor
technology and
detection device used with that type of sensor. In the case of one suitable
type of transponder,
explained above from Texas Instruments, this same vendor has associated
detection systems
which can read data from the transponders. Also available are detection
systems which can both
read data from the transponder and write data onto the transponders. This
vendor or other
vendors may provide suitable detection and sensing subsystems which can be
employed to not
only read and write data thereto, but also provide confirmatory identification
codes which deter
counterfeiting of the gaming chips or provide additional data processing
capabilities.
It Is still further possible for other alternative sensors to be used instead
of the sensors 121
3o described above. Such alternative sensors may work with typical betting
chips or other types of
betting chips. Such sensor can provide identification circuits or other
identification or value-coding
inserts or appliques which can be included in or on the betting chips to
provide value information,
serial number information, and any other desired Information.
Figs. 2 and 3 further show that the preferred presentation unit Includes
insurance bet
detection zones 130 which have associated insurance bet sensors 131. The
Insurance bet
sensors can be of various types and constructions as explained above in
connection with the
general betting detection zones 120 and bet sensors 121. The insurance bet
detection zones 130


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WO 00!16865 PCr/US9922192
are used by players to place an insurance bet during play of the card game
blackjack. An
insurance bet is placed as desired by the players upon the occurrence of the
dealer receiving an
ace as the dealer's upcard. If the dealer's down card Is a ten-count card,
then the dealer has
blackjack and the player placing an insurance bet does not lose his original
bet or insurance bet.
5 If the dealer's down card does not make blackjack, then the Insurance bet is
lost to the dealer and
play continues in the normal fashion.
Dealer Controls and Dealing Shoe
Live card game system 60 also preferably includes a plurality of dealer
controls which are
advantageously provided in the form of a simulated dealing shoe 80. The dealer
controls can
1o alternatively be provided in the presentation unitor in other different
forms which do not necessarily
require the simulated dealing shoe and other features which are included
therewith.
Dealing shoe 80 is shown In greater detail in Fig. 5. The dealing shoe has a
dealing shoe
case 84 which forms the outer surface of the dealing shoe. The dealing shoe
case is connected
to and covers a base plate (not shown) which serves as a structural frame to
which case 84 is
15 connected and upon which other internal components are mounted.
Case 84 has a first display opening or window which allows a first dealing
shoe display 81
to be presented for viewing. The dealing shoe also advantageously includes a
second display
opening or window which allows a second dealing shoe display 82 to be
presented for viewing.
in the preferred construction the first and second displays 81 and 82 are
provided by a single liquid
crystal panel display. The display has two different portions or sections
which are changeable and
operated to provide different images through the display windows. The first
display Image typically
shows a simulated stack of cards similar to what appears in viewing a
traditional card stack
contained in a manual dealing shoe long used in dealing blackjack. The first
display image can
also be varied to allow presentation of programming options which are
available in setting up the
25,- system and customizing operational parameters to the desired settings for
a particular casino or
cardroom in which the system Is being used.
The second shoe display 82 has a second display image which is advantageously
used to
provide a depiction of the back decorative side of a traditional playing card.
This can be used
along with some attractive presentation of the casino's name or other
desirable image. The second
3o shoe display image can also be moved or otherwise varied during the period
of dealing to give the
impression of movement and thus simulate cards being dealt from the shoe to
add a touch of
additional realism. Other display images are also clearly possible and can
vary from casino to
casino as management desires.
The dealer controls on the dealing shoe 80 also preferably include a key
operated switch
35 83 which Is used to control basic operation of the system and for placing
the unit into a
programming mode. The key operated switch can provide two levels of access
authorization which


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WO 00/16868 PCT/US"/22192
16
restricts access by dealers to programming, or additional security
requirements can be provided
in the software which restricts programming changes to management personnel.
Programming may be Input in several different modes consistent with the
invention. In one
form the programming can be provided using a touch screen display used as
display 81 with
s varying options presented thereon and the programming personnel can set
various operational and
rules parameters, such as: the shuffle mode, number of decks of cards used in
the virtual card
stack, options with regard to the portion of the stack which is used before
the stack is cut, limits on
the amounts which can be bet at a particular table, whether splits are
accepted for play and to what
degree, options concerning doubling down plays, whether the dealer hits or
stands on soft 17, and
other rules can be made variable dependent upon the particular form of the
system programming
used in the system. It is alternatively, and more preferable to simply use the
control keys 85-89
instead of a touch screen display in some forms of the invention to allow
various menu options to
be displayed and programming options to be selected using the control keys.
Still further it is
possible to attach an auxiliary keyboard (not shown) to the dealing shoe
through a keyboard
connection port 186 (see Fig. 24). The auxiliary keyboard can then be used to
more easily
program the system, or be used in maintenance and diagnostic functions.
The dealing shoe also includes a plurality of dealer operational controls
provided In the form
of dealer control sensors 85-89. Dealer control sensors 85-89 are
advantageously electrical touch
keys. The dealer control sensors are used by the dealer to Indicate that
desired control functions
should take place orfurther proceed. For example, sensor 85 can be used to
implement a player's
decision to split his two similar cards and play them as two separate or split
hands. Sensor 86 can
be used to Implement a player's decision to double down. Sensor 87 can be used
to implement
a player's decision to stand on the cards already dealt or assigned to that
player. Sensor 88 can
be used to "hit" a player by dealing him another card. Sensor 89 can be used
to command
-shuffling and dealing of a new hand to the participants. 'In addition to or
lieu' of the above
assignments, other functions can be attributed to other keys or Input sensors
of various types. In
particular, It Is planned that the above touch keys can be assigned to
additional functions, such as
in changeable soft key assignments during the programming or setup of the
system.
Dealer control touch keys 85-89 can be selected from a wide variety of
commercially
3o available touch keys used to provide electrical control signals.
Alternatively, the dealer control
sensors can be provided in another form which are touch sensors, or other
types of sensors which
allow the dealer to indicate control commands being made or implemented by the
dealer. The use
of dealer control keys is designed with the object of minimizing most or all
direct player input to the
system. Instead, the players are required to provide the dealer with
traditional hand gesture
33 signals and/or oral instructions and then the dealer implements these
instructions using the touch
keys or other dealer control sensors.


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17
Electronics and Control Processor
The card game system 60 also Includes suitable data and control processing
subsystem
90. Control and data processor 90 is largely contained within a main control
module 92 supported
beneath the table top 53 in casing 91 (Fig. 3). Alternatively, the control
module can be at some
other suitable location. Other portions of the data and control processing
subsystem may reside
in part or totally within the dealing shoe 80 or presentation unit 100, as
convenient in a particular
construction of the electronics and related components.
Figs. 23-25 show the electronics and related components used In a preferred
form of the
invention. The control and data processing subsystem 90 includes a suitable
power supply 181
to for converting alternating current from the power main as controlled by
main power switch 96
(Fig. 3). The power supply transforms the alternating line current to a
suitable voltage and to a
direct current supply. Power is supplied to a power distribution and sensor
electronics control
circuit 184. Control circuit 184 can be one of several commercially available
power switching and
control circuits provided In the form of a circuit board which is detachable,
and plugs into a board
receptacle of a computer mother board 185 or an expansion slot board
receptacle.
Power control circuit 184 is connected to a first mode control switch 182 and
a second
mode control switch 183. The first and second mode control switches are
operated by the key
control 83 (Fig. 5) contained on dealer control shoe $0. The first switch
controls powering up the
system once current is supplied to the power supply. The second switch
controls activation of the
programming mode of operation.
Fig. 24 also shows a controller mother board 185 which Includes a central
microprocessor
(not shown) and related components well-known In the Industry as computers
using Intel brand
Pentium microprocessors and related memory (not specifically shown). A variety
of different
configurations and types of memory devices can be connected to the mother
board as is well-
known in the art. Of particular interest is the Inclusion of two flat panel
display control boards 188
and 189 connected in expansion slots of mother board 185. Display control
boards 188 and 189
are each capable of controlling the images displayed and other operational
parameters of the video
displays used in system 60. More specifically, the display control boards are
connected to player
bet interfaces circuits 196, 198, 201 and 203 which show four of the six
player stations (two are
omitted for purposes of illustration brevity but are similarly connected).
Additionally, the display
control board 189 is shown connected to the dealing shoe Interface circuit 190
and the dealer
interface 194. This arrangement allows the display control boards to provide
necessary Image
display data to the electronic driver circuits 197, 199, 202 and 204 used to
drive the six player
displays 103 of Fig. 2. This arrangement also allows the display control
boards to provide
necessary image display data to the display electronic drive circuits 192 and
195 associated with
the dealing shoe displays 81 and 82 (Fig. 5) and the dealer display 102 (Fig.
2), respectively. The
display electronic drive circuits just described have associated backlight
power supplies 193.


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18

The mother board 185 also includes a serial port 187 which allows stored data
to be
downloaded from the motherboard to a central casino computer or other
additional storage device.
This allows card game action data to be analyzed in various ways using added
detail, or by
providing integration with data from multiple tables so that cheating schemes
can be identified and
eliminated. It also allows monitoring of dealer performance and accuracy on a
routine basis.
Player performance and/or skill can be tracked at one table or as a
compilation from gaming at
multiple tables. Additionally, player hand analysis can be performed.
Fig. 24 further shows a keyboard connection port 186 which can be used to
connect a
larger format keyboard (not shown) to the system to facilitate programming and
servicing of the
system.
Fig. 25 further shows a number of sensor interface connections 191 which
indicate
schematically connection of both the player bet sensors 121 and Insurance bet
sensors 131. With
regard to shoe interface 190 there is a control key interface 179 which Is
used to interact with the
control keys 85-89 (Fig. 5). Dealer interface circuit 194 has an associated
interface 179 should any
touch screen or other desired capability be provided with respect to dealer
display 102.
Optional Player Identification
Although the preferred system shown does not have features illustrated for
receiving
automated player identification information, such can alternatively be
provided. Card readers such
as used with credit cards, or other Identification code reading devices (not
shown) can be added
in the presentation unit to allow or require player identification in
connection with play of the card
game and associated recording of game action by the controller 90. Such a user
identification
interface can be implemented in the form of a variety of magnetic card readers
commercially
available for reading a user-specific identification information. The user-
specific information can
be provided on specially constructed magnetic cards Issued by a casino, or
magnetically coded
credit cards or debit cards frequently used with national credit organizations
such as VISA,
MASTERCARD, AMERICAN EXPRESS, or banks and other institutions.
Alternatively, it is possible to use so-called smart cards to provide added
processing or date
storage functions in addition to mere identification data. For example, the
user identification could
include coding for available credit amounts purchased from a casino. As
further example, the
identification card or other user-specific instrument may include specially
coded data indicating
security information such as would allow accessing or identifying stored
security information which
must be confirmed by the user after scanning the user identification card
through a card reader.
Such security information might include such things as file access numbers
which allow the central
processor 90 to access a stored security clearance code which the user must
indicate using input
options provided on displays 103 using touch screen displays.
Another alternative with regard to player identification having particular
attraction is
employed with regard to use of coded betting chips 164 described above. Each
player can carry


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19
a transponder card which can be read and written to by the sensor 121. Upon
arrival at the table,
the player presents the transponder card to sensor 121 and the player is
logged in. Thereafter
bets can be charged from and winnings can be applied to the transponder
according to the wishes
of a casino customer. Alternatively, the player identification card could be
used merely to identify
the player and all betting could be accomplished using betting chips 164.
A still further possibility is to have participant identification using a
fingerprint image, eye
blood vessel image reader, or other suitable biological information to confirm
identity of the user.
Still further it is possible to provide such participant identification
information by having the dealer
manually code In the information in response to the player indicating his or
her code name or real
1o name. Such additional identification could also be used to confirm credit
use of a smart card or
transponder.
Alternative Presentation Unit Features
It should also be understood that presentation unit 100 can alternatively be
provided with
suitable display cowlings or covers (not shown) which can be used to shield
display of card Images
from viewing by anyone other than the player. Such an alternative construction
may be desired
in systems designed for card games different from blackjack, where some or all
of the player or
dealer cards are not presented for viewing by other participants or onlookers.
Such display covers
or cowlings can be in various shapes and configurations as needed to prevent
viewing access.
It may alternatively be acceptable to use a player controlled switch which
allows the display to be
momentarily viewed and then turned off. The display can be shielded using a
cover or merely by
using the player's hands. Still further it is possible to use a touch screen
display that would be
controlled by touch to turn on and turn off. Similar shielding can be used to
prevent others from
viewing the display.
Alternative Embodiment Table Game System With Integrated Video Playing Card
Displays
: It should still further beiunderstood that although a retrofit game system
Is preferred, it may
In some situations be desirable to use displays which are mounted In an
integrated fashion to the
gaming table. Such displays may be provided adjacent to the betting sensors
121 and 131 In a
configuration similar to that described above. Alternatively, the systems can
have either touch
screen display for added player or dealer input convenience, or other sensors
which allow input
of player or dealer decisions and options.
Preferred Dealer Display Images
Fig. 6 shows a preferred display image which can be displayed by the dealer
display 102.
Various features of the preferred display and related operational information
will now be described.
Fig. 6 shows the dealer display 102 in greater detail. A typical dealer
display image is
portrayed. In this image there are two virtual playing cards represented by
two virtual playing card
images 107 and 108. Card 107 is the dealer's upcard and card 108 is the
dealer's down card or
hole card. The upcard is faceup and the hole card is facedown. The image of
Fig. 6 depicts the


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WO 00/16868 PCTNS99/22192
dealer's card hand after the initial dealing of two cards to each participant
This is prior to the
dealer playing out his hand. When the dealer plays out his hand, then the hole
card will be shown
faceup and the dealer will receive additional cards according to the casino's
rules of play for the
dealer. The dealer display image will change and show the cards either side-by-
side if space
5 allows. or overlapping if the dealer's hand has sufficient number of cards
so as to require
overlapping.
During play of the dealer's hand, the dealer will typically hit on his hand if
the hand count
is 16 or less and stand if it is 17 or more. A preferred option in setup of
the system Is to select
according to casino procedures whether to hit or stand when the dealer has a
soft 17 (ace and one
fo or more cards which together total 17 when the ace is counted as 11).
Additional information can also be displayed on the dealer display 102 as may
be desired
by the casino or as provided by the manufacturer of the system. At the current
time the dealer
display is planned to display the card hand of the dealer and other
information is presented on the
player displays 103 as will be explained below in greater detail.
15 Preferred Player Display Images
Figs. 7-22 shows preferred display images which can be displayed by the player
displays
102. Various features of the preferred display images and related operational
information will now
be described.
Fig. 7 shows principal parts of a preferred player station 118. Station 118
includes the
20 betting chip detection zone 120. Not pictured In Figs. 7-22 are the added
feature of the insurance
bet detection zones 130 which are shown in Fig. 2.
The player station also includes a player station display 103 which includes a
display border
zone 105 which Is part of the changeable display face and can vary from one
display image to the
next. The border zone lies within an outer display perimeter One 113 and an
Inner border zone
boundary 114. The inner border tone boundary 114 Is shown In dashed On 616
indicate it's rosition
but it is not highlighted in this view and other views except when the border
zone Is turned on as
an indication of whether the player's hand has won or lost. This is preferably
done by two different
mechanisms to clearly Indicate to the live participants at the table the
outcome of that player's
hand. The outcome Indicating zone is also used to indicate with certainty
whether the hand has
3o been won or lost in a manner which can be recorded by any monitoring camera
used above or near
the gaming table. When the player has won, the border zone 105 Is highlighted
in green or other
suitable color. The border zone is also flashed on and off so that a black and
white camera can
also dearly identify the outcome as a win.
When the player has lost, the border zone 105 is highlighted in red or other
suitable color.
The border zone is maintained red and is not flashed on and off in distinction
to the flashing used
to indicate a winning hand. The constantly highlighted border zone is
identifiable by a black and
white camera because of this constant highlighting.


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21
When the hand results in a push (tie) neither the dealer nor the player win,
and the border
zone 105 is not highlighted or can be dashed or otherwise distinguished. This
too can be easily
discerned from a black and white or color camera monitoring the table from
above. The absence
of the border zone from being either flashing or being on constantly provides
certain indication that
a tie outcome has occurred.
Fig. 7 shows the player station when no bet has been placed and nothing is
being
displayed. Alternatively, there can be some attract mode advertising of the
casino or game in
anticipation of the next game or the arrival of customers.
Fig. 8 shows player station 118 after a customer has placed a betting chip 160
into betting
io chip detection zone 120. The presence of the chip blocks part of the casino
room light and serves
to provide an indication of the bet being In place. This is interpreted by the
controller as a player
is present. There can alternatively be more overt login procedures for each
player which can be
accomplished by either the dealer or player either with or without added
player identification
subsystems.
Fig. 8 shows the player display 103 as being blank since the game has not
become active.
This condition applies when one player may have placed his bet and the dealer
is awaiting similar
action by one or more other players before beginning the next card hand.
Fig. 9 shows the player station with display 103 activated in part. The upper
left comer
includes a secondary display section 141. As shown, secondary display section
141 is used to
indicate the content of the dealer's hand at any particular time. This is done
with a background
triangle for appearance and easy viewing. There is also a display subtitle
"DEALER TOTAL".
Since no cards have been dealt as of the time associated with Fig. 9, there is
no indication of the
dealer's hand.
Fig. 9 also shows a tertiary display section 151 which is advantageously used
for several
different functions as will be explained more fully below. Fig. 9 does show a
display subtitle
"BASIC STRATEGY" and a background triangle. Since no cards have been dealt as
of the time
associated with Fig. 9, there is no basic strategy information presented in
section 151.
Fig. 10 is similar to Fig. 9 except that the player has been dealt one virtual
card, the ace
of spades. This is shown faceup In the lower left-hand comer. The area
displaying the player's
3o hand is herein termed the primary display section 146. The virtual card
image displayed in section
146 can be very realistic in the manner of paper or plastic playing cards, or
it can be of various
other styles.
Fig. 10 also shows a hand count total numeral 147 which represents the count
of the
player's card hand at any particular time. This is done to help the player and
eliminate or greatly
reduce the risk for mistakes about the count of the hand.
At the time the player receives the ace shown in Fig. 10, the dealer has not
received any
card and there is no basic strategy displayed because the player has not
received his second card.


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22
Fig. 11 shows the player display after the dealer has received his first card
which is the
secondary display dealer upcard 148. The secondary display 141 shows the ace
and gives a
dealer hand count numeral 150. In this case the dealer hand count is 11. There
is still no basic
strategy displayed at the tertiary display 151 because the player has not
received his second card
in the image of Fig. 11.
Fig. 12 shows play advanced by the player having been dealt his second virtual
card which
is a three of diamonds. The primary player display section shows the card
image 142 in an
overlapping relationship to the first card. The player hand count numeral 147
has been revised to
the new count which is 14. A suggested basic strategy note is displayed at
tertiary display section
151 which reads, "HIT". This indicates that basic strategy is to receive
another virtual card from
the stack.
Fig. 13 shows the player display after the dealer has received his second card
provided In
the initial dealing. The second dealer card 149 is the hole card and is shown
facedown and
beneath the dealer upcard 148. The dealer hand count remains at 11 because the
value of hole
card 149 is not indicated until all players have played out their hands. The
exception to this rule
can occur when the dealer's hand count is twenty one and the dealer has a
blackjack. In the
situation shown in Fig. 13, there Is the possibility that the dealer has a
blackjack hand and thus
players will typically be given an opportunity to place an insurance bet. This
is done by placing a
betting chip or chips into zone 130 (Fig. 2) and the hand is played as
explained above with regard
to insurance.
Fig. 14 shows further progress of the hand and a changed player display image.
In the
Image of Fig. 14, the tertiary display section has been changed to have a
subtitle which reads
"PLAYER 3 TOTAL". This indicates that instead of basic strategy information,
the tertiary display
is now showing how player 3 is playing out his hand. This progresses as the
various active players
playoUt each hand until the current player is up. The active player display
170 shows the active
player card images 171, 172. Also shown is the active player hand count
numeral 173.
Fig. 15 shows the active player display 170 changed to reflect a third active
player card
image 174. The hand count 173 has been revised to reflect the third card dealt
to player 3. Also
indicated is the decision by player 3 to stand.
Fig. 16 shows the player display 103 after the current player has come up as
the active
player and has elected to receive a third player card 143. The hand count
numeral 147 has been
revised to reflect the new count of 16. The basic strategy has returned to the
tertiary display 151
and Is suggesting to the player that he should be hit to receive another card.
Although basic
strategy has been suggested, there is no limitation on how the player decides
and he indicates
such to the dealer and the dealer operates the dealer controls 85-89 to
implement the player's
decision.


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23
Fig. 17 shows the player display after the player has elected to have another
card dealt.
The fourth player card 144 results in a changed hand count of 12 because the
valuation of the ace
is necessarily changed from 11 to 1 because otherwise the player is over 21
and has lost. The
basic strategy display again suggests a hit because of the low hand count.
Fig. 18 shows a fifth player card 145 which revises the hand count to 16 and
the basic
strategy is again to hit.
Fig. 19 shows a sixth player card 146 which is counted with the other player
cards to reach
a hand count of 26 which is a bust. The tertiary display shows that the player
has busted. The
border zone 105 is shown highlighted and maintained in an on condition to show
a bust and loss
1o for easy dealer, pit and camera detection from above the table.
Fig. 20 is similar to Fig. 19 except the player has lost the betting chip 160
due to collection
by the dealer.
Fig. 21 shows the losing player's display has been cleared with regard to the
primary
display section and the tertiary display section due to the loss. If other
players have yet to play out,
t5 then the tertiary display 151 will show the active player hand as
previously illustrated in Fig. 14.
Fig. 21 indicates an image when there Is no other player playing out his hand
and prior to the
dealer having played out the dealer's hand.
Fig. 22 shows the dealer's hand as being a 21 and thus the dealer is a winner.
This ends
the current hand of cards and similar processes are repeated.
20 Description of Control Software Flow Charts
The game processor controller 90 includes software which is used in the
operation of the
card game system 60. It should initially be understood that the particular
software used will vary
dependent upon the card game being played. The system described herein is
being used for
playing blackjack and so specific description In that context Is provided.
However, other games
25 'can be played and there-will necessarily be modifications to the software
and program routines to
accomplish these changed games, or such may be required in connection with
playing the wide
variety of blackjack games played in casinos and cardrooms everywhere.
The game processor Includes operational modules for performing a number of
data
processing functions In connection with the preferred blackjack card games.
One key function is
3o tallying the card array which forms the stack of virtual cards. Other key
functions include: tallying
the player hand counts; generating random number selections or listings;
selecting virtual cards
within a stack or selecting virtual cards which are to be distributed from the
stack; monitoring a set
of house rules or options to apply the correct rules during play of the game;
monitoring player hand
counts and cards dealt; providing basic strategy suggestions for use by the
player in response to
35 various different hands; and, communicating the various data processing
sets and files between
system components to achieve successful operation. Other functions and
variations of the above
are also indicated elsewhere In this document.


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24
Fig. 26 shows an overview of game processor logic flow in the form of a block
diagram.
Power is applied at step 206 and the system goes into an initiation sequence
using programming
contained in a programmable read only memory forming part of mother board 185.
Step 208 is
provided to indicate possible editing of game rules if a properly authorized
user indicates
programming should occur in the manners described above.
After any desired editing of the game rules in step 208, the dealer initiates
a new game by
control command S, such as by pushing the deal control key switch 89 (Fig. 5).
This leads to step
212 wherein the game processor performs by identifying who is participating in
the game from the
available player stations, and includes the dealer by default.
io Step 215 involves dealing the two initial cards played In blackjack to the
participating
players and to the dealer. Such dealing Involves generating random numbers
which are used In
selecting from the available cards contained in the set of cards defined to be
the card stack. It
further involves displaying the cards which have been dealt upon the displays
in the manner and
with the appearance described above, or some other suitable manner and
appearance. Additional
is description of the two card dealing operation will be described below in
connection with Fig. 28.
Fig. 26 also shows a step 218 which involves showing or displaying the
dealer's top or
upcard on the dealer display and in the secondary sections of the player
displays. This block also
represents not displaying the dealer's down or hole card.
The next step illustrated In Fig. 26 Is a step of identifying players having a
blackjack hand
20 after the dealing of the two initial cards to each participating player
station and to the dealer station
(all participants). The following step 224 Includes considering the next
active player and analyzing
the hand which is held by such player. Afterthe analyzing the hand, there is a
process of applying
the basic strategy rules to the analyzed player hand to perform a deriving of
basic strategy
suggestion. This basic strategy suggestion Is then implemented by displaying
the basic strategy
25 as step 227, such as in a manner explained' above in connection with the
player' display
descriptions.
Fig. 26 also shows some alternative playing options which are considered in
the course of
the data processing functions. Step 230 provides a surrender option which may
be made available
to the player by presenting some indication of surrendering, or by merely
allowing the player to
30 orally or otherwise Indicate he or she is surrendering after the initial
two cards have been dealt and
as an initial play decision associated with the hand the player has received
versus the knowledge
the player has of what the dealer has been dealt. One possible playing rule in
this regard might
be to allow the player to surrender, In which case the player would lose at
that point one-half of his
bet. This might be done in case the dealer appeared to have a blackjack hand
and the player did
35 not have a blackjack hand and did not believe he was likely to achieve a
winning hand by receiving
one or more hit cards.


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If surrender occurs then step 233 occurs which involves deactivating the
surrendering
player. The process can then be continued with regard to additional players
who would either opt
for surrendering or not surrendering.
Fig. 26 also shows a step 239 which involves analyzing to determine if the
dealer has been
5 dealt an ace as his upcard. If so, then the game can advantageously perform
by presenting the
players with a notice, such as by displaying a message concerning insurance on
the player or
dealer displays. Although such a message Is not shown in the figures, a simple
flashing
"INSURANCE?" might be used on either or both displays and then waiting
sufficient time for the
player to place their insurance bets upon the insurance bet detection zones
130. The game
io processor can then perform by detecting the presence of any insurance bets
and logging such
information into the game files being created in the game processor memory. If
the dealer does
not have a blackjack hand, then the step 242 of collecting the insurance bets
can be performed by
the dealer.
Fig. 26 further shows a step 245 which entails considering whether any player
desires to
15 split his or her hand. The split option typically occurs when the player
has received two cards of
similar kind, such as two kings or two aces. The player In particular may want
to split on two aces
since each has a relatively high probability of getting a ten-count card to
make blackjacks. This
is in comparison to valuing each of the aces as either I or 11 and further
playing the cards as a
single hand. Step 248 represents implementing the active split hands and
dealing an additional
20 card to the split hand to provide two cards. The first split hand is then
played out and play
continues on to the second or subsequent split hand of the same player.
Fig. 26 further includes a stop 254 which performs by considering whether any
players want
to make a double down play. If so, then they indicate such to the dealer who
depresses control
key 86 (Fig. 5) and step 257 occurs which involves dealing the additional
double down card to that
'25'- player. The system then performs by evaluating the player's hand instep
263.
If a player does not elect to double down, but Instead proceeds to either
stand or be hit,
then step 260 is performed and such an election is made and the player
performs by
communicating such to the dealer. The dealer follows through by depressing
either the stand or
hit control keys 87 and 88, respectively. If another or hit card is dealt,
then step 266 is performed
and the game processor performs by analyzing the player's hand to determine
whether the player
has busted. If not, then the player is given another opportunity to obtain a
hit card and the process
repeats until the player elects to stand. In the last case the processor
performs in step 263 by
evaluating the final hand count and hand composition and then proceeds to
address the additional
participating players. If the player busts, then step 269 is performed in
which case the dealer
proceeds to the next available participating player or proceeds to step 271.
In step 271 the process continues by playing out the dealer's hand. This may
involve hitting
or standing in a manner similar to play by the players as explained above.


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26
Step 274 is performed by determining which players have won or lost, and then
such
information is displayed on the displays 103, or 102, such as described
hereinabove.
Fig. 27 shows additional detail not depicted in Fig. 26 in the form of a main
loop routine to
further clarify processes used leading up to the dealing of the initial two
cards. Steps 206 and 207
are as explained above. Step 283 involves testing for the edit rules security
lock having been
opened by the appropriate code key. If so, then the edit rules subroutine 208
is performed. If not,
then various buffers and arrays are prepared for normal operation in an
initiating step 292. This
will involve loading programming from read only memory or other programming
source to set up
the game processor for operation.
to Step 295 Involves displaying any casino names or logos or otherwise
displaying an
attraction display Image, such as upon the player displays 102, dealer display
103, or shoe
displays 81 or 82. Thereafter, the game processor performs in step 298 by
looking for any wagers
as indicated by sensors 121. Step 301 represents initiating the active player
stations and querying
for a response that the player display has been activated.
The sequence shown in Fig. 27 then performs by waiting for the dealer to
proceed by
depressing the deal command key 89. If not pressed then the waiting process is
continued. If
pressed, then step 307 is passed. Thereafter step 310 is performed in which
case the participating
players are set and any additional Information is loaded in preparation for
dealing. Step 313
Indicates that the shoe display 81 is performing a displaying operation and
step 316 indicates the
marking or highlighting of the cut card and performance of the cutting
operation as further
explained now.
Prior to the dealing step, the processes according to this invention can also
include a
cutting step which can be performed either by the dealer or by a player. In
one form of the
invention the cutting is performed by displaying a simulated card stack on the
first shoe display 81
25' and then having tha"playerpperforrl a touching of display. In this process
the display 81 is a touch
screen display and the touching step causes a location in the stack to be
selected as the cut
position. The cut card can then be specially displayed, such as by using a
highlighting color. Such
a process can also involve progressively moving the cut card as virtual cards
are dealt.
An alternative cutting operation can be performed similar to the cutting just
described but
it is instead performed by the dealer touching display 81 rather than the
player. This can be done
in response to the dealer's judgement, or more preferably, the dealer can
undertake such action
in response to Instructions from one of the players.
A still further alternative approach In performing a stack cutting operation
is to have a
selected player perform by Instructing the dealer. The dealer in this
alternative would be
empowered to move a virtual cut card as It appears on the display. For
example, during the cutting
operation the stack image display 81 would function by displaying and
highlighting a cut card. The
dealer could then perform by moving or repositioning the cut card position
within the stack by using


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one or more of the dealer control keys 85-89 which would become soft keys
assigned to this
repositioning function. The player performing the cutting judgement would then
act by instructing
the dealer as to the desired position of the cut card and the dealer would
perform this repositioning
as displayed on the display. The repositioning could be affected by adjusting
the cut card position
s as needed in response to the instructions given by the player who is
empowered with the cutting
operation. After the cutting position is resolved, then the stack order is
changed to reverse the two
sections of the stack which are divided by the cutting position.
In preferred methods according to the Invention there is also a house or
dealer cut card
placing action which is advantageously made. This is made after the stack
cutting operation
to discussed above. In this operation the dealer or other representative of
the casino moves the cut
card Indicator to a position which Is set by casino policy to be within a
defined range. For example
the cut card position might be midway In the stack. In such situation cards
would be played until
the cut card position is achieved and then the stack would be reshuffled.
After the above steps are performed, then the two initial card dealing
sequence is
15 performed. This processing If further Illustrated in Fig. 28. Step 322 of
Fig. 28 illustrates the
moving card routine advantageously performed by the second shoe display 82 in
order to add
realism to the game. Such a step Includes Indicating motion of playing card
Images after the
dealer has commanded that dealing begin using touch key 89. This can
advantageously be
performed using the second shoe display 82. The motion indicating step can by
done by shifting
20 the apparent card back face image downwardly within the second shoe display
and thus visually
indicating that the dealing process Is being performed. This can be of added
realistic effect and
aid the players in easily recognizing the action of the blackjack or other
card game being played.
Step 322 is followed by adjusting the simulated stack display in the first
shoe display 81 by
shifting the position of the cut card and moving it closer to the second
display.
2s fig 28 also-'shows- p 328' which-iwrvohres- selecting a card from the stack
using the,
random number generator. The shuffling processes used in the system can be
performed In three
preferred processes. In a first shuffling process, herein called traditional
shuffling, the random
number generator is used to create an assigned order to all cards of the stack
prior to dealing any
card to any participant in the game. This is akin to the manner in which paper
or plastic playing
30 cards are handled, since the decks comprising the stack are shuffled and
reshuffled the desired
number of times to reorder the stack. Once the shuffling is completed, then
any desired cutting
of the deck is performed and the stack is placed into a dealing shoe. Once
placed into a dealing
shoe the order of the cards is fixed and no reordering occurs.
Another form of shuffling Is made available using system 60 which cannot
reasonably be
3s performed in playing card games using paper or plastic physical playing
cards. This shuffling
process is herein termed continuous random shuffle. In this shuffling process
the order of
distribution of cards from the stack is not predetermined before the hand is
played. Instead the


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random number generator operates on the fly as needed when the game requires a
card to be
taken from the stack. The position from the stack is varied to produce the
random distribution of
potentially any card at any time. The entire set of virtual cards which make
up the stack is
maintained at all times, without removing cards which may already have been
dealt in the same
playing hand. This maintaining a set of all available cards in the stack
achieves truer randomness
than by reducing the stack set for removed cards. In any particular card
assignment, the player
can receive any of the possible cards. This procedure may be desirable in play
of certain games
or may be more attractive to the casino or players for objective or subjective
reasons which
become important.
Another shuffling or card assignment process which Is contemplated by this
Invention Is
herein termed random balance shuffling. In random balance shuffling the set of
available cards
in the virtual stack is reduced by the assignment of prior cards dealt in the
hand. For example,
where the first card dealt is an ace of spades, and the stack is defined by
the casino to be only one
deck, then no other player in that hand can receive the ace of spades. In most
casinos blackjack
is played using stacks where there are multiple decks, for example six decks.
In such situations,
then there dearly would be additional aces of spades which might be dealt.
However, the
frequency of selecting the ace of spades after one or more other aces of
spades have been
already dealt in that hand does diminish. This should be contrasted to the
continuous random
shuffle wherein the expected statistical frequency does not change as cards
are dealt.
Step 328 schematically represents the selection of the next card whether this
is done on
the fly using continuous random shuffle, or random balance shuffle.
Alternatively, the selection
process can be done with pre-ordering using the traditional shuffle.
The traditional shuffle does have a significant disadvantage which blackjack
players may
have noticed or experienced. This disadvantage is demonstrated by the
situation where one player
either stands or hits fn a horlk hiietrtiottal manner, either by mistake or
Intent. Other playersat the
table often notice this apparent error, and as a result the next player or
dealer would receive a
different card than if the prior player had played his hand in a conventional
manner. In some
cases, the difference in cards can affect some or all who. receive cards
thereafter. In some cases,
players become irate because of the realization that this mistaken choice by
another player has
cost the other players their bets and the wins which they otherwise would have
enjoyed. This type
of situation can be very upsetting and sometimes even leads to fights among
the players. By
utilizing the continuous random shuffle or the random balance shuffle
procedures which can be
accomplished with this system, there is no pre-ordering of the stack and no
particular card can be
said to have switched from one player to the next. In each of these procedures
the random
number generator goes through a selection process immediately prior to
distribution of each card
and thus the decisions of one player are not fairly attributable to some
derogatory effect on other
players.


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The card selected by the above-described processes is than assigned to the
next dealt card
required and to the participant, whether player or dealer. Once assigned, then
step 334 effects the
displaying of the card on the player's display if it is a card assigned to a
player. The preferred
game system also effects displaying a copy of the player's card on all screens
when appropriate
as explained above in connection with the preferred player display Images. The
game then
involves assessing whether the next action is with a player or dealer in step
340. This process
repeats until all players have received their first card. Then a virtual card
is assigned to the dealer
In step 343. The first card to the dealer is dealt as a face-down card and is
often referred to as the
hole card. Step 350 indicates that the hole card of the dealer is dealt and
displayed facedown.
io The process explained above repeats again for the active players and dealer
until step 347
indicates that a second card has been received by the dealer.
After both Initial cards are received by all participants, then the cards are
assured in faceup
condition In step 353 except for the dealer's hole card and copies of the
cards are placed on other
player's displays as previously indicated. Alternatively, Initial cards may be
dealt in a face-up
is condition. Thereafter process 221 proceeds to determine the players with
blackjack hands.
Fig. 29 details the process, shown abbreviated as step 221 in Fig. 26, for
determining
players with blackjack hands. Step 362 Involves going on to the next active
player for
consideration. Step 365 is evaluating the player's hand. Step 369 is a
deciding whether a
blackjack hand is present. Step 369 leads to repealing steps 362 and 365 for
another player if no
20 blackjack hand is present. If a blackjack hand is present, then the process
branches to step 372
wherein the program functions by identifying the player or players with a
blackjack hand by player
number "n". Step 375 performs a decision whether the player, more properly
participant, is a
player or the dealer. If the answer is yes indicating it is the dealer, then
the game is over and the
two card play sequence is then repeated in another hand. If the blackjack hand
is not for the
25 dealer-, then the player's-status is changed by step 381 to changing the
status to inactive with
regard to additional play of the hand.
Fig. 30 details a two card play sequence 387 which is shown in abbreviated
form in Fig. 26.
Step 224 includes going to the next active player. Thereafter the processor
performs in step 393
by displaying the active hand on all player displays, In the tertiary part of
the display as explained
30 above. Step 396 involves displaying the deale's hand to all displays. Step
399 Involves calling
up the strategy analysis monitor and performing such strategy analysis to
provide a basic strategy
note to be displayed to the active player. The step 227 of displaying the
basic strategy on the
active player's display is then included, thereby rendering helpful advice to
the player.
Fig. 30 then shows more complete steps in assessing surrender. Step 405
involves
35 checking the game rules to an If the casino allows surrender as a play
option. If yes, then
decision step 408 proceeds to branch to an instructing step for allowing
surrender by a player or
players in step 411. Step 414 Indicates the player's individual decisions
whether to surrender. If


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decision 414 is yes, then that player is rendered into inactive status by an
inactivating step 417.
This process is repeated via connection A for other players. If surrender is
not selected, then step
420 provides for evaluating the dealer's upcard. if the dealer's upcard is an
ace, then decision step
239 branches to an insurance sequence detailed in Fig. 31. Return occurs in
returning from
s insurance sequence at step 429.
If there is no dealer ace as upcard, then the game processor performs by
assessing
whether the player's hand has a pair in steps 432 and 435. If no pair exists,
then the process
continues by proceeding on with the consideration of whether the player wants
to double down as
shown in step 254 of Fig. 26. If there is a pair, then a split sequence branch
step 441 is performed
1o as detailed in Fig. 32.
The insurance sequence shown In Fig. 31 branches from decision step 239 of
Fig. 30 and
advances to step 447 which involves going to the next active player. The
possibility for taking
Insurance is publicized by notifying the players using a displaying step 450
which notes such on
all displays 102 and 103. Step 453 then involves detecting whether insurance
bets have been
15 made. This is repeated by deciding in step 456 whether additional active
players have taken
insurance bets and the logical loop is again cycled until there are no more
players and the process
returns via branch 429 to the two card play sequence shown In Fig. 30.
Fig. 32 details the split hands prods sequence 441 from step 435 of Fig. 30.
This first
involves offering a player with a pair the option to split the hand in step
462. The player then
20 decides whether to split his hand at step 465 and this is implemented by
the dealer depressing key
85 to indicate the hand should be split by the game processor. If the hand is
not split, then
processing goes on to the additional two card play sequence of Fig. 33 at step
504. If the player
elects to split by accepting the split offer, then step 468 is processed and a
split counter is
incremented. Thereafter In step 471 the processor processes data to split the
original hand
containing the palm In`ta two,hands. Step 474 performs by identifying that
each of the split hands,
has only one card. Step 477 performs by instructing that an additional card
should be dealt. Step
480 performs by copying the instruction to deal cards to the split hands. Step
483 involves dealing
the additional cards. Step 486 performs by deciding whether there are
additional split opportunities
which have developed from the newly dealt cards. If so, then step 489 performs
by incrementing
30 the split counter. Decision step 492 compares the split counter to make
sure the maximum
allowable splits programmed by the casino rules has not been exceeded. If not,
then recycling
through step 468 and the splitting function repeats. If there are no further
split options from
decision step 486, then processing continues on to step 504 of Fig. 33.
Fig. 33 shows an additional two card play sequence which includes a step 504
which
involves calling the strategy monitor to apply the strategy rules to the
player's hand after the
splitting or insurance subroutines have been completed. The next step 507
involves displaying the
suggested strategy. Thereafter, the players place an additional bet to "double
down" in step 510.


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Decision step 254 responds to a yes with a doubling of the wager in the
processor at step 516.
Step 519 is dealing of the additional single double down card. Step 522
involves evaluating the
player's hand after the double down card has been assigned. Decision step 525
involves
determining whether the resultant player hand has busted. If yes, then step
528 Involves
displaying the bust outcome. If no, then a revised hand total results and this
is performed by
communicating or displaying the new hand total in step 531.
Fig. 33 also shows that if the player does not double down In decision step
254, then step
534 results. Thereafter the action is for the player to proceed by indicating
whether he or she
wants to be hit with another card or stand. if the decision in step 540 is to
hit, then dealing of
another card occurs as shown in step 543. The player's hand Is then acted upon
by the game
processor perforating an evaluating step 546 to proceed on with a decision
step 549 whether the
hand has busted. If not, then the hitfstand option is again considered by the
player and the portion
of the sequence is repeated until either there is a bust or a stand decision.
If there is a bust, then
step 552 involves displaying the bust as described above. If the decision is
to stand as
represented by standing step 555, than processing continues on to step 558
looking for more
active players. If there are more active players, then circle A leads back to
step 224 at the top of
Fig. 30 for additional cycling of the processes discussed.
If there are no additional active players, then step 561 proceeds on to a
finish sequence
shown In Fig. 36.
Fig. 34 details a deal card subroutine used in the overall process at a number
of steps
discussed above, such at Fig. 33, step 543. The deal card sequence starts with
step 564 which
involves the simulated moving of a card from the dealing shoe using the second
display 82 and
suitable image processing techniques to suggest movement. Step 567 involves
adjusting the first
shoe display 81 to show repositioning of the cut card and any other desired
adjustments in the
Image. Step 57b'invoWeS'UlsihQ'th'e rand+xttnumbergenerator and selectinga
virtual card from
the stack as discussed more fully above. Step 573 involves assigning the
selected card to the
appropriate player. Step 576 involves displaying the assigned card faceup on
the display screen
for the player. Step 579 Involves copying the assigned and displayed card onto
other displays as
needed for the tertiary display section explained above. Step 582 represents
return to other points
3o in the processing after the deal card subroutine has been completed.
Fig. 35 further details a play out sequence. This is illustrated in more
abbreviated form at
Fig. 26, steps 260 and 266. The play out sequence subroutine includes step 585
which involves
the player Instructing the dealer with regard to whether the dealer should
command hit or stand.
such as Implemented by control keys 88 and 87, respectively. Step 591 shows
decision branching
when the player has decided to stand. In this case the step 594 is pursued
which either returns
the program to the calling routine from whence it branched to the play out
sequence, or step 594
involves proceeding on to the finish sequence routine covered in Fig. 36,
which will be further


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explained below. If the player does not decide to stand, then decision step
597 is implemented
with regard to a hit. A decision to hit passes the processing onto the deal
card sequence
subroutine via step 600 as discussed above in connection with Fig. 34.
Fig. 36 shows a finish sequence which starts with step 603 which involves
turning over the
dealer's hole card and displaying this Information to the players. Step 606
involves playing out the
dealer's hand according to house rules. This step is detailed further by the
content of Fig. 37.
Fig. 36 shows step 609 which Involves determining the winners and losers. Step
612 Involves
collecting from losers and paying winners. Step 615 is followed by another
game which is
indicated by initiate step 615.
Fig. 37 details the playing out of the dealer's hand which is shown in
abbreviated form at
step 606 of Fig. 36. Step 618 involves evaluating the dealer's hand count as a
soft count, in which
case any aces held are valued at 11 rather than at a value of 1. This is
followed by step 621 which
compares the soft hand count to whether it Is greater than the value 17. If
greater than 17 then the
step 624 proceeds to step 609 of Fig. 36. If the dealer's soft hand count is
equal to a value of 17,
then decision step 627 branches to step 630 which involves considering the
house rule on soft 17
dealer hand counts. This is a variable house rule option in system 60.
Decision step 633 can
result in either the dealer standing on a soft 17 as depicted by step 636.
This leads back to step
609 of Fig. 36. Alternatively, the other soft 17 rule leads to the dealer
hitting his hand at step 639.
That in turn leads back to step 609 of the finish sequence.
Fig. 37 also shows a branch from decision step 627 toward evaluating step 642
indicating
the situation where the dealer's soft hand count is less than the value 17.
Evaluation step 642
considers the dealer's hand and determines the hard dealer hand count with the
ace valued at 11.
Decision step 645 branches on the basal of whether the hard dealer hand count
is less than the
value 17. If less than 17, then the dealer receives another card as
illustrated by step 651. If the
_ 25 - dealer"ss hart-hanct'oount is 17-orgree er, then-ft dealer stands and
step 648 leads back to step
609 of the finish sequence.
Alternative Embodiment Gaming System
Figs. 40-46 show an alternative preferred gaming system according to the
Invention. The
alternative gaming system is in most respects similar to the gaming systems
and variations shown
and described above in connection with Figs. 1-39. Similar features are
numbered with the some
reference numerals and description will not be repeated. Alternative or
varying aspects of the
alternative gaming system will now be described.
The presentation unit 100 advantageously includes ambient light sensors 132
(Fig. 43)
which allow the system to sense ambient light to which the system is exposed
during operation.
This allows the betting chip detectors 121 and insurance bet detectors 131 to
more appropriately
determine whether a chip 164 (Fig. 40) has been placed over the detectors. The
detectors or


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sensors 121, 131 and 132 are advantageously optical detectors In the
embodiment illustrated.
Alternative detectors are also possible.
Fig. 40 shows the dealer control module incorporated In the form of a
simulated dealing
shoe 80 similar to the dealing shoe 80 shown and described above. The dealing
shoe of Fig. 40
is shown in larger illustration in Figs. 45 and 46. The dealing shoe has first
and second display
portions 81 and 82 which are provided using a single display 281 (Fig. 46).
The case 84
advantageously includes metallic base plate 284 and a plastic case top 285.
This construction Is
preferred to help dissipate static or stray electricity which may come into
contact with the dealing
shoe. It also provides a ground plane which can be used by electrical
components 286 used to
to power, communicate and/or control the display 281 and dealer control keys
83 and 85-89.
Fig. 41 shows a presentation unit base plate 701 which Is provided with a
number of
mounting holes and features which allow various connections to be made. These
connections
include connection of various wiring cables and other components to the base
plate 701.
Noteworthy are mounting holes 702 which allow the base plate to be secured to
a gaming table
50 (Fig. 40). Also noteworthy Is cable opening 703 which is used to allow
wiring cables to be
connected to a control module, such as module 92 mounted beneath the gaming
table. The
gaming table can accordingly be drilled or otherwise provided with a
corresponding opening that
allows the cabling to extend through the table top. A plurality of standoffs
704 are provided to
support the overlying presentation unit cover 101 to be held in supported
relationship over the base
plate 701. The base plate 701 is preferably made of a metallic or other
electrically conductive
sheet to facilitate grounding of various electrical components thereto and to
help dissipate static
or other stray electricity which may encounter the presentation unit. The
electrical ruggedness of
the presentation unit 100 and other parts of the system is In some cases
tested by regulatory
authorities to make sure operation is not affected by stray electrical
discharges. Shocks are
applied -to4he case using teshvoltage,supply {not shown) which may invoke
elect cal
discharges of approximately 25,000 volts. The overlying cover 101 is
advantageously made from
a transparent acrylic material which is relatively non-conductive to minimize
the effects of such
electrical discharges. The conductive base plate 701 tends to conduct any
stray electricity to a
ground terminal (not shown) to further reduce possible derogatory effects.
Fig. 42 shows base plate 701 fitted with several participant displays 102 and
103 as
described above. The displays may be mounted In raised positions upon the base
plate to allow
cabling (not shown) to pass between the displays and base plate. Fig. 42
further shows the bet
and insurance detectors 121 and 131. Ambient light detectors are also shown
mounted upon the
base plate.
Fig. 44 further illustrates that the cover 101 can advantageously be made from
a continuous
or substantially continuous sheet of transparent material, such as transparent
acrylic. This allows
the displays 102 and 103 to beam their images therethrough and allows optical
detectors 121,131


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and 132 to perceive light levels adjacent thereto. The remaining portions
cover 101 are
advantageously made opaque to hide the other Internal components. The surface
of the covercan
be treated using spray coatings or by direct surface treatment to provide a
matte or semi-matte
finish to minimize reflection and improve participant visibility of displays
102 and 103.
Description of Alternative Control Software Flow Charts
Figs. 47-51 diagrammatically illustrate another form of preferred programming
and related
processes used In the operation of the alternative embodiment of Figs. 40-51.
Many of the
processing steps are the same or have analogous control processes as those
described above.
The following outline explains the diagrams of Figs. 47-51 in greater detail,
Computer file names
are generally shown italicized using a preferred or suitable file name.
1.0 MAIN LOOP
Figs. 47-49 illustrate diagrammatically the main logic loop employed by the
game system..
Particular aspects will now be further explained.
1.1 System Initializes
1.1.1 Initialize Sound Card, Mil sound() (not illustrated)
Call inlt sound() to load '. wev sound files into the sound resources buffer.
The sound card
hardware is also initialized for volume and tonal adjustments. System further
reads condition of
switches (not illustrated) which sense and checks for secured conditions of
access doors forming
part of the processing module enclosure, similar to enclosure 91. As
Implemented, the enclosure
Includes a main door 95 (Fig. 3) which condition is checked in step 708. There
is also a separate
keyboard port door (not illustrated) which is checked in step 714. If the
keyboard port door is
unsecured, then the system checks for rules editing. Each door is secured with
a key lock and
associated sensors (not shown) which allow the control system to determine the
condition of each.
1.1.2 Rules Editor, pit boss edO.
-25 Step 715 entslits checking we" if the' key'svuii d 83 is activated to
enter the'riules edifier'
and whether the password required by the system has been provided for security
reasons.
The house rules are recalled or modified with a call to file pit boss eds. The
following
parameters may be adjusted:
- number of splits allowed RULE splits
- how face cards are treated as a pair, RULE face
- the number of decks to be used, RULE decks
- sequence for dealing cards, RULE deal
- dealer's play on soft 17, RULE soft
- conditions affecting double down, RULE double
- surrender or not, RULE surrender
- placement of the hole card, RULE hole


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The rules editor Is discussed in greater detail in following outline section
on the RULES
EDITOR. If the dealer or pit boss have not elected to enter the rules editor,
then the system starts
a new game at step 717.
1.1.3 Random Number Generator (RNG) Seed Data, get seed data()
5 This initialization step Is illustrated at step 718 of Fig. 47. There are
multiple numbers that
are stored which hold the terminal state of the random number generator. These
numbers are
retrieved in a call to get seed data(} which reads the data from disk. This
provides for non-
repetitive operation of the random number generator needed to prevent patterns
from being
discemable,
10 1.1.4 Game Process Tables clear the deck(), hand inip, make carol tray()
Information about the players and the cards that are dealt are contained in
memory tables
which are first cleared out before a new game. A call to clear the deck(), to
hand ing), and
make card tray() achieve this function of the Initialization. The casino or
other house rules and
settings are represented In steps 719 which can also be approached through the
rules editor.
15 1.1.5 Graphics Flies, transfer()
The initialization process also advantageously includes loading many graphics
Images that
are displayed during game-play are facilitated by a graphics engine which Is
initialized with a call
to transfer().
1.2 Display House Logo, send()
20 The house logo graphics is sent to the respective LCD displays.
1.3 Wait for Dealer to Press Deal Key, shoe()
Step 298 determines the presence of a wager over the bet sensors 121 and
Indicates an
Interested player. When the dealer presses the deal key on the shoe, all wager
sensors which
detect a wager will communicate the informatiion back to the rules program.
Player positions 1-6
25 whicli have v3agers over the sensor WUf be counted "as active players: The
system reads the
keypad on control 80 in step 209.1 and make a decision in steps 209.2 and
209.3 indicating when
the dealer presses the deal key 85. Virtual cards will then be dealt according
to the deal sequence
selected in the rules editor. In step 708.1 the system again checks the
security of the controller
doors and chooses between a service mods condition 720 or continued operation
carrying onto
3o the top of Fig. 48.
The top of Fig. 48 shows step 723 which loads Information Indicating whether
the shuffler
rule is traditional shuffle 724, random balance shuffle 725, or full random
balance shuffle 726.
Shuffling occurs according to the shuffler rule in steps 729. Cut card
procedures 730 are used In
the traditional and random balance shuffle rules. In such cut card procedure
the display 81
35 preferably shows the stack with a cut point highlighted in an alternative
color. The dealer controls
the cut card position as specified by the player who is entitled to cut the
deck. The display then


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shows the stack displaced laterally and the stack parts are reversed in a
display graphics which
simulates the physical cutting of a card stack.
1.4 Deal Two Cards, f vq carol' deaf
Step 215 represents the operation of dealing or assigning the initial two
cards of blackjack
to each participant. Beginning with the first active player to the dealer's
left hand, cards will be
dealt one at a time until all players have received a card. The dealer then
receives his first card,
which may be face up or face down, depending on the house rules selection. The
sequence is
repeated until all active players hold two cards. One of the dealer's cards
will be face down. A call
to fwo carddea/Q accomplished this. In the preferred emplementation of this
action the speed
io of dealing is subject to adjustment of a speed parameter implemented when
the rules are loaded.
Thus the action can be relatively fast or slower as may be appreciated by
different groups of
participants.
1.5 Find BlackJack hands, find bLhendsO
After the initial two cards are dealt a search can be made for all hands that
may hold
is blackjack. A status table can be updated with this information. The find
blackjack hands sequence
is illustrated in Fig. 29 and the description Is not herein repeated.
1.6 Insurance Sequence. insure seq(
If the dealer's face card is an ACE, insurance Is offered at this time. This
is represented In
Fig. 49 by step 239. Wagers placed over the insurance sensor will be read and
recorded in step
20 453. A security step of checking doors open 708.1 is advantageously
included thereafter.
Following the security check, the dealer control key pad is checked In step
735 to see if the dealer
has controlled to instruct further progress of the game by depressing the deal
key 85 in step 736.
Collection of the insurance bets is shown in step 737.
1.7 Dealer Holds BlackJack find bLhands(
.26 If the dealer does hold BJ as determined by step 738, the finish sequence
739 is entered
wherein all active hands are compared to the dealer's. Any hand which also
holds blackjack (BJ)
is determined to be a PUSH. All others are NO W/N,
1.8 Play Hands Sequence, two card_,p-ay_segO
Figs. 49 and 50 show a preferred two card play out sequence. In the event the
dealer does
30 not have blackjack, normal play Is resumed at step 740 and the next player
decides his or her
move. This Is Implemented by a reading step 741 which reads the conditions of
the dealer control
keys 83 and 85-89.
A call to two cerd_p/ay_seq( begins the cycle through which all active hands
are played
out as assessed by step 747. This has a beginning with the first active hand
to the dealer's left.
35 Additional hands are recognized in step 748. Through this cycle split hands
are created from pairs
of like cards, depending upon house rules. Double down is a choice a player
may have, depending


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on house rules. A player may hit or stand as they like. These options are
generally shown at step
746 of Fig. 49.
Fig. 50 shows at step 772 consideration of the next active player to allow
play out of this
sequence. Step 773 considers the next hand and decision block 774 branches
achieve dealing
of both cards via step 775. A suggested best strategy is produced as
represented by step 776.
The strategy is displayed at step 777. The call to strategy() , step 776,
returns a message code
which becomes displayed as the most appropriate strategy with respect to
applicable house rules
and hand content. Strategies are calculated upon the dealer's face card and
the hard/soft count
of the active hand. A recommended strategy will preferably be displayed on the
active player's
io lower right screen.
Splits are permitted or not permitted as the rules define. If permitted, then
step 779
determines whether the hand Is eligible for splitting by have a pair. The
player is presented with
the decision instep 780 and the Input response Is represented by step 781. If
split then the system
creates the second hand in step 782 and deals a first card to the first of the
split hands in step 783.
Reconsideration and revised strategy information is made and then displayed as
Illustrated by step
784.
Fig. 50 also shows the possible action of allowing a player to double-down are
represented
by step 785 and subsequent steps. This is covered in greater detail below.
1.9 Play Dealer Sequence, play _dlr_seg()
When all active player hands are played out, a call to play _dlr sego will
begin the cycle
through which the dealer draws cards until a hard count of 17 Is reached.
Whether he hits on a
soft-17 is set in the rules table.
1.10 Finish Sequence, finish aeq(
The final win/lose determination is made here against the hard/soft counts of
each active
hand at shown at step 739 with' respect to the dealer's. A call to finish seq(
performs this process.
1.11 Cut Card Reached, shuffle tray.
There will always be enough cards in the deck to complete a game after the cut-
card is
located. When a game has completed and the cut card was located during play, a
reshuffling will
be done with a call to shufe trays. This Is illustrated at steps 730-732.
1.12 Update Game Records, wrlte_game data(), up deck rec()
When the game Is finished, vital Information about the game will be written to
a disk file and
stored. A call to up deck rec() writes the data. The state of the RNG is
written to a separate file
for future recall within the function write game data().
This is represented by step 751 of Fig. 49.


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2.0 RANDOM NUMBER GENERATOR
2.1 RNG Engines
Step 718 can be performed by two RNG's which are employed in the production of
random
numbers. The first generator is an ANSII standard function that is resident
with the compiler. It is
a pseudorandom generatorwhich yields 32-bit Integers. The second generator
comes from George
Marsagiia at Florida State University math department, and Is known as The
Mother of All Random
Number Generators, or "Mother" for short. It returns 64-bit random numbers.

The 32-bit generator is provided a chaotically produced seed in order to
return a randomly
1o generated seed for "Mother." The second seed is fed once to "Mother" and
from that time onward
the generator is always running on a set of numbers saved from game to game.
2.2 Seeding
A primary seed is obtained with a cap to inft seed() when the software is
initially powered
up. Here, a 32-bit unsigned number is allowed to increment through a modulo-32-
bit cycle until a
key is pressed. The state of this variable, a seed, is sent to the 32-bit RNG
as a seed, and a
random number Is produced, b seed. The variable, b seed, is sent to "Mother,
"from which a dual
ten element array is constructed. The array contains state data for which new
random numbers are
generated. The array contents are different with each new number.
2.3 Saving the State of the RNG
Following each game, the dual ten-element arrays are saved in a file
write_game data
along with the Initial seed value. When a new game is initializing, the file
Is read and the array
values are reinstated into Mother. The RNG then proceeds as If It had never
been shut down.
3.0 CARD TRAY
A serial card tray is built at the start of each new game series as
illustrated by step 723.
The trey size Is determined by the number of decks specified in the house
rules settings. To fill the
tray, a call Is first made to make caul trey(). Within this function the RNG
is queried for new cards,
the conditions being that acceptable card numbers cannot be 0 or any number
greater than 52.
Also, a card number (1-52) may be used only up to the number of decks that are
allowed. For
example, if 12 decks are used, the card number 13 may be used only 12 times
while filling the
array.
4.0 SHUFFLE MECHANISM shufe Nay()
4.1 Deal Sequences
Three schemes are used for shuffling cards, depending on house rules setting
variable
RULE_deal.
4.2 Traditional
This scheme Is illustrated by step 724 and emulates a randomly filled card
tray which is
continually shuffled until the deal/cut key is pressed by the dealer. After
the key is pressed, cards


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are drawn sequentially through the tray. The tray is not shuffled again until
the cut card is located.
The mechanism for shuffling swaps randomly selected pairs of cards from the
tray. The process
continues until the deallc ut key is pressed. A recorded sound file of
shuffling cards is played
through the speakers while the cards are shuffled.
4.3 Random Balance
This scheme is shown by step 725. The card tray is filled once, as with the
traditional
scheme, but with a random balance shuffling scheme all cards following the
drawn card are
shuffled every time a card is drawn . Cards are drawn sequentially through the
tray, however with
each drawing the balance of cards is shuffled by swapping randomly selected
cards. While a player
waits to decide his next move, the deck is shuffled. A shuffle sound file is
played while he decides.
4.4 Full Random Balance
This scheme is shown by step 726. The card tray is filled once, as with the
traditional
scheme, but with a full random balance shuffling scheme the entire tray is
shuffled every time a
card is drawn . Cards are drawn randomly from the tray. While a player waits
to decide his next
16 move, the deck is shuffled. A shuffle sound file is played while he
decides. This scheme precludes
the need for a cut card.
5.0 DEAL SEQUENCES can/ select()
5.1 Traditional
Cards are drawn from the card tray sequentially through the deck as
illustrated by steps
731. An index, card tray_indx, is incremented for each card drawn from the
tray,
carol tray(card ray_lndxJ. When the out card is encountered the tray will be
shuffled at the close
of the current game.
5.2 Random Balance
Cards are drawn from the card tray sequentially through the deck. An index,
card traykdx,
2s is incremented for each card drawn from the tray, card tray(card ray_indx].
When the cut card
is encountered the tray will be shuffled at the close of the current game. The
balance of cards
following the currently selected card are shuffled while a player waits to
decide his next move.
5.3 Full Random Balance
Cards are drawn randomly from the domain of cards in the card tray. With each
card that
3o is drawn, the entire tray of cards is shuffled.
6.0 PLAY HANDS SEQUENCE twin card_,pfay_seq()
6.1 Overview
The two card play out sequence is shown starting at step 771 of Fig. 50 in
greater detail.
Beginning with the first active player to the dealer's left, each player is
processed by step 772 by
36 active hand numbers 773. For each active player there will be at least one
active hand, referred
to as the base hand. Should a hand split at step 781, the number of active
hands per player could
number as many splits as are allowed plus one. For example, if three splits
are permitted by house


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rules, up to four hands could be played out by one active player. All hands
are played in order,
starting with the leftmost hand from the dealer. A call to two cardL#ay seq()
begins the sequence.
6.2 Data structures
Status information about the players and their hands are contained In a
structure:
5 p_Infofplaye4 statusfhand numl
The record of cards dealt to each hand is contained in :
P lnfofplayerl.cardfhand numl
Both hard and soft count Is held for each hand in :
F Infofplayerl.countftypelfhand numl
10 See section 12.0 for a detailed description of the data structure.
6.3 Sequence
For each active hand, the sequence begins with two cards having been dealt to
the base
hand as indicated by steps 774 and 775. The hand is evaluated at step 776 and
the most
appropriate strategy is returned following a call to strategy(). The strategy
is calculated against the
15 dealer's face-up card and the player's soft and hard count. The rules table
is consulted before a
strategy is finally returned. Thus, If a hand holds a pair and a split would
otherwise be
recommended, a maximum allowed split count of zero would preclude the
recommended strategy
of splitting. Hit or stand might be recommended instead. The strategy is sent
to the player's
screen and displayed graphically. Through the course of play, the player may
choose to split his
20 hand, double-down, hit, or stand. If the hand holds only one card, the
result of a spill, a second
card is automatically dealt.
6.4 Split Hands split seq()
If the hand holds a pair of like cards and the player has not exceeded the
allowable limit
of splits, then a split sequence is entered at step 778 with a call to split
sego. In this sequence the
25 player maychoose to Split his hand step, double-down at step 787, hit or
stand at step 792. This
general decision is also represented at steps 747 and 746 of Fig. 49.
Following his decision, the
hand is re-evaluated at step 794 and a new strategy Is formulated and
displayed. The call to the
splits function returns with information about his decision. If double-down is
not chosen at step
787, the sequence will branch around the double-down option, offered next.
30 6.5 Double Down double down()
If the hand satisfies the restrictions for a double-down and the player
chooses to double-
down, a call to double down() will enter that sequence. A third card is
automatically dealt the hand
at step 788, the hand is evaluated at step 789, and the sequence terminates at
step 790. The next
active hand is then played out starting back at step 772.
35 6.6 Hit/Stand Loop Mthln two card playo
Provided the hand Is active, it has not busted as determined at step 795, and
double-down
was not chosen, a loop is entered at step 791 that allows the player to accept
hits or to stand at


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step 792. The loop Is terminated when the hand either busts or the player
chooses to stand.
Following each hit, a call is made to deal card seq() wherein a card is drawn
from the tray. Next,
a call to evaluate() computes both hard and soft count for the hand. The count
and card type are
sent to the active player's display. For every decision, a new strategy is
formulated and displayed
until the hand terminates.
6.7 Exit from Loop
The sequence of playing out active hands terminates when the last active hand
has been
played out at step 796. A message signaling the terminus is sent to the
graphics module with a
call to sendO. Control returns to the ma/nO function.
io 7.0 SPLIT SEQUENCE split sego
7.1 Entry test
When the split sequence Is entered at step 778 with a call to split sego, a
test determines
whether a hand may be split. A pair of like cards must first be acknowledged.
House rules govern
the pairing of face cards. If all face cards are equal to 10, (RULE face = 0)
then any pair of face
cards is considered a pair. Conversely, if only like face cards are a pair
(RULE face = 1), then,
for example, only two Jacks or two Queens can enable a split. A second test
779 examines the
number of splits already active. If the count does not exceed house limits, as
set In RULE splits,
then the player may choose to split his hand. A final test Is that variable
repeat is 1; a choice not
to split resets it. His choices at this point are split, double-down, hit,
stand. If split is chosen, then
the sequence is entered according to the following test for splits.
The Boolean test for splits is:
SPLIT=(E 1 BMA + A=D)=(K + + .l}(G + G=M)
where:
A RULE face = 1 ; like face cards only
B Card One Value =Card Two Value ; the pair has equal face value
C if(card one_val ==1 ; first card is an ACE
D Card One Type = Card Two Type ; the pair has equal type
E num_splits < RULE splits ; the hand may split again
G RULE spit 10 = 0 ; pairs of 10's may NOT split
3o H Card One is not 10
I if(card cnt == 2 ; hand holds two cards
J if[player]].num_splits = 0 ; hand can not have split
K IRULE_spit_ACES ; split only one pair of ACES
7.2 Sequence
player]. Horn splits. The top card
The split count for the player is first incremented, p info[
Is moved to the dealer's left. A new card is dealt to the card on the left.
This pair remains hand 0,


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while the single card on the right becomes hand 1. A new strategy for hand 0
is formulated and
returned to the calling function, two cerd_p/sy_seq(). The hand is played out
in
two card j)Jay_segO, and when the next hand becomes active, hand 1, a second
card is dealt.
If this hand also holds a pair, the split sequence Is entered again.
Hand 1 Is dealt a second card at step 783 and the hand Is thereafter played
out. This
process continues until further splits are prevented and all hands are played
out.
7.3 Algorithm
S = split_num, N = hand num (of the hand that is splitting), X = S - N-1
The algorithm for creating new hand is:
[hand num][card_pos] : for(i=O;I<x;i++) ((s-i][0J[s-(i+1)U0] }
Always: [N + 1][0] _ [N][1] ; new hand, card 0 receives old hand card 1
Level HO S0: In the example above, hand 0 holds a pair, A1,A2. No splits have
formed yet, so S
= 0. N (hand #) = 0, and the variable X = S - N -1; X = -1. Card 0 of the pair
is Al, card I is A2.
Level H0.H1.S1: The pair A1,A2 Is spilt, Al receiving new card A3, and A2
moving to the right to
form H1. Split becomes S1, N = 0 (handO is splitting), and X = 1-0-1 = 0. The
algorithm loop:
for(i-d;i<X;i++) moves card[S-(i+1)][0] -> card[S-i][0]; since X=O, no action
is
taken.
For each split, card(N][l] -> card[N+1][0], so, card[HO]III -> card[Hl]101;
card A2 becomes H1CO,
and card Al remains in hand 0 as card 0;
Level H0.H1.H2.H3.S3: The pair A2,A4 has been split so that four hands (H0-H3)
are formed. As
this occurred, S=3, N=2, X=S-N-1 = 0. Note that since hand 2 is splitting
again, N = 2. Now the
bop is taken:
for(I=O;icX;1++) moves card[S-(i+i)][O] -> card[S-i][OJ; Since X = 0, this
loop is not
taken. Only the mandatory exchange to the new hand is executed: For each
split,
cardtN][1] -> card[N+1][0], so, cardMlj -> card[H3][01,'card A2 becomes H2CO,
and
card Al remains in hand 0 as card 0. Card A3 remains as card 0 of hand 1, and
card A4
became new cardO of hand 3. Even though card A5 was dealt to hand 2, no more
splits are
possible since the maximum is reached.
The process continues in this fashion.
8.0 DOUBLE DOWN ACTION
8.1 Overview
With a call to double down() from two ca-d_pNey(), is represented by step 785
which
determines whether such a play Is permitted under the rules of play. A player
decision to double
down is first qualified by step 786 and then implemented in step 787. The
option to double-down
Is granted by permission where house rules govern the qualifying hand. The
common qualifier is
that the hand hold only two cards. When permission is granted, the player's
motion to double-down
is received by the dealer and step 788 results In issuing a third card. The
hand is evaluated at step


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789 and flow proceeds to the next active hand at step 790. If the hand was
previously split, house
rules may prevent a double-down. The governing rules are summarized below.
8.2 Any Two-Card Hand
If the card count for the current active hand is two permission is granted.
8.3 Hard Two-Card Hand Without Aces
If the hand holds two cards, and neither card Is an ace, permission is
granted.
8.4 9,10,11 Hands
If the hand holds two cards and the hard/soft count is 9, 10, or 11,
permission is granted.
8.6 10,11 Hands
If the hand holds two cards and the hard/soft count is 10 or 11, permission Is
granted.
8.6 11 Hand Only
If the hand holds two cards and the hard/soft count is 11, permission is
granted.
8.7 Return from function
The function is passed not only player/hand date, but previous decision codes
made in
two card play() as well. For example, if the hand had previously split and the
new hand wished
to double-down, that decision Is passed from split seq() back to two card
lay(), and on Into
double down() at step 785. If permission is granted in double down(), then a
third card Is dealt.
After action is taken in double down(), the decision code is passed back to
the calling function,
two card_plsy(). If a double-down was taken, the hand terminates in two
ca%alay(). Otherwise,
the hand is played out.
9.0 PLAY DEALER SEQUENCE play _dlr seq( )
This sequence is illustrated by Fig. 51 starting at step 801. The hold card is
turned over
in step 802.
9.1 Dealer Has BlackJack
If the dealerhas a blackjack as checked by step 803, then there Is no need to
continue and
step 804 branches action to 805 and the game Is returned to scan winners step
750 of Fig. 49.
The dealer's status with a blackjack causes the game to proceeds to the finish
sequence shown
by steps 750, recording game data in step 751 and preparing for the next game
in step 752.
9.2 Evaluate Dealer Hand
A call to evaluate() the dealer hand at step 806 determines both hard and soft
count for the
dealer's two-card hand. Further decisions are based upon this evaluation which
is accomplished
as illustrated by steps 807, 808, 809, 810, and 811.
9.3 Hard Count Greater Than 16
If the dealer's hard count exceeds 16 he must stand. If the hard count is less
than 16, a
play loop is entered.
9.4 Play Out Loop


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The loop exits when the hard count exceeds 16. If the dealer's hand holds a
soft 17, house
rules stored in variable RULE soft determine whether he hits or stands. If he
stands on a soft 17,
the loop exits and the sequence terminates. If he hits on a soft 17, a card Is
dealt at step 812 and
the hand is re-evaluated by step 806.
It the hand is not soft, cants will be dealt until the hard count exceeds 16,
at which point the
loop exits at step 809. Play proceeds to the finish sequence 749 at seq.
10.0 FIND BLACKJACK HANDS fend bjõhands(
Following the two-card-deal sequence, a call to find bLhands( examines each
active hand
for the presence of an ace and a 10 or a face card. Any player that holds a BJ
receives a status
9o code "BJ' for that hand. This status is different than an ACTIVE status
which Is necessary for
processing through the two-card-deal sequence.
11. FINISH SEQUENCE finssh sego
11.1 Hole Card hole card()
The first step in this sequence is to reveal the dealer's hole card with a
call to hole card()
at step 802. If RULE_hole is either first or second settings, then the hole
card will be turned over.
If, however, both cards are placed face up (HOLE_card = 2), then no action is
taken.
11.2 Scan Players scan Wayerso
A call to scan players() starts the process of translating active hands into
final score
determinations at step 739. If the hand status is BUSTED, the final score is
BUSTED. If the hand
did not bust, the hand's best count is compared to the dealer's best hand. If
the dealer's is better,
the hand is NO WIN. If the hand beats the dealer's. R is WIN. If the hand ties
the dealer's, the
score is a PUSH. If the hand is a BJ and the dealer's is not, the player
receives BJ; If the dealer
also has BJ, the hand is a PUSH.
11.3 Display Score
The final determination is sent to the graphics engine which displays the
appropriate border
and WINJLOSE graphic for the hand.
12.0 STRATEGY TABLE
12.1 Considerations
Before an appropriate strategy can be formulated, several factors must be
considered. They
3o are listed below, and each pertains to the player and his current hand
information:
- card count; how manycards have been dealt to the current hand
- number of splits; how many limes has the player split his hand
- card one value; what Is the value of the first card in the hand
- card two value; what is the value of the second card in the hand
- dealers face card value
12.2 Table 1: Ordinary hands that are not pairs nor hold an ACE
T1-uc1.1Kc2=1).(c4r0onr 3, 21 = t(c1.c +(AIrA' 1 >MAZ*ftl . Kc1-1 (c2-
1)(nw~r~e.=I s RUJ.E.prr.).cciwoa,c> 2$


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In order to locate a strategy here, several conditions must be true:
a. Card One must not equal Card Two, unless no more splits are permitted or if
card count is > 2
b. Neither Card One nor Card Two may be an ACE unless the card count is more
than two. First,
the better count of the hardisoft hands is computed. The column Is found by
subtracting 4 from the
5 hand count: COL = COUNT - 4. Second, the row Is found by subtracting one
from the dealer's
face card: ROW = dIrFACE -1. Then, table 1 is Indexed and the proper code Is
retrieved. See the
tables below.
12.3 Table 2: Two Card Hands that Hold an ACE
72"(CARDent < 3WC1=C2M(C1=1)+(C2-1)1

Go here if the card count Is two, and one of the cards is an ACE but not both.
The column
1o Index Is taken from the card that Is not an ACE. The index = COL = card vat-
2. If the request for
a strategy originates within the HIT/STAND loop of two carcl_play_sego, and
the strategy is found
to be 2 (double-down), the strategy will be modilled to HIT. The row Index is
found by subtracting
one from the dealer's face card: ROW = dIrFACE -1.
12.4 Table 3: Two Card Hands That Qualify as a Pair

T3=(CARDcnt < 3) ((C1-C2) (NUMspllts < RULEspllts))

15 For this table to be used, the card count must equal two, the two cards
must be like values
(determined by house rule RULE face cards), and additional splits must be
permitted. The
column index is calculated by subtracting I from the value of one of the
cards: COL = val -1. The
row is found by subtracting one from the dealer's face card: ROW = dIrFACE -
1.
12.5 Strategy Table Codes
'20 'The cells of, the tables hold codes that Indicate decision moves. The
codes are: H =fill,
S = stand, D s double, P = split


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PLAYER (across top)

DIP 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
A H H H H H H H H H H H H H S S S S S
2 H H H H H H D D H 8 S S S S S S S S
3 H H H H H D D D H S S S S S S S S S
4 H H H H H D D D S 8 S S S S S S S S
5 H H H H H D D D S 8 S S S S S S S S
6 H H H H H D D D S S S S S S S S S S
7 H H H H H H D D H H H H H S S S S S
8 H H H H H H D D H H H H H S S S S S
9 H H H H H H D D H H H H H S S S S S
10 H H H H H H H L H H H H H S $ S S S
TABLE 1
Dabult Table
PLAYER (across top)

DIP A.3 4 6 7 A".19 10.
S S S S S S S H H H H 0 H H S 30

TABLE 2
ACE-Hand Table


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PLAYER (moss top)

D/P A,A 2 33 4,4 55 8 77 88 19,9 1010
A P H H H H H H P S S
2 P H H H D H P P P S
3 P H H H D P P P P S
4 P P P H D P P P P S
5 P P P H D P P P P S
6 P P P H D P P P P S
7 P P P H D H P P S S
8 P H H H D H H P P S
9 P H H H D H H P P S
10 P H H H H H H P S S
TABLE 3
Splits Table
13.0 PLAYER HAND INFORMATION
Information about each player position and each active hand is maintained in a
stucture
p info[player].
13.1 Structure: p_infolplayer]
The typedef below shows the structure of p info:
typedef struct
{
26 int card[RULE splitsJ[MAX HAND];11 sequence of played cards
int num splits; // # times hand split < RULE splits
int num cards[RULE splitsj; II # cards In each split
int count[3XMAX HAND]; I/ hand count[0J hard,[1) soft, [31best
int status[RULE splits];
O=no player, 1=active, 2=bust 3= card dealt face down 4=two cards face down,
5=blackjack
} hand info;

13.2 Sub-level: card[RULE spiits][MAX HAND]
The two fields are indexed by variables: card[hand_num][card_holdJ. This sub-
level contains a record of all the cards dealt to a [player]'s hands. The
number of
hands Is limited by RULE_splits, as set in the house rules. A particular hand
is


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pointed to by hand_num. For each hand, a maximum of MAX HAND cards may
be dealt to that hand, currently set at 11. A discrete card is indexed by card
num.
For example, p infa(3J.card[015] a 4 says that player 3's base hand(O) holds
an
ACE(4) in card position S.
13.3 Sub-level: num splits
This Is a simple integer that indicates how many times [player)'s hand has
split.
13.4 Sub-level: num cards[RULE splits)
This array holds the quantity of cards that has been dealt to each hand of an
active player.
The number of hands is limited by RULE_split, and indexed by
num_cards[hand_num]. For
example,
P info[2].num cards[2] = 0
Indicates that player 2's hand #2 holds no cards.
13.5 Sub-level: count[COUNT TYPE][RULE_splits]
A [player]'s hand can have a soft count and a hard count if ACEs are present.
The indices
into (COUNT TYPE] are : 0= HARD, 1=SOFT, 2 =BEST (the better of HARD or SOFT).
The field (RULE splits) is Indexed by [hand_num] which points to a specific
hand. For example:
P info[5].count[l][0] = 17
This Indicates that player 5's base hand (0) holds a soft 17.
13.6 Sub-level: status[RULE splits]
Every player position 1-6 (where 0 is the dealer) has at least one hand
assigned by default,
hand 0 (the base hand.) As a game progresses every hand is assigned a status
which is used to
identify decisions for which choices may be possible. Discrete hands are
indexed by
status[hand_num]. The status codes are listed:
INACTIVE 0
BUST 1
ACTIVE 2
SPLIT DONE 3
BLACKJACK 5
SURRENDER 6
13.7 Score Card
Final WIN/LOSE determination is registered in the array:
soore_card[MAX PLAYERSXMAX SPLITS+1]
The first field [MAX PLAYERS] is indexed by player, and points to a discrete
player. The second
field, (MA)_SPLITS+1], is indexed by hand num, and points to a discrete hand.
For each active
hand, a score code is ultimately assigned, listed below:
IN ACTIVE 2
DEALER_HAND 3


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BJ 4
LOSE 5
WIN 6
PUSH 7
BUSTED 10
14.0 CARD CALCULATION Card colt()
14.1 Hard Count
Any card may have an absolute face value from 1 to 10. Aces count as 1, and
face cards
lo are 10. Since there are four of every type in a deck, the range of card
types progress In groups of
four, beginning with ACES, which are 1-4. All ACES return a value of I when
the argument
ace num > 1. This yields a hard count.
14.2 Soft Count
When a soft count Is desired, the first ACE counts as 11. The argument ace num
must be
1 in order for the function to return a value of 11 when the card type is 1-4.
After a second ACE is
encountered in cardjhand num]jcard hold] the ACE count increments and
subsequent calls to
card_calc() will return a value of I for an ACE.
14.3 Card Type card type()
When house rules (RULEface =1) require that pairs of face cards be of similar
type, a call
to card type() will return a character that corresponds with the card type.
For example, a queen
is'Q' and a 10 is'T'.
15.0 RECORD OF GAME DATA
15.1 Game State data wrtte_game data(), get seed data(), get rules data()
State Information about the last played game Is wrttten/read from/to a ram-
disk file,
GAME SET.DAT. The function that reads the file Is get seed deta() and get
rules data(). When
a game session concludes, the file Is written by a call to write game data().
Three categories of
data is written to this file:
1. Initial seed value; once obtained, it should never change unless the file
is
corrupted
2. RNG (Mother) state tables; two ten=element arrays of unsigned 32-bit
numbers
hold the terminal state of the RNG from the last access of a number
3. House Rules; the last revision or update to the house rules are kept on
file.
15.1.1 Write Game Data write_game data(}
Writes all the data to the file GAME_SET.DAT.
15.1.2 Get Seed Data get seed data()
This function is called while Initializing a new game. If the file
GAME_SET.DAT cannot be
opened or located, the user is prompted to provide a new start-up seed by
pressing a keyboard


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key. After the seed is obtained it will be subsequently written bads to this
file. When present, a new
seed is unnecessary, and the function proceeds to retrieve the internal state
data for the dual ten-
element arrays used within the RNG "Mother." The arrays mother! ft 0] and
mother2[l0] are filled
with the some numbers they held before the machine was shut down the last
time.
5 15.1.3 Get House Rules get rules data()
All of the house rules settings are stored In the file GAME SET.DAT at the
conclusion of
a game session. To facilitate the pit-boss in reinstating these rules, they
are read from file into the
game settings and become the default rules. They may be altered in the rules
editor (see
pit bossed() ). The parameter TABLE = O from the above listing refers to which
of the five tables
1o were used as the basis for setting the current rules.
15.2 Game Hand History game his()
At the conclusion of every game, information pertaining to the hands that were
actively
played is updated in the file GAME_OVER.DAT. An example is printed below:
15.2.1 Version
15 The version of source code rules-21.c is found at the beginning. A short
list of house rules
governing the game are listed after GAME CHAR:. The number of games used to
compile the data
is given as well as the RNG used to select cards. The date upon which the game
was played is
printed.
15.2.2 Player/Card Data
20 Under GAME LOG, some total values are listed. Cards Dealt refers to the
quantity of cards
dealt to active hands, including the dealer's. Cards Rejected is a count of
all the cards that did not
qualify for the initial filling of the card tray. Cards Accessed is the sum of
the two quantities above.
15.2.3 Card Histogram
The four arrays under CARD DEAL LOG: DISPLAY BY QTY DEALT indicate the
25 distribution frequency of cards by card type, where type is a number from
Ito 52. This is repeated
again, by percent usage.
15.2.4 Card Tray Data
The card tray from which cards are selected is built into an array whose is
length is the
number of decks times 52 cards. The first 52 cards of this initial tray are
printed as "Card Tray Init."
3o Throughout game play the card tray is shuffled, and the final state of this
tray is printed for
comparison as "Card Tray Final.'
15.2.5 Card Tray Index
If either Traditional or Random Balance access to the card tray is used, an
index is
incremented with each access. The final state of the index is printed.
35 15.2.6 Player Hand Data
The sequence of cards dealt to each player is printed by card type.
16.0 RULES EDITOR pit boss ed()


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16.1 Pit Boss Ed
16.1.1 Initialize rule tables inlt house rules()
This Is the entry function Into the module PIT BOSS.C. Its first task is to
initialize the house
rules with a call to init house ruiesO. House rules are either read from disk
or they are generated
from default table A.
16.1.2 Make the exec screen
The executive screen is built with a call to mak exec scma. This becomes the
pit boss's
graphical entry point to the game session. The list of items presented allows
him to Inspect the
current default rules settings or make changes to any of five pre-set tables.
This choice will vector
to to the functions set table() and edit table() where changes to any of the
tables is possible. He
may also to choose to dump data files to an I/O port or make adjustments to
physical settings, such
as speed or light a ensor readings. If a brief review of instructions and
overview of the software
is necessary, he may call up an on-line document from item Read More About The
Instructions.
When he Is ready to commence with the game session he selects EXIT Screen Now.
This restores
the default graphics mode and frees up any allocated memory. The editor exits
and the rules
portion of the game is entered.
16.2 Init House Rules
If the file GAME SET.DAT can be found and read, all of the house rules will be
read Into
the structurerule save (below.) The table pointer, tab infix, Is set to point
at the last table used
to set the rules. If the file cannot be found the default settings are taken
from Table A with the
equate of variable: tab indx = TAB A.
struct
{
int num splits; !/ this sets MAX SPLITS, must be <= 3
int dbi_spit; // permission to split on double-down
int spit 10 // permission to split pairs of 10's
int spit ACES 0 = no play out on split ACES; 1=play out hands
int face cards; // 0 = loose, I = strict
int num decks; // up to 12 allowed
3o int deal seq; // TRAD = 0; RAN BAL =1; FULL_RAN_BAL = 2
int soft 17; // STAND 17 = 0; HIT_17 = I
int double_down; 2 -CARD = 0; HARD = 1; ELI 011 = 2; 10_11 = 211 ONLY = 4
int surrender. 11 YES SURR = 0; NO SURR = I
int hole card; // HOLE_FIRST =0; HOLE_SECOND = 1; BOTH_UP = 2
int game table; 11 points to table last used to define rules
} r table;


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When the source of the rules has been identified the next task is to build a
screen with
graphics tools and then plug in the rule settings. A call to set table()
builds all but the settings
portion of the screen. Before they are filled In, a working image of the
screen is saved in
buf all Spat indx] where tab indx points to one of five tables that will be
used to complete the
s settings column. In a field that Is 640x480 pixels square, the buff all_X
images are advantageous
arrayed from 50,50 to 590,425.
Next, an Image of the complete screen is desired. This will be saved in the
buffer
buf all C(tab indx]. At this time both of the above Image are identical. The
whole screen image
is defined in an array from 0.0 to 640,480.
When the current house rules are to be inspected a specialized screen will be
built from
current settings.
The image is saved in a buffer buf save rides and when recalled will always
display the
current settings. A call to make._seve_screen0 will achieve this. Since there
are five rules tables
plus another current default table, a six-element array holds Information
regarding the initialization
of these tables. A '1' indicates the table Is done; '0' means it has not been
built. Here,
table done[5] = I completes the current rules table, and the program returns
to pit boss ed().
16.3 Set Table Set table()
Use this function to construct a specific table A-E. The working Interior is a
space defined
by an array between 50,50 and 590,425. The screen title is RULES TABLE X,
where 'X' is a letter
A-E. Three columns are headed with labels:
RULE TYPE DEFAULT SELECTED
The RULE TYPE column is filled In with the set of parameters for the house
rules. For the
DEFAULT settings that correspond with the Indicated table A-E, a pair of
tables, rule table opt(),
rule table opt() in pit tab.h are indexed to fill text buffers buf opt[O-7]
with the correct default
value. The' option buffers are then written respectively beside each RULE TYPE
parameter
beneath DEFAULT.
For each RULE TYPE parameter an image box is created for the purpose of
scrolling the
list with a reverse-video box enclosing each item. These image buffers are buf
rule A-G.
When the screen is built with two completed columns and three column headers,
the sceen
3o image Is saved in an image buffer, buf all A, which has no selected options
under SELECTED.
It Is defined by an array between 50,50 and 590,425.
The two images, buf ad A and buf ail B hold identical information now. As the
table's
selected option column begins to fill up, but' all B will hold a running
memory of the changes,
whereas buf all A will remain empty beneath that column.
16.4 Edit Table edit table()
The purpose of this function is to complete the building of a table(tabindx]
by filling in the
SELECTED column with either default values, or values saved in game set.datfor
this particular


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table. If default values are to be used, the function set.def rules (i.e. def
splitsO) will And the
default values In tables rule table optjj, Hole table optf and write them
beneath the header
SELECTED. When done, the working image Is saved to image buffer bufalI Blab
indeJ. Several
hot keys are listed below the screen in order to save/revise the working
screen. Key F1 allows the
table to be edited. F2 accepts the current settings, and F3 restores any
default settings that were
changed. The screen exits upon the pressing of F2, after which the entire
screen image is saved
in buffer but aN C(fab indeJ. If the table requires editing, F1 will effect a
call to edit item() where
items in the parameter list can now be changed.
16.5 Edit Item edltitemO
16.5.1
A new set of hot keys are listed below the working screen in order to edit the
screen. The
up/down arrows will scroll the RULES column Items by highlighting the selected
item. A right arrow
key or a CR will cause that item to be opened for editing. If at any time the
operator is satisfied with
the settings, F2 will accept the screen and permit further choices. Following
any change, the
updated screen will be written to Image buffer but all B flab indxJ. Prior to
exiting the screen, the
entire screen is saved to image buffer buf a11 C(tabindxj.
16.52
When a rule parameter In the RULES column is highlighted and waiting for
action, control
is passed to function go wilt() which serves key recognition and follow-
through action upon
edit itemO. When the up/down arrow keys are pressed, an array which holds the
eight Items is
either advanced or decremented In order to comply with the arrow. The counter
up it Is always
incrementing, and modulo-8 division provides a remainder which Is used by the
switch to index into
the correct item. When the up-key is pressed, a small array up it next(wh/cb
edJ revalues the
pointer, up_It to the prior element.
16.5.3
If the ESC key or the right arrow key are pressed. the highlighted item is to
be edited. A
) will enable the calling of the editing function for that discrete item. For
return from go edit(
example, to edit item NUMBER OF DECKS a call is made to ed decksO.
16.6 Edit Splits ed splits()
The number of splits allowed Is set here. A dialogue box is first displayed in
the SELECT
column. Text 'Type the number of splits:" Is displayed. A con/o.h function
getch( is used to
retrieve the typed character, which is done as soon as a character is typed
(not entered.) A limit
of 3 Is imposed, and If the character'4' is typed, '3' will displayed. The
choice above is stored into
the rules structure rule table(tab_lndxJ.num spits, where tab indx points to
one of the five tables
A-E. The function returns to ed_item() where the rest of the column is
redisplayed and the image
buffer but all B is updated for this table.
16.7 Edit Face Cards ed face()


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Next, "Type Face Split Options: (0) Loose, AN Equal to 10 (1) Strkt, Pairs of
Uke Face
Only" is displayed. See Splits, sec.7, for details about these options. When
the user types a
character '0' or '1' it is read and the full text selection is displayed. If
an out-of-bounds character
is typed, the default value for this table is used. This choice is stored into
the rules structure
s rule table(tab indxj. face cards, where tab_indx points to one of the five
tables A-E. The function
returns to ed Item() where the rest of the column is redisplayed and the Image
buffer buf all B is
updated for this table.
16.8 Edit Double-Down an Split ed dbi spit()
This rule pertains to a split hand and the option of accepting "double-down"
upon that hand.
to Where 0(0) No" is selected, a d-down may not be played on a hand that has
split. Text
'Double-Down On Split Hand? (O)No (1)Yes" Is displayed in the box. A single
typed character
completes the selection. If an out-of-bounds character Is typed, the default
value for this table is
used. The choice is saved in rule tablle(tab indbcJ.dbl spk wheretab indx
points to one ofthe five
tables A-E. The function returns to ed item() where the rest of the column is
redisplayed and the
15 Image buffer buf allB is updated for this table.
16.9 Edit Split 10 Pairs ed splf 10(Q
This rule pertains to a split hand and the option of splitting a pair of 10's.
Here, house rule
RULE_face applies (see sec. 16.7, above). A dialogue box is written with the
text 'Split'10' Value
Hands? (O)No (1)Yes "A single typed character completes the selection. If an
out-of-bounds
20 character is typed, the default value for this table is used. The choice is
saved in
nde tablefab indxj.splt 10, where tab infix points to one of the five tables A
-E. The function
returns to ad Item() where the rest of the column Is redisplayed and the image
buffer buf all B Is
updated for this table.
16.10 Edit Split Aces ed splt ACES()
25 This rule pertains to a split hand and the option of splitting a pair of
ACEs. A dialogue box
is written with the text "Play Out Split ACES? (0)No (1)Yes". If *(11) Yes" is
selected, a pair of ACEs
may be split and each new hand played out as normal. However, if "(0) No' is
selected, then each
ACE automatically becomes the first card of new hand HO and H 1, respectively,
and a second card
is dealt to each hand. Both hands are required to stand, and play proceeds to
the next active
30 player. A dialogue box is written with the text "Play Out Split ACES? (0)No
(1)Yes", and a single
typed character completes the selection. If an out-of-bounds character is
typed, the default value
for this table is used. The choice Is saved In nrie tab19(tab indxj.spit ACES,
where tab indx
points to one of the five tables A-E. The function returns to ad item() where
the rest of the column
is redisplayed and the Image buffer buf aft B is updated for this table.
35 16.11 Edit Decks ed decks
Here the parameter that sets the number of decks in use is offered for edit.
First, a dialogue
box is displayed. Text "Number of Decks: (12 MA)Q (TYPE 2 digits, or ENTER 1
digit)" is


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displayed. If a single digit quantity is used, the character must be entered.
If a two-digit number is
used, the entry is accepted upon typing the second digit. If an out-of-bounds
character is typed,
the default value for this table Is used. Next. the full text selection is
displayed The choice is saved
in role table(tabindxJ.num decks, where tab Indx points to one of the five
tables A-E. The
5 function returns to ed itemO where the rest of the column is redisplayed and
the image buffer
buf all B is updated for this table.
16.12 Edit Deal Sequence ed deal()
Three options are offered for dealing cards: traditional, random balance, full
random
balance. First, the dialogue box is dispiayed.Text "Type Deal Sequence: (0)
Traditional (1)
to Random Balance (2) Full Random Balance" is displayed in the box. A single
typed character
completes the selection. If an out-of-bounds character is typed, the default
value for this table is
used. The choice is saved in rule_table(tab 1ndxJ.deal seq, where tab bndx
points to one of the
five tables A-E. The function returns to ad item() where the rest of the
column is redisplayed and
the image buffer buf all B is updated for this table.
15 16.13 Edit Soft 17 ed soft()
When the dealer's hand is played out, his soft count may equal 17 if an ACE is
present.
House rules may permit a hit, orthey may enforce a stand. The two choices are
offered here. First,
the dialogue box is built.
The text is displayed: Type Dealer Soft 17: (0) Stand (1) Hit". A single typed
character
20 completes the selection. if an out-of-bounds character is typed, the
default value for this table is
used. Next, the full text selection is displayed. The choice is saved in nude
table[tab indx].solt 17,
where tab indx points to one of the five tables A-E. The function returns to
ed Item() where the
rest of the column Is redisplayed and the image buffer but all B is updated
for this table.
16.14 Edit Double Down Options ad doub()
25 ' This selection determines what restrictions apply to hands that wish to
double-down.
- 2 Card Hands; any hand holding just two cards
- Hard 2-Card Hands; the hand must have only two cards and neither can be an
ACE
- 9,10,11 Hands; the hand count is nine, ten, or eleven
-10,11 Hands; the hand count is ten or eleven
30 -11 Hands only; the hand count must equal eleven
Text is displayed:"Type Double Down Option: (0) 2 Card Hands (1) Hard 2-Card
Hands (2)
9,10,11 Hands (3) 10,11 Hands (4) 11 Hands Only". A single typed character
completes the
selection. If an out-of-bounds character Is typed, the default value for this
table is used. Next, the
full text selection is displayed. The choice is saved in rule table(tab
indxJ.double down where
35 tab indx points to one of the five tables A-E. The function returns to ad
item() where the rest of
the column is redisplayed and the image buffer but all B is updated for this
table.
16.15 Edit Surrender Options ed surrj


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The choices here are binary. The house either permits or does not permit a
surrender. The
dialogue box Is built. Text is displayed In the box:"Type Surrender Option:
(0) None (1) Allowed".
A single typed character completes the selection. If an out-of-bounds
character is typed, the default
value for this table is used. Next, the full text selection is displayed. The
choice is saved in
rule table(tabindxJ.surrender, where tab-Ink points to one of the five tables
A-E. The function
returns to ad item() where the rest of the column Is redisplayed and the Image
buffer buf all B is
updated for this table.
16.16 Edit Hole Card ad hole()
The dealer's hole card may appear first, second, or not at all. These choices
are offered
io in this selection. First, the dialogue box Is created. The text is
displayed: "Type Hole Card Option:
(0) Hole Card First (1) Hole Card Second (2) Both Cards Up". A single typed
character completes
the selection. If an out-of-bounds character is typed, the default value for
this table is used. Next,
the full text selection is displayed. The choice is saved in rule table(tab
lndx].holecard, where
tab indx points to one of the five tables A-E. The function returns to ad
item() where the rest of
the column is redisplayed and the Image buffer buf aU B is updated for this
table.
16.17 Default Options def splits .. def hole()
These functions serve to Initialize the rules structure rule table[tab
lndx].xxx_yyy with
selections that originate either from a saved list of values located in file
game set.dat, or from
tables located In file pit tab.h. The variable source indicates which file is
to be accessed. When
source =1 and the table has not been Initialized, consult file game set. dot.
If the table Is initialized,
use the recently entered values from rule table(tab indxJ. When source = 0 and
the table is
uninitialized , the default tables are used.

SOURCE TAB DONE RETRIEVE FROM
0 0 Table: rule_table_dat (from pit tab.h)
0 1 rule table[tab_indx].xxxx (edited values)
I X File: saved values (from game set.dat)
16.18 Make the Save Screen make save scm()
The purpose of this function Is to prepare an edited table's Image for
presentation when the
user wishes to view all current house rules settings. For example, If table E
was last edited and
accepted with keystroke F2, and the pit boss wished to see the rules currently
in effect, he would
choose "View Current Rules Table" from the executive menu. The screen heading
"CURRENT
HOUSE RULES" is displayed with all of the selections he made in table E. Until
he edits another
table, this will be the default list of house rules every time a new game
session is commenced.


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First, two portions of the table image are saved, as shown above. The full
screen area is
cleared and a new screen Is created with the two Image above placed within.
After text headings
and command fines are added, the entire image is saved to image buffer buf
save rules.
16.19 Show Current Rules show currentnUIes()
When current rules settings that are in effect are to be viewed, this function
which Is called
only from pit boss edo will display the Image that has been saved in bur save
rules. See sec.
15.14 for more information.
1620 Free Memory free memo
When graphics image are saved, large blocks of memory must be allocated. After
the rules
fo editor has been accessed and the game begins, the allocated is no longer
needed. This function
frees it up for other resources.
17. COMPILATION AND FILLS
17.1 Compiler
Watcom C/C++, Version 11
17.2 Source files
rules 21.c
pit boss.c
transfer.c
send.c
bit bft.c
game comm.c
17.3 Include Files
21 cnst.h
pit tab.h
21_type.h
rules.h
pit boss.h
21 crost.h
21 type.h
rules.h
cardsnd.h
rule_tab.h
sys_cnst.h
grf type.h
grf inc.h
grf_prot.h
sys type.h


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sys_glbl.h
sys_inc.h
sys_prot.h
17.4 Libraries
cardsend.lib
fg32.llb
fg32dpml.lib
17.5 Files Necessary to Operate Game
17.5.1 game hls.dat
This file holds records of the ten most recent games. Including player
win/lose status and
card usage data.
17.5.2 game seLdat
Start-up settings for the next game session are stored In this file, including
the original seed
for the RNG.
17.5.3 help.doc
This is an on-line help and documentation file In ASCII text format which may
be read from
the main rules editor screen.
17.5.4 dos4GWexe
An executable file that serves to soft= protected mode memory.
17.5.5 cardAlb.and
Several recorded sounds are stored in this file for use by the sound blaster
card.
Specifically, the sounds of shuffled cards and cards being dealt are saved
here.
17.5.6 21 play.exe
An executable file that runs the game.
18.0 COMMUNICATIONS MODULE game commO
18.1 General description
This module performs a polled retrieval of serial data from a specified port,
and transmits
serial data via the same port. The port Is connected to the game hardware
interface PCB where
the following Information is collected and assembled Into a ten-field data
string:
Shoe switches (hit, stand, d-down, deal/cut, split)
Lock status
System status
Sensor data, up to 14 optical bet sensors
The port is operated at 19.2K baud without flow control. If the host returns
an ACK
the bet sensor will remain Idle. If the host returns a NAK, the bet sensor
will
retransmit the data.
18.2 Received data string


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18.2.1 Field One: Keypad Data
The first white-space delinlated field contains keypad data from the shoe.
Valid keys are
1-16, where an active key sends a '1'. A string will be sent every time a
valid key is pushed.
18.2.2 Field Two through Eight Bet Sensor Data for Players 1 to 7,
respectively.
Each of the seven fields is coded as follows:
0 = no Insurance bet, no game bet
1 = no insurance bet, game bet in place
2 = insurance bet in place, no game bet
3 = insurance bet in place, game bet in place
to A new record will be sent every time a bet has changed.
18.2.3 Field Nine: System Status and Lock Data
Bit assignment for field 9.
tx dat.a.switches = 0;
if (!RA4) fl Pit Boss game modify switch active
tx dat.a.switches +=1;
If (IRDO) 11 Pit Boss power off switch active
tx dat.a.switches += 2;
if (RDI) l/ Door interlock 2 - True - Inner door is open
tx dat.a.switches += 4;
if (RD2) /I Door Interlock I - True - Outer door is open
tx dat.a.switches += 8;
if (RC5) 11 Spare
tx dat.a.switches += 0x10;
if (Hz60) /I 16OHz 0=50Hz
tx_dat.a.switches += 0x20;
if (sense 0 ok) 11 True sensor 3,2 is above minimum value
tx dat.a.switches += 0x40;
if (sense-1 ok) // True sensor 3,3 is above minimum value
tx dat.a.switches += 0x80;
Sensors 132 (above coded as 3,2 and 3,3) are ambient light sensors. Sense 0 ok
and
sense_1 ok will be set If minimum light levels were measured on these
respective sensors during
the bet light detection process. It is the responsibility of the host as to
accept the reliability of the
individual player bet sensors if there Is a problem with either the ambient
light sensors.
18.2.4 Field Ten: Check Sum
A simple 8-bit checksum over the first nine fields with no carry is computed
and transmitted.
18.3 Received Date Structure


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Incoming data is organized within gsme_com() into the following structure:
Struct bin(
Byte keypad;
Byte bet status(7];
5 Byte switches;
Byte checksum );
Union(
Strad biro a;
Byte packet[101;
10 ); tx dat;

For example, when shoe data is inspected the location tx daf.a.keypad is
examined.
18.4 Game Comm game com(
When needed, calls to game c omm( are made from the rules module rules 21. c.
Before
15 the function is called, the port Is Initialized In a call to a Greenleaf
CommUb function:
PortO penGreenleafFast(COM2,19200L,'N',8,1)
The function game comm() first looks to see If new data is in the received
buffer of the serial port.
If the buffer is not empty, the volume of data must exceed 20 bytes before the
buffer Is read. Next,
a NAK is sent to the PCB for a retransmit of data. Then, a "c" is sent In
order to calibrate the bet
20 sensor. Finally, a function serial _parse() Is called.
18.5 Serial Parse Seda!_,parss()
The purpose of this function is to fill the data structure ix dataxxxwith the
received string.
The string Is first read Into buffer rx data. The data fields are parsed Into
tx dat.a.xxx . The
checksum Is computed against the nine fields and is compared against the
received checksum in
25 field ten. If the two don't match, a NAK Is sent requesting a
retransmission'of the data. If the
transmission is valid, a ACK is sent Instead.
18.6 Receive Data Rcv_date(
This function works to retrieve each character in the transmission by calling
a Greenleaf
CommUb function ReadChar(port) . Until a carriage return is found, the data is
read Into array
3o rx datap.
18.7 Send Data Send data(}
This function serves to assemble a message string for transmission to the UART
on the
communications PCB. A Greenleaf CommTlLib function WriteStnng(port) handles
the physical layer
task of transmitting the data.
35 On power up (or any time the bet system is not responding) the Host will
send a "c" to the
bet sensor to calibrate the bet optics. The bet sensor will respond with an
"ACK" if minimum light
levels are present on all sensors. A "NAK" will be sent If those levels have
not been attained. The


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following is the diagnostic output from the bet sensor when the following
single character are sent
from the host.

Ascii Character 'd'
This display shows the raw analog data the 16 possible bet light sensors for
one AC line
cycle.
Values can range from 0 to 255.
avalOO=141 II bet player 1
aval0l=O 11 insurance player 1
ava102=0
aval03=0
avai10=0
avail I =0
avall2=0
avall3O "
aval20=0
aval2l=0
aval22=0
ava123=0 '
ava130=0 11 bet player 7
aval3l=O // insurance player 7
ava132=0 ambient light sensor 0
aval33=152 II ambient light sensor I

Ascii Character "f'
This display shows the raw analog data the 16 possible bet light sensors for
one to six AC line cycles. Values can range from 0 to 255 and 1 to 6 line
cycles. The format is a-d val / line cycles.
The brighter the light
avaI00=140/1
aval0l =1/6
ava102 016
avaI03=0/6
avail O=0/6
avail 1=0/6
avail 2=0/6
evel13 016


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62

aval20=0/6
aval2l=0/6
aval22--O/6
ava123 0/6
s aval30=1/6
aval3l 0/6
aval32=0/6
aval33=151/1

19.0 POWER FAILURE RECOVERY
Any interruption to the computer/hardware power supply that Is sufficient in
causing the
computer to reset automatically result in the game rebooting into a replay
mode. No user
intervention is required to assist the replay mechanism. The game will
Immediately enterthe replay
mode and all data from the previous game that was interrupted will be recalled
from non-volatile
CMOS memory and fed into the (1) decision making engine, and the (2) card
selection engine. The
game will play automatically up to the player and card at which the power was
lost.
When a new game Is played vital data about the game is entered into holding
buffers. With
every state change in the game the buffers are written to NV RAM, thus
preserving the recent
history of game state changes. A few of the important state changes that are
necessary to replay
the game are:
a) Active Players; when a game is replayed, only the active positions from the
last game
are again active
b) Shoe Decisions; all decisions that result in stand, double-down, hit, split
actions originate
in shoe switches, and are recorded serially as the game advances
c) Card Select, every-card that is dealt to either a player or the dealer is
drawn from an
electronic card tray that is randomly filled during the shuffle/cut sequence.
When a card is drawn,
its number is recorded serially in a buffer
d) Insurance Players; when a dealer shows an ACE, an insurance sequence is
entered and
any player who places an insurance bet is recorded in a buffer which is later
saved to NV-RAM.
3o This information is used during replay to accurately replay the insurance
bet.

The active window during which the above data is recorded begins when the
first card Is
dealt and ends after the dealer has played out his hand. If the power drops
during the dealer's
playout sequence, his cards will be restored to the point at which power went
down. In any replay,
after the last decision which was saved from the previous game is executed,
all new cards will be
drawn from a new card tray.


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Further Alternative Embodiment Using Slot Symbols
Figs. 52-54 show a still further preferred embodiment gaming system according
to this
invention. The system shown In these Figs. is substantially the same as the
system of Figs. 40-51,
and very similar to the systems of Figs. 1-40, and can include most or all of
the various options
discussed with regard to all embodiments described herein. Additional features
of the system of
Figs. 52-54 will now be described.
The system of Fig. 52 also has a set of slot symbols which can be associated
with the
virtual playing cards dealt to the participants. Fig. 52 shows a slot symbol
secondary display 900
which facilitates the play of card games have the added slot symbols and
related features.
Fig. 53 shows the slot symbol secondary display 900 in greater detail. Display
900 has a
pay line display 902 which includes at least one, and preferably a plurality
of slot symbol positions
903. The slot symbol positions can be assumed by slot symbols chosen from a
total set of slot
symbols. The slot symbols can the same as a variety of know slot machine
symbols used in a
variety of know slot machines of the known constructions. One advantage to the
current invention
Is that the total set of slot symbols can be very large and is not limited by
the number of physical
stops existing on traditional reel slot machines. In theory there is no
definite limit to the number
of slot symbols which can be employed. More practically, the participants
interested In using the
system of Fig. 52 will likely prefer a total set of slot symbols which is
large enough to allow a wide
degree of flexibility in determining odds, while also allowing the regular
players to have a full
working knowledge of the symbols which are available. Fig. 53 shows some of
the more common
slot symbols which as suitable for use. These include the symbols "7" shown in
window 906; the
symbol "triple BAR' shown in window 907; the symbol "double BAR" shown in
window 908; the
symbol "single BAR" shown in windows 909 and 910; and the symbol "cherry"
shown In window
911. There is also a blank window 905 which is used to depict the possibility
of have a changeable
display contained therein wherein varying symbol or symbol combination can be`
presented.
Fig. 53 also shows a second column of windows 915-921 which are used to state
the payoff
for a given symbol or symbol group which may be received and for which a
jackpot will be
awarded. Window 915 is blank and is used to indicate a changeable display
which may
alternatively, or coordinately change with the symbol or symbols presented in
changeable payoff
display 905. Windows 916-921 represent more traditional payoff schedule
information showing
what jackpot or jackpots will be awarded to a player or other participant for
receiving a given slot
symbol or group of slot symbols. In the system of Figs. 52-54, the system is
configured to
ordinarily consider three slot symbols, as indicated by the three windows 903
on the pay line
display 902.
Fig. 54 shows a typical preferred player display 118 having most of the some
features as
discussed elsewhere herein. Similar numbers are used to indicate similar parts
and features. One
difference is the ante bet detector 980 which optically or otherwise detects
the placement of a


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64

betting chip thereon to indicate optional participation of a player in the
slot symbol secondary game
aspect of this system. The ante bet detector can also be able to detect the
value of the ante chip
or chips placed thereon in alternative configurations, such as discussed above
in connection with
other betting chip detectors. The ante can also be paid from an electronic
account, or paid in
fashions suitable to the players and casino.
Fig. 54 further shows the slot symbols are displayed in one or more of the
vitual cards 142-
146 by displaying slot symbols 941-946 near the lower left comer of each
virtual card. In the
configuration shown, only the first three vitual cards received are considered
as the slot symbol
group for determining the award of any jackpots. The symbols 944-946 can be
displayed, or
1o alternatively, they can be suppressed from the display.
The slot symbols considered from the first three player cards are depicted as
three of the
same "double BAR" slot symbols. This is typically a symbol group for which a
jackpot would be
awarded, as suggested in the payoff schedule at windows 908 and 918 wherein it
is indicated that
such a combination of slot symbols would result in a payoff of 500 times the
ante bet.
The player display shown in Fig. 54 further shows a primary pay line display
952 having
display windows sections 963 which depict the slot symbols associated with the
players first three
cards dealt, namely, 142-144 which were associated with slot symbols 941-943,
respectively.
Additional Operation and Methods
Additional aspects of the novel methods and operation of system 60 are now
further
described. The methods are for playing a live card game involving a plurality
of live participants.
The live participants including at least one player and at least one dealer.
The live participants
attend the card game personally about a gaming table.
In one aspect the methods include providing at least one presentation unit
which is
supported by the gaming table and has a viewing face which is available- for
viewing by the
participants attending the game about the gaming table. The providing step
occurs by constructing
or having constructed a gaming table with system, such as system 60, retrofit
or otherwise installed
thereon.
In another aspect the methods include displaying a plurality of changeable
participant
3o display images from at least one participant video display which forms a
part of the at least one
presentation unit. The plurality of participant video displays can be provided
In the form of discreet
displays are shown herein, or part of a large display If practical In terms of
positioning about the
gaming table. The displaying step involves providing participant display
images which include
playing card images indicating virtual playing cards dealt or otherwise
assigned to the live
participants.
The methods further advantageously include processing data using at least one
game
processor. The processing of data is advantageously used to perform a number
of data


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processing functions as have been described herein. Of particular Interest are
the data processing
steps which provide the following steps or functions. In one aspect such
involves providing game
rules which at least partially administer play of the card game. In another
aspect such involves
defining a stack of virtual playing cards having one or more decks of virtual
playing cards included
5 therein for use in playing the card game. Such decks can be conventional
decks, abbreviated
decks, or decks of unusual composition depending upon the card game being
played.
The preferred data processing function further includes shuffling the stack of
virtual playing
cards to produce a stack sequence which determines the order of virtual
playing cards dealt or
otherwise assigned to the participants. The stack sequence referred to can be
done in a single
to time frame, such as by using the traditional shuffle discussed above.
Alternatively, such shuffling
can be done on an intermittent basis to perform the continuous random shuffle,
random balance
shuffle or other shuffling routines on the fly as cards need to be dealt or
otherwise assigned in play
of the card game.
The data processing functions can further Include dealing virtual playing
cards to
15 participants from the stack according to the game rules.
The data processing functions further advantageously include instructing the
participant
video displays to display at least playing card images indicating virtual
playing cards assigned to
the participants, said virtual playing cards assigned to the participant
forming the participant's card
hand. The Instructing step relative to participant video displays can also
include presentation of
20 additional information as detailed above.
The methods of this invention further involve controlling play of the card
game using at least
one dealer control, such as dealer control keys 85-89. The dealer control keys
act as dealer
control sensors which are controllably activated by the dealer to control
action of the card game.
This control action includes at least dealing of virtual playing cards to the
participants. The
25 description given above furtherdetalisother control actions of the dealer's
operation of the'system. -
The novel methods can further include recording game action for the card game
being
played to enable subsequent analysis or replay. This can be done using the
mother board memory
described above or by recording the data on a remote memory device (not
shown), such as
connected through serial port 187. The analysis will likely be performed at
some other location on
3o a different data processing unit so that operation of the gaming table is
not impeded.
Additional methods according to the invention can include reversing the action
of a game
to remove or back-up one or more steps performed in playing the game. This is
indicated at step
743 of Fig. 49 and requires authorization from a pit boss using a key as read
in step 742. The
game can thus be backed up and resumed at a prior play. Security is assured by
performing the
35 doors open step 744 which can suspend play at step 745 if the security
doors are open or allow
the player to decide his next move as shown in step 746.


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The novel methods can also Include replaying one or more sequence steps of the
game
to show a participant the action which has transpired.
Methods according to the invention mayfurther include displaying a simulated
stack image,
such as at first dealing shoe display 81. This displaying can be further
enhanced by display of a
cut card image, and moving or adjusting the cut card image to simulate playing
of the stack.
Methods according to the invention can further include sensing placement of
betting cups
by a player, such as at betting chip detection zones 120 using sensors 121.
This is
advantageously done for purposes of Indicating participation in the card game.
Another method according to the Invention can include sensing placement of
betting chips
1o by a player for purposes of indicating an insurance bet being placed in the
card game, such as at
insurance bet detection zones 130 using sensors 131.
The methods involving sensing the betting chips can be enhanced by using
betting chips
which are encoded to allow determination of the value of the betting chips.
Such methods can
further include sensing the value of chips placed by the players.
As explain above in the preferred methods the decisions of the players are
effected by
communicating Instructions from the players to the dealer. These Indicate
playing decisions being
made by the player In carrying out play of the card game. The dealer then
implements the player's
decision using dealer controls which perform by controlling the date
processing and other functions
of the card game system.
The methods according to this invention can use shuffling processes which are
performed
in a manner which reorders the stack after each card is dealt from the deck.
The continuous
random shuffling and random balance shuffling described above perform this
function. The
shuffling function can also be effected using a shuffling process which
reorders the stack after each
card is dealt from the deck, the reordering being performed after excluding
any cards which have
been-dealt and are currently"In""trand''of a participant. This iattetshuffling
Is porf6rMod by tho'
random balance shuffling.
The gaming system of Figs. 52-54 Is additionally novel in its operation and
methods by
including the steps of associating slot symbols, such as symbols 941-946 with
virtual playing cards
dealt or otherwise assigned to the participants. AN or some of the virtual
cards may be enhanced
by associating one or more slot symbols thereto. The associated slot symbols
can be associated
automatically with all cards or only the virtual playing cards for those
players who have wagered
an optional ante bet, such as by placement of a better chip at ante chip
detector 980. The
association of symbols with the virtual playing cards can be qualified by the
ante bet, or it can
occur for all cards and the slot symbols can be selectively displayed
depending on game rules or
optional participation by placement of an ante bet.
The association of slot symbols is preferably a separate process In the game
software apart
from the random number assignment of virtual cards in the stack of virtual
cards. This preferably


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67

independent process causes the variable association possibilities to be very
large. This is
important in providing a large number of possible odds. Since the slot symbol
set can be defined
to include multiple copies of the same symbols the different probabilities of
symbols or groups of
symbols can essentially be tailored to achieve large frequencies of winning
slot symbols or
combinations of symbols, or very low frequencies of winning symbols or
combinations of symbols.
These can be held constant or varied over time or with different machines or
different versions of
games played on each machine.
The novel methods involving the system of Figs. 52-54 further preferably
include displaying
the slot symbol or symbols. This can be done on the player displays, or upon
all participant
io displays. This is preferably done using the pay line display section 952 at
player pay line display
windows or frames 961-963. it is also alternatively or additionally possible
to display the slot
symbol or symbols upon the secondary pay line display 902 of slot symbol
display unit 900. Other
alternative manners and modes of display can also be used.
The preferred methods for using the system of Figs. 52-54 also include
awarding jackpots
to players or other participants who receive a winning slot symbol or
combinations of slot symbols
which make up a winning symbol group.
The slot jackpot aspect of the system of Figs. 52-54 is also important in that
it adds an
additional dimension to the play of the blackjack or other virtual card game.
For example, a player
may have two slot symbols received in association with the first two virtual
blackjack cards dealt
to that player. If these two virtual cards are a winning slot combination,
then this may affect the
players decision making relative to receiving additional cards. In one
instance the player may go
for a bigger jackpot on the slot symbols while possibly risking loss of the
blackjack hand. The slot
jackpot awards can be made completely independent of the virtual card hand, or
the slot awards
can be made conditional upon not busting or other game parameter. The added
nuances provided
2s. in playing the dual aspect olth garlne may prove to be of particular
attraction to some-people wrho
particularly enjoy complex gaming phenomenon.
The numerous methods according to this Invention preferably involve digital
data
processing functions and processes. This allows high speed, accuracy and
clarity of display
images.
Alternative Embodiment Slot Machine Game System and Methods
Figs. 55-70 illustrate a further embodiment gaming system according to this
invention. The
gaming system of these Figs. is similar to the other alternative gaming
systems described herein
with certain modifications and enhancements which will now be described in
greater detail. The
structural and data processing components Included in this gaming system
includes a presentation
unit 1100, a data processing and controller section (not shown) similar to
game processor section
90 described above. The gaming system of Figs. 55-74 also includes a dealer
control module
1300 which is constructed the some or very similar to dealer control 80
described hereinabove.


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68

The presentation unit 1100, game processor, and dealer control module 1300 are
the same or
essentially the same as the gaming systems described hereinabove and such
prior description will
not be repeated for the sake of economy.
Presentation unit 1100, shown best In Fig. 55, Includes a dealer display 1102
and six player
displays 1103. The displays can be a single display or plural displays as is
preferred in the
illustrated construction. In an alternative construction (not shown), one or
more of the dealer and
player displays may alternatively be provided by a projection type display
wherein known projector
television, holographic or other suitable display technology is used to
provide the images described
herein. The desired display technology is preferably encased In a cover 1106
to prevent tampering
1o by unscrupulous dealers or players.
The player displays 1103 have associated player display images 1133 and 1134.
Fig. 55
shows an attract mode display image 1133 which is merely shown in outline but
is detailed in Fig.
56. Fig. 55 also shows a player participating display image 1134 which will be
discussed in greater
detail below.
The player displays 1103 form part of associated player stations which also
include a
betting zone 1120 having associated betting sensors 1121 for detecting betting
chips placed
thereon to indicate participation by a player in the game. The player stations
further include
additional wager zones 1136 which detect additional wager chips placed therein
using additional
wager sensors 1137. The manner In which additional wager zones 1136 and sensor
1137 are
used is further detailed below.
The player stations also preferably include bonus symbol betting zones 1130
which have
associated bonus symbol betting sensors 1131. The bonus symbol betting sensors
detect
presence of a gaming chip placed therein to assure and allow recording that a
player has elected
to have a bonus symbol assigned to that player in response to placement of a
bonus symbol ante

'bet bji'`the players electing to do U. , , , ,. i .li 11 1 t- Figs. 55 and 73
show that the dealer station has a dealer display 1102 which has several

different active display areas 1141, 1142, and 1144-1147. The first display
area 1141 is used to
present various messages to both players and the dealer. Fig. 73 shows one
message directed
to players. Fig. 74 shows another message directed to the dealer.
Fig. 73 shows that the dealer display 1102 can further include a second
display area 1142.
The second dealer display area 1142 can advantageously be used to prompt the
dealer when
dealing is the next appropriate step in the play of the game.
The dealer display also preferably includes card symbol display areas 1144-
1147. In
typical operation, these display areas are used to display dealer symbol
display Images such as
1345 shown in Fig. 73. Symbols or card symbols can be displayed in any of the
areas 1144-1147.
These display areas can also be used to display common card and bonus card
legends as shown


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69
in display areas 1144 and 1147 of Fig. 74. A preferred manner of presentation
and utilization is
further discussed below in connection with operation and methods for the
gaming system.
The gaming system also preferably includes a dealer control module 1300
illustrated in Fig.
71. Control module 1300 is the same or very similar to dealer control module
80. It includes dealer
module display or displays 1304 and 1306 which appear through openings in case
1302. A control
key switch 1308 is provided as explain above. Speed of play adjustment key
switches 1321 and
1322 are included to allow the dealer to change the speed of game play. Audio
messages can be
provided and the volume of such audio messages can be changed using volume
adjustment keys
1323 and 1324. Dealer control 1300 also Includes a dealer control key 1325
which can be
1o described as a deal key switch to control basic operational progress of the
game.
Fig. 56 shows a preferred attract mode player display image 1133. In this
preferred display
image information can be presented showing the payoff schedule or other rules
of play applicable
to a particular game system. Fig. 56 shows wild card symbols 1153 which can be
used to match
any other symbol. According to one preferred manner of play a player who
receives four wild card
symbols assigned to the player's assigned symbol subset receives a payoff of
50,000 times the
players wager. Three such wild card symbols received by a player provides a
player payoff of
1000 times the wager. Similar Information Is presented in Fig. 56 with regard
to additional slot-type
symbols such as the illustrated triple bar symbol 1151, cherry symbol 1152,
orange symbol 1156,
plum symbol 1157, numeral seven symbol and other desired symbols as
illustrated or otherwise
known or created for use in the gaming systems of this invention.
Fig. 57 shows another player display image 1134 and adjacent player station
features at
an initial stage of play. The attract mode image 1133 of Fig. 56 is preferably
automatically
eliminated and replaced by the Image of Fig. 57 when a player places a betting
chip 59 Into the
betting chip zone 1120 as detected by sensor 1121. The image of Fig. 57 has a
first participation
- dispiay zone 1167 which can be used to display a variety ofnmessages to the
players as will be
indicated in subsequent Figs. 58-67.
The preferred player display participation images 1134 have slot card display
areas 1161-
1164 for displaying first, second, third and fourth symbol display images
according to varying
possible rules of play. In one preferred manner of play, the three display
areas 1161-1163 form
3o a pay line display of three symbols which form the equivalent of a
traditional slot machine. In such
preferred embodiment, the fourth symbol display area and associated image are
used to display
an optional fourth symbol card or symbol purchased by a player for an
additional bonus symbol
ante. The bonus symbol ante Is preferably detected by the bonus bet sensor
1131 when a typical
betting chip is placed within bonus chip detection zone 1130 (see Fig. 55).
The player display image shown In Fig. 57 is shown enlarged and at initial
play stage in Fig.
58. In this stage of game play, the player symbol display areas 1161-1164 have
open display
image areas indicating that no card or symbol has been assigned. The upper
display area 1167


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has a message 1177 has an Introductory meaning Indicating the potential
winnings and wishing
the player good luck. The lower portions of the display are also
advantageously provided with
lower display indicators 1165 and 1166 which are used routinely to indicate
whetherthe player has
won or lost a particular play of the game or to prompt the players into making
decisions.
5 Fig. 59 shows a next stage of play after Fig. 58. The dealer has checked
manually to see
that all participants have placed there wagers in zones 1120 and assured that
play should begin.
The dealer then depresses the deal key 1325. A first slot card image is
displayed In display area
1161 with the image 1171 advantageously composed to simulate the back face of
a symbol playing
card. This provides a desired analogy to virtual cards which present and are
assigned virtual
io symbols from a defined set of virtual symbols variously determined by the
rules of the particular
game system and its associated programming. Fig. 59 also shows that the symbol
display areas
1162-1164 remain open and without either a card back image or a card face or
other symbol
image.
Fig. 60 shows a still further stage of game play wherein the first symbol
display area 1161
15 has been modified to provide a display image 1171 which shows a double bar
symbol in a
preferred presentation simulating a card symbol face. The second symbol
display area 1162 has
been modified to provide an Image 1172 which simulates the back face of a
symbol card. Symbol
display areas 1163 and 1164 are still open and without either a card back
image or a card face or
other symbol image.
20 Fig. 61 shows a further stage of game play subsequent to the stage
illustrated in Fig. 60.
In Fig. 61 the second symbol card image 1172 shows the virtual symbol assigned
to this player.
The third and fourth symbol display areas 1163 and 1164 have been altered to
show simulated
card back faces. At this stage of play, the player has received two virtual
symbols displayed and
the pay line can be reviewed to see if any matches have occurred in the
typical fashion known In
25 connection with slot maciaines:.. Fig. 61 shows two displayed symbol images
1171 and 1172 which
do not match according to the rules of the game. The upper display area 1167
has been modified
to show a message with reduced potential best hand odds. Such odds are
associated with the
player receiving wild cards in the slot card 3 and bonus card positions.
The stage of play illustrate by Fig. 61 can advantageously be provided by
automatic
30 programming operation in response to the dealer's Initial control of the
game by depressing key
1325. Such preferred automatic dealing and display of the symbols for the
first two virtual symbols
assigned to each player and the dealer then stops to allow potential doubling
of the player's wager
as is shown In Fig. 62.
Fig. 62 shows a still further stage of game play subsequent to the stage
illustrated in Fig.
35 61. At this stage the dealer has called for potential additional wagers.
This can be implemented
by prompting the player using display areas 1165 and 1166 to display the
message "double ?"
which in the preferred rules of play are queries asking the player if he or
she would like to double


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down or double the original wager. Although the practicalities suggest using a
doubling wager as
the only possibility, it may alternatively be possible to have different
values for the additional wager
amount depending on the rules of play and programming of the game system.
Fig. 62 further shows that this particular player has chosen to place a double
down
additional betting chip 59 Into the additional wager zone 1136 so that the
additional wager is
detected and signaled to the game processor using the sensor 1137.
Fig. 63 shows a subsequent stage of play after the stage illustrated in Fig.
62. The dealer
has called and checked visually to make sure that all players have placed any
desired double down
wagers. The dealer then proceeds to depress the deal key 1325 to progress the
game to the next
stage or stages. This is illustrated in Fig. 63 by the display of a third
virtual symbol image 1173 in
the third symbol display area 1163. As illustrated, the wild card symbol in
the form of a dollar sign
has been assigned to this player. The lower display areas 1165 and 1166 have
been altered to
query whether the player wants to place an optional bonus bet to receive a
bonus card or symbol.
This can be done at bonus symbol detection zone 1130.
1s Fig. 64 shows a stage of play subsequent to that shown In Fig. 63. The
dealer has again
assured each player the possibility of placing the optional bonus bet. In the
situation illustrated In
Fig. 64 the bonus symbol has been assigned and is a numeral seven symbol. This
matches with
the similar symbol in image 1172 and the wild card symbol 1173. Thus the
player is a winner when
the assigned participant symbol subset is reordered as shown in Fig. 65. The
displays 1165 and
1166 can be provided with win notification Images 1175 and 1176 as shown in
Fig. 65. The pay
line display formed by display areas 1161-1163 show the sevens and wild card
in alignment for
easy player recognition.
Fig. 66 shows an alternative player display image wherein the player has not
placed a
bonus wager and the bonus card display 1174 is modified to have a circle-bar
overlay image
25, indicating that no bonus Cardr symbol has been assigned for consideration
in thepiayees symbol
subset. The lower displays indicate that this player has not win a payoff
because of the player's
subset does not compare favorably with a pre-defined payoff list programmed
into the rules of the
game system controller. The payoff list can include various programming
techniques to define the
winning groups of symbols and the associated payoff amounts.
Fig. 67 shows a still further alternative player display wherein the player
has elected to
place a bonus wager, but the virtual bonus card symbol is an orange symbol.
The resulting player
virtual symbol subset assigned to this participant Is not a winning group of
symbols and the
displays at both top and bottom contain messages 1175-1177 indicating such.
Fig. 72 shows the dealer display 1140 at the stage of play corresponding to
the prompt of
the participating player to decide whether to place an additional or "double
down" wager. The deal
display area 1142 indicates that dealer action is required to resume play of
the game. The symbol


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subset assigned to the dealer as a participant in the game has not been
revealed as Indicated by
the card back images in display areas 1145 and 1146.
According to one preferred method of playing the game system the first virtual
symbol
assigned to the dealer is displayed as image 1345 of Fig. 73. This symbol can
advantageously be
a common card which is shared by the dealer and all players as the virtual
symbol assigned to
each player's subset. In the play Illustrated by Fig. 73, the common or shared
symbol is a wild card
symbol and this is included in each participants symbol subset. Figs. 65-67
show this shared or
common symbol card as the third displayed symbol image 1173.
Fig. 74 shows a further stage of game play wherein the dealer's second
assigned virtual
to symbol is also a wild card symbol in the form of a dogar sign image 1345.
This illustrates a further
rule of play which can be Included. The payoff list provides for payoffs to
each player if the dealer
has 2 or more wild cards assigned as the dealer's virtual symbol subset. If
the dealer receives two
wild cards, then the dealer is provided with added virtual symbol assignments
which are displayed
in display areas 1144 and 1147. This continues until the dealer is assigned a
symbol card which
is not a wild card. Fig. 56 indicates a payoff list which includes both
winning groups associated
with player virtual symbol subset assignments and dealer virtual symbol subset
assignments.
These rules are illustrative and can easily be modified by changing the number
of different virtual
symbols and the frequency that each symbol exists in the total set of
available symbols from which
the virtual symbols are assigned to the partidpant players and dealer. Since
the programming can
be varied in almost limitless ways with different winning groups for player
winning groups and
dealer winning groups, the statistical performance of the game systems can be
finely tailored to
achieve a large number of low payoff amounts at a high frequency while also
offering very high
jackpot amounts for winning symbol combinations which appear very
infrequently.
Fig. 74 shows the dealer display with an end of game image shown in the upper
portion of
the display. Each playertmara nepresermtative' cirde 1361-1366 which
Instructs, the'dealerwhat,
payoff is needed in view of the play of that particular round of the game.
Message area 1368 can
also be used to indicate that the dealer pays every player ten times their
wagers because the
dealer symbol subset in that round of play included a winning group of two
wild card symbols. The
winnings associated with the player symbol subsets and dealer symbol subsets
are in one form
of the invention independent. This allows all players to effectively have
excitement over the
player's subset and the dealer's subset in each round of play. This enhances
play and excitement
of the game.
Figs. 68-70 additionally illustrate the preferred operation and programming of
the game
system. The start of a new round of play is shown in block 1201. Players are
prompted to place
their bets by either or both the dealer and/or the one or more of the displays
of the presentation
unit 1100. At stage 1203 the players perform by placing their wagers, such as
at betting zones
1120. Block 1205 indicates the check by the dealer for all bets being in
place. If not then the


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program recycles to 1201 until the dealer hits the deal key as shown in block
1209. The active
players are registered into the game record at stage 1211 to record play of
the game. The game
controller then proceeds to deal or assign the three virtual symbol or symbol
cards to each player.
Block 1215 Illustrates the display of the virtual symbol images to each
player. This can be done
simultaneously to speed play of the game and improve performance to the
casino.
Fig. 69 further shows block 1217 which indicates that the players receive a
displayed
message indicating the possible win, such as at message line 1177 (Fig. 58).
Block 1219
illustrates the call by the dealer for any additional wagers. Any player
places their additional wager
as represented in block 1221. The dealer checks to determine if all bets are
placed at block 1223.
1o If all bets are placed then the game process continues along path 1225 and
the dealer depresses
the deal key as represented at block 1227. If not, then it recycles by path
1224 to allow completion
of the additional wagering.
Block 1229 indicates that the dealer collects the bets at this stage of play.
The common
card is then displayed at block 1231. Any appropriate message is displayed at
block 1233. The
non-winning subsets are processed at block 1235 and these player positions are
rendered inactive.
Players can then continue optionally by placing the bonus symbol wagers as
represented by the
dealer's call in block 1237 and placement of the bonus bets in block 1239. The
dealer checks to
see if all bets are placed. If not, then the process proceeds by path 1242 to
allow completion of
betting. If completed, then path 1243 is pursued and the dealer depresses the
deal key to resume
play of the game.
Path 1246 continues the process to Fig. 70. Block 1247 Indicates a game
processor step
which checks to see if any bonus bets have been placed. If so, then path 1248
Is pursued and the
assigned bonus card is displayed as represented by block 1251. The pay line
cards are then
reordered as represented by block 1253. Path 1249 represents the path to
determination of
- 25 whether'there are'winning gtoups., This is donee by comparing the pre-
determined payoff list or
schedule with the subsets of symbols assigned to the dealer and players.
Block 1257 indicates the game processor check to see if the dealer subset
contains two
wild cards. If not then path 1258 is followed and a new game round is
initiated. If there are two
dealer wild cards, then path 1259 is pursued and the dealer is assigned
another symbol card at
block 1261. A similar analysis concerning the dealer's possible assignment of
a third wild card Is
represented at block 1263 with associate process paths 1264 for a no answer
and 1265 for a yes
answer. If the answer is yes then the dealer draws a fourth symbol card at
block 1267. Block 1269
represents a comparison to see if the dealer subset has been assigned four
wild cards. Blocks
1277, 1273 and 1275 illustrate payoffs to all participating players if the
dealer has received the
indicated number of wild cards. Path 1280 proceeds from these dealer winning
group situations
to the start of another round of play.


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Methods according to the invention can Include playing a live game involving
wagering by
a plurality of live participants, said We participants including at least one
player and at least one
dealer, said participants being live persons who personally attend the game at
a live game location,
comprising:
displaying a plurality of changeable participant display images from at least
one participant
display;
processing data using at least one game processor to perform at least the
following
functions:
providing game rules which at least partially administer play of the card
game;
defining a set of virtual symbols for use in playing the game;
assigning virtual symbols from the set of virtual symbols to the dealer and at
least
one player to provide assigned participant symbol subsets thereto;
instructing the participant displays to display symbol images indicating the
virtual
symbols assigned to the participant symbol subsets;
comparing the participant symbol subsets to a pre-defined payoff list which
Indicates whetheran assigned participant symbol subset is a winning group;
displaying participant symbols assigned tothe participants using the at
leastone participant
display;
controlling play of the game using at least one dealer control operated by the
at least one
dealer,
awarding payoffs to players who receive a winning symbol group.
Methods according to the invention can further include recording game action
to enable
subsequent analysis or replay.
Methods according to the invention can further include reversing game action
to delete the
effects of one or more actions taken in playing the game.
Methods according to the Invention can additionally include sensing betting
chips.
Methods according to the invention can include displaying at least two virtual
symbols
assigned to said at least one player in the participant symbol subset;
providing said at least one player an opportunity to view said at least two
virtual symbols;
determining whether said at least one player has placed an additional wager;
after said determining, displaying at least one additional virtual symbol
assigned to said at
least one player.
Additional methods according to the invention can include displaying images of
the
participant symbol subset assigned to said at least one player;
providing said at least one player an opportunity to view said images of the
participant
symbol subset assigned to said at least one player,
determining whether said at least one player has placed a bonus symbol ante;


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providing a bonus symbol to the participant symbol subset for a player who has
placed a
bonus symbol ante;
redefining the participant symbol subset for a player who has placed a bonus
symbol ante
if said bonus symbol provides an improved payoff.
5 Still further methods according to the invention can include comparing the
participant
symbol subset of both said at least one player and said at least one dealer.
Additional slot machine methods according to the invention can include methods
for
playing a slot machine game involving wagering by at least one participant,
comprising:
displaying a plurality of changeable participant display images from at least
one participant
1o display;
defining a set of virtual symbols for use In playing the game;
assigning virtual symbols from the set of virtual symbols to the at least one
participant to
define an assigned participant symbol subset;
instructing the participant display to display symbol images indicating the
virtual symbols
15 assigned to the participant symbol subsets;
displaying images of the participant symbol subset assigned to said at least
one participant;
providing said at least one player an opportunity to view said images of the
participant
symbol subset assigned to said at least one participant;
determining whether said at least one participant has placed a bonus symbol
ante;
20 providing a bonus symbol to the participant symbol subset for a player who
has placed a
bonus symbol ante;
comparing the participant symbol subsets to a pre-defined payoff list which
indicates
whether an assigned participant symbol subset is a winning group;
redefining the participant symbol subset for a participant who has placed a
bonus symbol
25 ante if said bonus symbol provides,an`improved payoff;
awarding payoffs to participants who receive a winning symbol group.A method
for playing
a slot machine game involving wagering by at least one participant,
comprising:
displaying a plurality of changeable participant display images from at least
one participant
display;
30 defining a set of virtual symbols for use in playing the game;
assigning virtual symbols from the set of virtual symbols to the at least one
participant to
define an assigned participant symbol subset;
instructing the participant display to display symbol images indicating the
virtual symbols
assigned to the participant symbol subsets;
35 displaying at least two virtual symbols assigned to said at least one
participant in the
participant symbol subset;


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providing said at least one participant with an opportunity to view said at
least two virtual
symbols;
determining whether said at least one participant has placed an additional
wager
after said determining, displaying at least one additional virtual symbol
assigned to said at
least one participant.
comparing the participant symbol subsets to a pre-defined payoff list which
indicates
whether an assigned participant symbol subset is a winning group;
awarding payoffs to participants who receive a winning symbol group.
Additional aspects of the novel methods for playing a live game involve
wagering by a
io plurality of live participants. said We participants including at least one
player and at least one
dealer, said participants being live persons who personally attend the game at
a live game location,
comprising:
displaying a plurality of changeable participant display images from at least
one participant
display;
defining a set of virtual symbols for use in playing the game;
assigning virtual symbols from the set of virtual symbols to the dealer and at
least one
player to provide assigned participant symbol subsets thereto, at least one of
the virtual symbols
assigned being shared between at least one dealer and at least one player,
instructing the participant displays to display symbol images indicating the
virtual symbols
assigned to the participant symbol subsets;
comparing the participant symbol subsets to a pre-defined payoff list which
indicates
whether an assigned participant symbol subset is a winning group;
displaying participant symbols assigned to the participants using the at least
one participant
display;
controlling play~of the game using at least one dealer control operated by the
at least one
dealer,
awarding payoffs to players who receive a winning symbol group.
Additional Summary Description of Features
The following paragraphs summarize various aspects of the invention which can
be taken
3o in combination or singly to represent the features of the invention. The
various features listed
below can be combined not only with features of the invention presented in
adjacent descriptive
paragraphs of this summary, but by mixing features from the group as a whole
to provide systems
contemplated herein.
- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:


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77
at least one presentation unit which is supported by the gaming table and has
a viewing
face which is available for viewing by the participants attending the game
about the gaming table;
a plurality of participant video displays forming part of said at least one
presentation unit
for providing a plurality of changeable participant display images therefrom,
said plurality of
participant video displays providing partidpant display images which include
playing card Images
indicating virtual playing cards dealt or otherwise assigned to the live
participants;
at least one game processorfor processing data to perform at least the
following functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playing cards having one or more decks of virtual
playing
to cards Included therein for use in playing the card game;
shuffling the stack of virtual playing cards to produce a stack sequence which
determines the order of virtual playing cards dealt or otherwise assigned to
the partidpants;
dealing virtual playing cards to participants from the stack according to the
game
rules;
instructing the participant video displays to display at least playing card
Images
Indicating virtual playing cards assigned to the participants, said virtual
playing cards assigned to the participant forming the participants card
hand;
at least one dealer control which Includes at least one dealer control sensor
which is
activated by the dealer to control action of the card game including at least
dealing of virtual
playing cards to the participants.
- A system wherein said at least one game processor additionally performs the
function of recording game action for the card game being played to enable
subsequent analysis
or replay. y... ^ ,. . ... ' . . .
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors.
- A system wherein said at least one dealer control Includes a plurality of
dealer
control sensors which control dealing of the virtual playing cards and
substantially control action
of the card game.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
controlling dealing a hit card
to a player.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
indicating that a player has
chosen to stand without further cards being dealt.


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- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
indicating that a player has
chosen to double down.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
indicating that a player has
chosen to split the player's card hand.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
controlling the initiation of
dealing of virtual playing cards to the participants.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors which are provided in a simulated dealing shoe which has a
stack display which
displays a stack image which simulates the stack.
- A system wherein said at least one dealer control is provided in a simulated
dealing
shoe which has a stack display which displays a stack image which simulates
the stack.
- A system wherein said at least one dealer control is provided in a simulated
dealing
shoe which has a stack display which displays a stack image which simulates
the stack, said stack
display being a touch screen display which allows a player or dealer to touch
the touch screen
display to cut the stack.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said plurality of chip sensors including
optical detectors.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said plurality of chip sensors including
weigh cells for detecting
the presence of betting chips resting thereon.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player to indicate that an insurance bet has been
placed.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
3o betting chips.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips as a result of the betting chips including an electronically
programmed identification
circuit.
- A system wherein said plurality of participant video displays provide
participant
display images which include a dealer card image which shows at least one
dealer upcard.


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- A system wherein said plurality of participant video displays provide
participant
display images which include a player hand count number.
- A system wherein said plurality of participant video displays provide
participant
display images which include a player hand count number and a dealer hand
count number.
- A system wherein said plurality of participant video displays provide
participant
display Images which include a border portion of the display which indicates
outcome of the
player's hand.
- A system wherein said plurality of participant video displays provide
participant
display images which includes a display portion which Indicates outcome of the
player's hand when
io viewed by a monitoring camera.
- A system wherein said presentation unit is a retrofit unit which is
supported upon
an upper surface of the gaming table.
- A system further comprising at least one participant identification reader
for reading
identification of at least one participant.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a plurality of different shuffling processes.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck, the reordering being performed after excluding any cards which have
been dealt and are
currently in the hand of a participant.
- A system for playing a live blackjack card game Involving a plurality of
live
participants, said live participants including at least one player and at
least one dealer, said
participants personally attending the card game about a gaming table,
comprising:
at least one presentation unit which is supported by the gaming table and has
a viewing
face which can be viewed by participants attending the game about the gaming
table;
a plurality of participant video displays forming part of said at least one
presentation unit
3o for providing a plurality of changeable participant display images
therefrom which are viewable
along said viewing face, said plurality of participant video displays
providing participant display
images which include playing -card images Indicating virtual playing cards
dealt or otherwise
assigned to the live participants;
at least one game processor for processing data to perform at least the
following functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playing cards having one or more decks of virtual
playing
cards included therein for use in playing the card game;


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WO 00n6868 PCTJUS99122192
shuffling the stack of virtual playing cards to produce a stack sequence which
determines the order of virtual playing cards dealt or otherwise assigned to
the participants;
dealing virtual playing cards to participants from the stack according to the
game
5 rules;
instructing the participant video displays to display at least playing card
images
indicating virtual playing cards assigned to the participants, said virtual
playing cards assigned to the participant forming the participant's card
hand;
10 at least one dealer control which includes:
a plurality of dealer control sensors which are activated by the dealer to
control
action of the card game including at least dealing of virtual playing cards to
the participants;
a simulated dealing shoe which has a stack display which displays a stack
image which
is simulates the stack.
- A system wherein said at least one game processor additionally performs the
function of recording game action for the card game being played to enable
subsequent analysis
or replay.
- A system wherein said stack display being a touch screen display which
allows a
20 participant to touch the touch screen display to cut the stack.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
indicating that a player has
chosen to stand without further cards being dealt.
- A system wherein said at least one dealer control includes a plurality of
dealer
25 control sensors, said -dealercontrotsensors including a touch key for
indicating-that a player haw
chosen to double down.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
indicating that a player has
chosen to split the player's card hand.
30 - A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including a touch key for
controlling the initiation of
dealing of virtual playing cards to the participants.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors which are provided in a simulated dealing shoe which has a
stack display which
35 displays a stack image which simulates the stack.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player.


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- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said plurality of chip sensors including
optical detectors.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said plurality of chip sensors including
weigh cells for detecting
the presence of betting chips resting thereon.
A system further comprising a plurality of chip sensors for detecting betting
chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips.
- A system further comprising a plurality of chip sensors for detecting
betting chips
1o placed by said at least one player to indicate that an Insurance bet has
been placed.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips as a result of the betting chips including an electronically
programmed identification
circuit.
- A system wherein said plurality of participant video displays provide
participant
display images which Include a dealer card Image which shows at least one
dealer upcard.
- A system wherein said plurality of participant video displays provide
participant
display Images which Include a player hand count number.
- A system wherein said plurality of participant video displays provide
participant
display Images which include a player hand count number and a dealer hand
count number.
- A system wherein said plurality of participant video displays provide
participant
display Images which include a border portion of the display which indicates
outcome of the
player's hand.
- A system wherein said plurality of participant video displays provide
participant
a5.: display Ima ewhicht includes a rtion whitrlndicates outcome of the ge
displayf>o pleyees hand when
viewed by a monitoring camera.
- A system wherein said presentation unit is a retrofit unit which is support
upon an
upper surface of the gaming table.
- A system and further comprising at least one participant identification
reader for
reading Identification of at least one participant.
- A system wherein said at bast one game processor is capable of performing
said
shuffling function using a plurality of different shuffling processes.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from


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82
the deck, the reordering being performed after excluding any cards which have
been dealt and are
currently in the hand of a participant.
- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:
at least one presentation unit which is supported by the gaming table and has
at least one
viewing face which is available forviewing by the participants attending the
game about the gaming
table;
a plurality of participant video displays forming part of said at least one
presentation unit
to for providing a plurality of changeable participant display images
therefrom, said plurality of
participant video displays providing participant display images which include
playing card images
indicating virtual playing cards dealt or otherwise assigned to the live
participants;
at least one game processor for processing data to perform at least the
following functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playing cards having one or more decks of virtual
playing
cards included therein for use in playing the card game;
shuffling the stack of virtual playing cards to produce a stack sequence which
determines the order of virtual playing cards dealt or otherwise assigned to
the participants;
dealing virtual playing cards to participants from the stack or otherwise
assigning
playing cards to the participants according to the game rules;
instructing the participant video displays to display at least playing card
images
indicating virtual playing cards assigned to the participants, said virtual
playing cards assigned to the participant forming the participant's card
hand;
at least one dealer control which includes at least one dealer control sensor
which is
activated by the dealer to control action of the card game including at least
dealing of virtual
playing cards to the participants;
a stack display which displays a stack image which simulates the stack.
- A system wherein said stack display is a touch screen display which allows a
participant to touch the touch screen display to cut the stack.
- A system wherein said at least one game processor additionally performs the
function of recording game action for the card game being played to enable
subsequent analysis
or replay.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors which control dealing of the virtual playing cards and
substantially control action
of the card game.


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- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including touch keys for
controlling action of the card
game.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors inducing a touch key for
controlling the initiation of
dealing of virtual playing cards to the participants.
- A system wherein:
said stack display is a touch screen display which allows a participant to
touch the touch
screen display to cut the stack;
to said at least one dealer control includes a plurality of dealer control
sensors which are
provided in a simulated dealing shoe which has said stack display therein,
said stack display being
capable of showing a cut card which indicates the card selected by a
participant when the stack
is cut using said touch screen display.
- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:
at least one presentation unit which is supported by the gaming table and has
at least one
viewing face for viewing by the participants attending the game about the
garning table;
a plurality of participant video displays forming part of said at least one
presentation unit
for providing a plurality of changeable participant display images therefrom,
said plurality of
participant video displays providing participant display images which include
playing card images
indicating virtual playing cards dealt or otherwise assigned to the live
participants;
at least one game processor for processing data to perform at least the
following functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playingrcards having one or more decks of virtual
playing
cards included therein for use in playing the card game;
shuffling the stack of virtual playing cards to produce a stack sequence which
determines the order of virtual playing cards dealt or otherwise assigned to
the participants;
dealing virtual playing cards to participants from the stack according to the
game
rules;
Instructing the participant video displays to display at least playing card
images
indicating virtual playing cards assigned to the participants, said virtual
playing cards assigned to the participant forming the participant's card
hand;


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a plurality of dealer controls which include dealer control sensors which are
activated by
the dealer to control action of the card game including at least dealing of
virtual playing cards to
the participants;
a plurality of chip sensors for detecting betting chips placed by said at
least one player, said
chip sensors being capable of reading the value of the betting chips.
- A system wherein said at least one game processor additionally performs the
function of recording game action for the card game being played to enable
subsequent analysis
or replay.
- A system wherein said betting chips placed by said at least one player to
indicate
1o that an insurance bet has been placed.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips as a result of the betting chips Including a detectable
identification code.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips as a result of the betting chips Including a detectable
identification code which coded
by optically discernible coding.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips as a result of the betting chips Including a detectable
identification code which is
programmable.
- A system further comprising a plurality of chip sensors for detecting
betting chips
placed by said at least one player, said chip sensors being capable of reading
the value of the
betting chips as a result of the betting chips Including a detectable
identification code which is
coded by an electronically programmable circuit: ,.t .
- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:
a plurality of participant video displays for providing a plurality of
changeable participant
display images therefrom, said plurality of participant video displays
providing participant display
images which include playing card images indicating virtual playing cards
dealt or otherwise
assigned to the live participants;
at least one game processor for processing data used in playing the live card
game using
the plurality of participant video displays; said at least one game processor
additionally functioning
to record game action for the card game being played to enable subsequent
analysis.
- A system wherein said at least one game processor additionally functions by
allowing replay of game action which has been recorded by the game processor.


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- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:
a plurality of participant video displays for providing a plurality of
changeable participant
5 display images therefrom, said plurality of participant video displays
providing participant display
Images which include playing card images indicating virtual playing cards
dealt or otherwise
assigned to the live participants;
at least one game processor for processing data used in playing the live card
game using
the plurality of participant video displays;
10 a plurality of chip sensors for detecting betting chips placed by said at
least one player, said
chip sensors being capable of reading the value of the betting chips.
- A system wherein said plurality of chip sensors being capable of reading the
value
of the betting chips as a result of the betting chips Including an
electronically programmed
identification circuit.
15 - A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:
a plurality of participant video displays for providing a plurality of
changeable participant
display images therefrom, said plurality of participant video displays
providing participant display
20 images which include playing card Images indicating virtual playing cards
dealt or otherwise
assigned to the live participants;
at least one game processor for processing data used In playing the live card
game, said
at least one game processor being capable of recording game action;
a plurality of chip sensors for detecting betting chips placed by said at
least one player, said
25. = chlpsensors being capable,of reading the value of the betting chips as a
resultof the betting chips
including an electronically programmed identification circuit.
- A system further comprising a plurality of betting chips which include an
electronically programmed identification circuit therein which can be read by
said chip sensors.
- A method for playing a live card game involving a plurality of live
participants, said
30 live participants including at least one player and at least one dealer,
said participants personally
attending the card game about a gaming table, comprising:
providing at least one presentation unit which is supported by the gaming
table and has a
viewing face which is available for viewing by the participants attending the
game aboutthe gaming
table;
35 displaying a plurality of changeable participant display images from at
least one participant
video display which forms a part of the at least one presentation unit, said
plurality of participant


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video displays providing participant display Images which Include playing card
images indicating
virtual playing cardo dealt or otherwise assigned to the live participants;
processing data using at least one game processor to perform at least the
following
functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playing cards having one or more decks of virtual
playing
cards included therein for use in playing the card game;
shuffling the stack of virtual playing cards to produce a stack sequence which
determines the order of virtual playing cards dealt or otherwise assigned to
the participants;
deeding virtual playing cards to participants from the stack according to the
game
rules;
instructing the participant video displays to display at least playing card
images
indicating virtual playing cards assigned to the participants, said virtual
playing cards assigned to the participant forming the participant's card
hand;
controlling play of the card game using at least one dealer control which
includes at least
one dealer control sensor which is activated by the dealer to control action
of the card game
including at least dealing of virtual playing cards to the participants.
- A method further including recording game action for the card game being
played
to enable subsequent analysis or replay.
- A method further Including displaying a simulated stack.
- A method further including sensing placement of chips by a player for
purposes of
indicating participation In the card game.
.. , . .4 method further including*wming. placement ofc ps,by a player for
purposes of %
indicating an Insurance bet being placed In the card game.
- A method further including sensing the value of chips placed by the players.
- A method further including communicating Instructions from the players to
the dealer
to Indicate playing decisions being made by the player in carrying out play of
the card game.
- A method wherein said shuffling step is performed using a shuffling process
which
reorders the stack after each card is dealt from the deck.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck, the reordering being performed after excluding any cards which have
been dealt and are
currently In the hand of a participant.


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- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about the system at a gaming table, comprising:
at least one participant video display providing a plurality of changeable
participant display
images;
virtual playing cards having playing card images which indicate the virtual
playing cards
dealt or otherwise assigned to the live participants;
slot symbols which are associated with virtual playing cards in a manner which
varies
during play of the card game, said slot symbols being presented to participant
so as to provide
1o participant slot groups which vary between winning slot groups and losing
slot groups when virtual
playing cards and associated slot symbols are assigned to the live
participants during play of the
card game;
at least one game processor for processing data to perform at least the
following functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playing cards having one or more decks of virtual
playing
cards included therein for use in playing the card game;
shuffling the stack of virtual playing cards to determine the order of virtual
playing
cards dealt or otherwise assigned to the participants;
selecting slot symbols from a total set of slot symbols which are available
for
selection;
associating slot symbols to virtual playing cards;
dealing virtual playing cards to participants from the stack according to the
game
rules;
Instructing the participant video displays to display at least playing card
images
25Andicating,the virtual playing cards assigned to a participant, said virtual
playing cards being assigned to a participant to form the participant's card
hand;
displaying any participant slot symbols assigned to the participants during
play of
the card game;
at least one dealer control which includes at least one dealer control sensor
which is
activated by the dealer to control action of the card game including at least
dealing of virtual
playing cards to the participants;
whereby a participant may receive a jackpot in response to receiving a winning
slot group,
or may receive a payoff in response to a winning card hand defined by the
virtual playing cards
dealt to the participant.
- A system further comprising a pay line display for performing said
displaying any
participant slot symbols.


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A system bother comprising a pay line display for performing said displaying
any
participant slot symbols. said pay line display being a part of said at least
one participant video
display.
A system further comprising at least one pay line display for performing said
displaying any participant slot symbols, said at least one pay line display
including a secondary pay
line display which is separate from said at least one participant video
display.
- A system wherein said at least one game processor additionally performs the
function of recording game action for the card game being played to enable
subsequent analysis
or replay.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including at least one touch
sensor controlling one or
more of the following functions:
1e indicating a player has chosen to receive a hit card;
indicating a player has chosen to stand;
indicating a player has chosen to split the participant's card hand; or,
indicating a player has chosen to double down.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors which are provided In a simulated dealing shoe which has a
stack display which
displays a stack image which simulates the stack.
- A system further comprising at least one chip sensor for detecting betting
chips
placed by said at least one player, said at least one chip sensor including
optical detectors.
- A system further comprising:
2s : at leastonechip sensorfordetecting betting chips placed by said
atleast`one player. said
at least one chip sensor Including an optical detector;
at least one background optical detector for sensing ambient light.
- A system further comprising at least one ante sensor for detecting when a
player
has placed an ante bet which optionally qualifies the player to play for a
winning slot group.
- A system further comprising at least one chip sensor for detecting betting
chips
placed by said at least one player, said at least one chip sensor being
capable of reading the value
of the betting chips.
- A system further comprising at least one chip sensor for detecting betting
chips
placed by said at least one player, said at least one chip sensor being
capable of reading the value
of the betting chips as a result of the betting chips including an
electronically programmed
identification circuit.


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- A system wherein said at least one participant video display provides
participant
display Images which include a player hand count number.
- A system wherein said at least one participant video display provides
participant
display images which include a player hand count number and a dealer hand
count number.
- A system wherein said at least one participant video display provides
participant
display images which include a border portion of the display which indicates
outcome of the
player's hand.
- A system wherein the system includes a presentation unit which is a retrofit
unit
supported upon an upper surface of the gaming table.
- A system further comprising at least one participant identification reader
for reading
Identification of at least one participant.
- A system further comprising at least one participant identification
readerfor reading
identification of at least one participant using a sensor which detects
biological information
detected from a body of the participant.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a plurality of different shuffling processes.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card Is dealt from
the deck.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck, the reordering being performed after excluding any cards which have
been dealt and are
currently in the hand of a participant.
- A system for playing a live card game involving a plurality of live
participants, said
25,:,,live participants induding.atleasto ne:.player and at least one dealer,
said participants personally
attending the card game about the system at a gaming table, comprising:
at least one participant video display providing a plurality of changeable
participant display
images;
virtual playing cards;
playing card Images which indicate the nature of virtual playing cards dealt
or otherwise
assigned to the live participants;
slot symbols which are associated with virtual playing cards in a manner which
varies
during play of the card game, said slot symbols being presented to the
participants so as to provide
participant slot groups which vary between winning slot groups and losing slot
groups when virtual
playing cards and associated slot symbols are assigned to the live
participants during play of the
card game;


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at least one game processorfor processing data involving the virtual playing
cards and slot
symbols;
at least one dealer control which includes at least one dealer control sensor
which is
activated by the dealer to control action of the card game including at least
dealing of virtual
5 playing cards to the participants;
whereby a participant may receive a jackpot in response to receiving a winning
slot group,
or may receive a payoff in response to a winning card hand defined by the
virtual playing cards
dealt to the participant.
- A system further comprising a pay line display for displaying participant
slot
1o symbols.
- A system further comprising a pay line display for displaying slot symbols,
said pay
line display being a part of said at least one participant video display.
- A system further comprising at least one pay line display for displaying
participant
slot symbols, said at least one pay line display including a secondary pay
line display which Is
15 separate from said at least one participant video display.
- A system wherein said at least one game processor additionally performs a
function
of recording game action for the card game being played to enable subsequent
analysis or replay.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors.
20 - A system wherein said at least one dealer control includes a plurality of
dealer
control sensors, said dealer control sensors including at least one touch
sensor controlling one or
more of the following functions:
indicating a player has chosen to receive a hit card;
indicating a player has chosen to stand;
25 . . ,. indicating.. a player=has.chosen to split the partidpantr's,card-
hand;=or, $s>
indicating a player has chosen to double down.
- A system wherein said at least one dealer control includes a plurality of
dealer
control sensors which are provided in a simulated dealing shoe which has a
stack display which
displays a stack image which simulates the stack.
30 - A system and further comprising at least one chip sensorfor detecting
betting chips
placed by said at least one player.
- A system further comprising at least one chip sensor for detecting betting
chips
placed by said at least one player, said at least one chip sensor including
optical detectors.
- A system further comprising:
35 at least one chip sensor for detecting betting chips placed by said at
least one player, said
at least one chip sensor including an optical detector;
at least one background optical detector for sensing ambient light.


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- A system further comprising at least one ante sensor for detecting when a
player
has placed an ante bet which optionally qualifies the player to play for a
winning slot group.
- A system further comprising at least one chip sensor for detecting betting
chips
placed by said at least one player, said at least one chip sensor being
capable of reading the value
of the betting chips.
- A system further comprising at least one chip sensor for detecting betting
chips
placed by said at least one player. said at least one chip sensor being
capable of reading the value
of the betting chips as a result of the betting chips including an
electronically programmed
identification circuit.
to - A system wherein said at least one participant video display provides
participant
display images which include a player hand count number.
- A system wherein said at least one participant video display provides
participant
display images which include a player hand count number and a dealer hand
count number.
- A system wherein said at least one participant video display provides
participant
display images which include a border portion of the display which indicates
outcome of the
player's hand.
- A system wherein the system includes a presentation unit which is a retrofit
unit
supported upon an upper surface of the gaming table.
- A system further comprising at bast one participant identification readerfor
reading
identification of at least one participant.
- A system further comprising at least one participant identification reader
for reading
identification of at least one participant using a sensor which detects
biological information
detected from a body of the participant.
- A system wherein said at least one game processor is capable of performing
said
:101.,I ' 25,=;:ehuffling function using a plurality of different shuffling
processes.
- A system wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck.
- A system wherein said at least one game processor is capable of performing
said
3o shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck, the reordering being performed after excluding any cards which have
been dealt and are
currently in the hand of a participant.
- A system for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
35 attending the card game about a gaming table, comprising:
a plurality of participant video displays for providing a plurality of
changeable participant
display images therefrom;


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virtual playing cards, said pluralityof participant video displays providing
participant display
images which include playing card Images Indicating the virtual playing cards
dealt or otherwise
assigned to the live participants;
slot symbols which are associated with virtual playing cards in a manner which
varies
during play of the card game, said slot symbols being presented to the
participants so as to provide
participant slot groups which vary between winning slot groups and losing slot
groups when virtual
playing cards and associated slot symbols are assigned to the live
participants during play of the
card game;
at least one game processor for processing data involving the virtual playing
cards and slot
ro symbols.
- A system wherein said at least one game processor additionally functions by
allowing replay of game action which has been recorded by the game processor.
- A system wherein said at least one game processor additionally functions by
allowing reversal of a previous game action which has been recorded by the
game processor.
i5 - A method for playing a live card game involving a plurality of live
participants, said
live participants including at least one player and at least one dealer, said
participants personally
attending the card game about a gaming table, comprising:
displaying a plurality of changeable participant display Images from at least
one participant
video display, said plurality of participant video displays providing
participant display Images;
20 processing data using at least one game processor to perform at least the
following
functions:
providing game rules which at least partially administer play of the card
game;
defining a stack of virtual playing cards having one or more decks of virtual
playing
cards included therein for use in playing the card game;
26, selecting slot -symbols from a total-set ~of slot symbols which are-
available for
selection;
associating slot symbols to virtual playing cards;
shuffling the stack of virtual playing cards to produce a stack sequence which
determines the order of virtual playing cards dealt or otherwise assigned to
30 the participants;
dealing virtual playing cards to participants from the stack according to the
game
rules;
Instructing the participant video displays to display at least playing card
images
Indicating virtual playing cards assigned to the participants, said virtual
35 playing cards assigned to the participant forming the participants card
hand;


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displaying any participant slot symbols assigned to the participants during
play of the card
game;
controlling play of the card game using at least one dealer control which
includes at least
one dealer control sensor which is activated by the dealer to control action
of the card game
Including at least dealing of virtual playing cards to the participants;
awarding jackpots to players who receive a winning slot symbol.
- A method and further including recording game action for the card game being
played to enable subsequent analysis or replay.
- A method and further including reversing game action for the card game being
to played to delete the effects of one or more actions taken in playing the
card game.
- A method and further Including displaying a simulated stack.
- A method further including sensing placement of chips by a player for
purposes of
indicating participation in the card game.
- A method further including sensing placement of chips by a player for
purposes of
indicating an insurance bet being placed in the card game.
- A method further including sensing an ante chosen by a player for purposes
of
indicating optional qualification of the player to be awarded a jackpot for
receiving a winning slot
symbol.
A method further including sensing placement of at least one ante chip by a
player
for purposes of indicating optional qualification of the player to be awarded
a jackpot for receiving
a winning slot symbol.
- A method further including sensing the value of chips placed by the players.
- A method further including communicating instructions from the players to
the dealer
to indicate playing decisions being made by the player In carrying out play of
the card game.
X25 A method,wherein said shuffling step is performed using a shuffling
process which
reorders the stack after each card is dealt from the deck.
- A method wherein said at least one game processor is capable of performing
said
shuffling function using a shuffling process which reorders the stack after
each card is dealt from
the deck, the reordering being performed after excluding any cards which have
been dealt and are
3o currently in the hand of a participant.
- A system for playing a game involving wagering by at least one player
playing with
a dealer, said dealer and said at least one player being live persons forming
a playing group of
participants who attend and participate in the game about the system at a live
game location,
comprising:
35 a plurality of virtual symbols defining a virtual symbol set, a plurality
of said participants
being assigned a plurality of virtual symbols during play of the game in the
form of assigned
participant symbol subsets;


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a plurality of participant displays which provide a plurality of changeable
participant display
images, the plurality of participant display Images including virtual symbol
images which are
displayed by the plurality of participant displays to indicate the nature of
the virtual symbols
assigned to the participants during play of the game;
s at least one game processor for processing data to perform functions which
include
providing game rules which at least partially administer play of the game,
assigning virtual symbols
from the virtual symbol set to the participants, Instructing the participant
video displays to display
virtual symbol images depending upon the virtual symbols assigned to the
participants, said
plurality of participant symbol subsets being compared against a predefined
payoff list which
1o Indicates whether an assigned participant symbol subset Is a winning group;
at least one dealer control which is activated by the live dealer to control
action of the
game;
whereby said at least one player may receive a payoff In response to a winning
group being
assigned to the at least one player.
15 - A system wherein said live game location is within a single room.
- A system wherein said live game location is about a gaming table.
- A system wherein said live game location is about a gaming table, and said
plurality
of participant displays is contained within a presentation unit which is
supported by said gaming
table.
20 - A system wherein said at least one game processor additionally performs
the
function of recording game action for the game being played to enable
subsequent analysis or
replay.
A system wherein said at least one dealer control includes a plurality of
dealer
controls.
A system vitierelln,said at least-one dealer control- includes a plurality-of
dealer
control sensors which are provided In a simulated dealing shoe.
- A system wherein said at least one dealer control Includes a plurality of
dealer
control sensors which are provided in a simulated dealing shoe having at least
one dealing shoe
display for displaying visual images to the participants.
30 - A system and further comprising at least one chip sensor for
detecting*betting chips
placed by said at least one player.
- A system and further comprising at leastone chip sensor for detecting
betting chips
placed by said at least one player, said at least one chip sensor being
capable of reading the value
of the betting chips as a result of the betting chips including an
electronically programmed
35 Identification circuit.
- A system wherein said at least one participant displays provide participant
display
images which include Information indicating potential payoff to said at least
one player.


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- A system wherein the system Includes a presentation unit which is a retrofit
unit
supported upon an upper surface of a gaming table.
- A system and further comprising at least one participant identification
reader for
reading identification of at least one participant.
5 - A system and further comprising at least one participant identification
reader for
reading identification of at least one participant using a sensor which
detects biological Information
detected from a body of the participant.
- A system wherein the dealer has a dealer display which is assigned symbols
which
are assigned in common with said at least one player.
10 - A system and further comprising a bonus chip detector for detecting
placement of
a bonus chip by said at least one player to selectively indicate the player
would like to qualify for
having a bonus symbol added to the assigned participant symbol subset.
- A system and further comprising an additional wager chip detector for
detecting
placement of an added wager chip by said at least one player to selectively
increase the amount
is being wagered.
- A system and further comprising:
a bonus chip detector for detecting placement of a bonus chip by said at least
one player
to selectively indicate the player would like to qualify for having a bonus
symbol added to the
assigned participant symbol subset;
20 an additional wager chip detector for detecting placement of an added wager
chip by said
at least one player to selectively increase the amount being wagered.
- A system wherein the at least one game processor is capable of being
adjusted to
vary the symbols contained In the virtual symbol set whereby the odds for
obtaining one or more
of the winning groups is affected.
A system ,wherein the payoff list Includes bath a player payoff list which as
atleast
one winning group associated with participant symbol subsets assigned to said
at least one player,
and a dealer payoff list which has at least one winning group associated with
participant symbol
subsets assigned to said dealer.
- A system wherein the payoff list includes both a player payoff list which
has at least
30 one winning group associated with participant symbol subsets assigned to
said at least one player,
and a dealer payoff list which has at least one winning group associated with
participant symbol
subsets assigned to said dealer.
- A system wherein the payoff list Includes both a player payoff list which
has at least
one winning group associated with participant symbol subsets assigned to said
at least one player,
35 and a dealer payoff Net which has at least one winning group associated
with participant symbol
subsets assigned to said dealer; and wherein a winning group associated with
said dealer payoff
list leads to payoffs to plural players.


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96
- A slot machine system for playing a game Involving wagering by at least one
player
playing with a dealer, said dealer and said at least one player being live
persons forming a playing
group of participants who attend and participate in the game about the system
at a live game
location, the system including slot symbol displays that show images
representative of virtual
symbols assigned to the dealer and said at least one player in the form of
assigned participant
symbol subsets, said assigned participant symbol subsets including assigned
virtual symbols which
are shared in a common assignment with at least one other participant.
- A slot machine system wherein said assigned virtual symbols which are shared
in
a common assignment, are shared In common with the dealer.
- A slot machine system according to claim 23 wherein said assigned virtual
symbols
which are shared in a common assignment, are shared In common with the dealer
and another
player.
A slot machine system wherein said assigned virtual symbols which are shared
in
a common assignment, are shared in common with another player.
is - A slot machine system wherein said live game location is about a gaming
table, and
said slot symbol displays are contained within a presentation unit which is
supported by said
gaming table.
- A slot machine system and further comprising a game processor which performs
a function of recording game action to enable subsequent analysis or replay.
- A slot machine system and further comprising at least one dealer control
which is
activated by the live dealer to control action of the game.
- A slot machine system wherein said at least one dealer control includes a
plurality
of dealer control sensors which are provided In a simulated dealing shoe
having at least one
dealing shoe display for displaying visual Images to the participants.
~:.AsloRtnachine system and further comprising at least
one"lsensorfordetecting
betting chips placed by said at least one player.
- A slot machine system and further comprising at least one chip sensor for
detecting
betting chips placed by said at least one player; said at Nast one chip sensor
being capable of
reading the value of the betting chips as a result of the betting chips
including an electronically
programmed Identification circuit.
- A slot machine system and further comprising a bonus chip detector for
detecting
placement of a bonus chip by said at least one player to selectively indicate
the player would like
to receive a bonus symbol added to the assigned participant symbol subset.
- A slot machine system and further comprising a bonus chip detector for
detecting
placement of a bonus chip by said at least one player to selectively indicate
the player would like
to receive a bonus symbol added to the assigned participant symbol subset,
said bonus symbol
being shared in a common assignment with at least one other participant.


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97
- A slot machine system for playing a game involving wagering by a plurality
of
participants the system including slot symbol displays that show images
representative of virtual
symbols assigned to said plurality of participants in the form of assigned
participant symbol
subsets, said assigned participant symbol subsets Including assigned virtual
symbols which are
shared in a common assignment with at least one other participant.
- A slot machine system wherein said assigned virtual symbols which are shared
in
a common assignment, are shared In common with a dealer.
- A slot machine system wherein said assigned virtual symbols which are shared
in
a common assignment, are shared in common with a player.
- A slot machine system wherein said live game location is about a gaming
table, and
said slot symbol displays are contained within a presentation unit which is
supported by said
gaming table.
- A slot machine system and further comprising a game processor which performs
a function of recording game action to enable subsequent analysis or replay.
- A slot machine system and further comprising at least one dealer control
which is
activated by a live dealer to control action of the game.
- A slot machine system wherein said at least one dealer control includes a
plurality
of dealer control sensors which are provided in a simulated dealing shoe
having at least one
dealing shoe display for displaying visual images to the participants.
- A slot machine system and further comprising at least one chip sensor for
detecting
betting chips placed by said at least one participant.
- A slot machine system and further comprising at least one chip sensorfor
detecting
betting chips placed by said at least one participant; said at least one chip
sensor being capable
of reading the value of the betting chips as a result of the betting chips
including an electronically
.2a programmed,identification. circuit.
A slot machine system and further comprising a bonus chip detector for
detecting
placement of a bonus chip by said at least one player to selectively Indicate
the player would like
to receive a bonus symbol added to the assigned participant symbol subset.
- A slot machine system and further comprising a bonus chip detector for
detecting
placement of a bonus chip by said at least one player to selectively indicate
the player would like
to receive a bonus symbol added to the assigned participant symbol subset,
said bonus symbol
being shared in a common assignment with at least one other participant.
- A slot machine system for playing a game involving wagering by at least one
player,
including slot symbol displays that show images representative of virtual
symbols assigned to said
ss at least one player In the form of assigned participant symbol subsets,
said assigned participant
symbol subsets including at least one virtual symbol which is assigned to said
at least one player


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WO 00/16868 PCTNS99/22192
98
on a selective basis dependent upon whether the at least one player has placed
a bonus symbol
ante.
A slot machine system wherein said assigned participant symbol subsets include
assigned virtual symbols which are shared in a common assignment with at least
one other
participant.
- A slot machine system for playing a game involving wagering by at least one
player,
including slot symbol displays that show images representative of at least
three virtual symbols
assigned to said at least one player In the form of assigned participant
symbol subsets, said at
least three virtual symbols being assigned in at least two stages to allow an
additional wager to be
to placed prior to display of remaining virtual symbols contained in the
assigned participant symbol
subsets to the at least one player.
- A slot machine system and further comprising an additional wager chip sensor
for
detecting whether an additional wager has been placed.
- A system for playing a game involving wagering by at least one player
playing with
a dealer, said dealer and said at least one player being live persons forming
a playing group of
participants who attend and participate in the game about the system at a live
game location,
comprising:
a plurality of virtual symbols defining a virtual symbol set, a plurality of
said participants
being assigned a plurality of virtual symbols during play of the game In the
form of assigned
participant symbol subsets;
a plurality of participant displays which provide a plurality of changeable
participant display
images, the plurality of participant display Images Including virtual symbol
images which are
displayed by the plurality of participant displays;
at least one game processor for processing data to perform functions which
include
providing.game=cules which at teastpa-tialiy administer play ofthe game,
assigning virtual symbols
from the virtual symbol set to the participants, Instructing the participant
video displays to display
virtual symbol Images depending upon the virtual symbols assigned to the
participants,
at least one dealer control which Is activated by the live dealer to control
action of the
game;
a presentation unitwhich mounts said pluralityof participant displays, said
presentation unit
having a changeable presentation unit cover which can be replaced to change
games for which
the game system is being used;
and wherein the at least one game processor Is capable of being reprogrammed
to change
games for which the game system is being used.
95 - A system for playing a game involving wagering by at least one player
playing with
a dealer, said dealer and said at least one player being live persons forming
a playing group of


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WO 00/16868 PCTIUS99R2192
99
participants who attend and participate in the game about the system at a live
game location,
comprising:
a plurality of participant displays which provide a plurality of changeable
participant display
images;
at least one game processor for processing data to perform functions which
include
providing game rules which at least partially administer play of the game, and
instructing the
participant displays to display images;
at least one dealer control which is activated by the live dealer to control
action of the
game;
a presentation unit which mounts said plurality of participant displays, said
presentation unit
having a changeable presentation unit cover which can be replaced to change
games for which
the game system is being used;
and wherein the at least one game processor is capable of being reprogrammed
to change
games for which the game system is being used.
- A method for playing a live game involving wagering by a plurality of live
participants, said live participants including at least one player and at
least one dealer, said
participants being live persons who personally attend the game at alive game
location, comprising:
displaying a plurality of changeable participant display images from at least
one participant
display;
processing data using at least one game processor to perform at least the
following
functions:
providing game rules which at least partially administer play of the card
game;
defining a set of virtual symbols for use in playing the game;
assigning virtual symbols from the set of virtual symbols to the dealer and at
least
one=piayer~to provide assigned participant symbol subsetwtherebo;
instructing the participant displays to display symbol images indicating the
virtual
symbols assigned to the participant symbol subsets;
comparing the participant symbol subsets to a pre-defined payoff list which
Indicates whether an assigned participant symbol subset is a winning group;
displaying participant symbols assigned to the participants using the at least
one participant
display;
controlling play of the game using at least one dealer control operated by the
at least one
dealer,
awarding payoffs to players who receive a winning symbol group.
- A method and further including recording game action to enable subsequent
analysis or replay.


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100
- A method and further including reversing game action to delete the effects
of one
or more actions taken in playing the game.
- A method and further Including sensing betting chips.
- A method and further Including sensing betting chips for purposes of
indicating an
additional wager.
- A method and further Including:
displaying at least two virtual symbols assigned to said at least one player
In the participant
symbol subset;
providing said at least one player an opportunity to view said at least two
virtual symbols;
determining whether said at least one player has placed an additional wager,
after said determining, displaying at least one additional virtual symbol
assigned to said at
least one player.
- A method and further including:
displaying images of the participant symbol subset assigned to said at least
one player,
providing said at least one player an opportunity to view said Images of the
participant
symbol subset assigned to said at least one player;
determining whether said at least one player has placed a bonus symbol ante;
providing a bonus symbol to the participant symbol subset for a player who has
placed a
bonus symbol ante;
redefining the participant symbol subset for a player who has placed a bonus
symbol ante
If said bonus symbol provides an improved payoff.
A method and further including sensing the value of chips placed by the
players.
- A method wherein said comparing includes comparing the participant symbol
subset
of said at least one player.
-Amethodwherein said comparing includes comparing-theparticipant symbol subset
of said at least one dealer.
- A method wherein said comparing includes comparing the participant symbol
subset
of said at least one dealer, and said awarding payoffs to players Is
supplemented by awarding all
participating players an added payoff if the participant symbol subset of said
at least one dealer
3o is a winning group.
- A method wherein said comparing includes comparing the participant symbol
subset
of both said at least one player and said at least one dealer.
- A method for playing a slot machine game involving wagering by at least one
participant comprising:
displaying a plurality of changeable participant display images from at least
one participant
display-,
defining a set of virtual symbols for use in playing the game;


CA 02345315 2002-01-28

WO 00/16868 PCT11JS99122192
101
assigning virtual symbols from the set of virtual symbols to the at least one
participant to
define an assigned participant symbol subset;
instructing the participant display to display symbol images Indicating the
virtual symbols
assigned to the participant symbol subsets;
displaying Images of the participant symbol subset assigned to said at least
one participant;
providing said at least one player an opportunity to view said images of the
participant
symbol subset assigned to said at least one participant;
determining whether said at least one participant has placed a bonus symbol
ante;
providing a bonus symbol to the participant symbol subset for a player who has
placed a
to bonus symbol ante;
comparing the participant symbol subsets to a pre-defined payoff list which
indicates
whether an assigned participant symbol subset Is a winning group;
redefining the participant symbol subset for a participant who has placed a
bonus symbol
ante if said bonus symbol provides an Improved payoff;
1s awarding payoffs to participants who receive a winning symbol group.
- A method for playing a slot machine game involving wagering by at least one
participant comprising:
displaying a plurality of changeable participant display images from at least
one participant
display;
20 defining a set of virtual symbols for use In playing the game;
assigning virtual symbols from the set of virtual symbols to the at least one
participant to
define an assigned participant symbol subset;
instructing the participant display to display symbol images indicating the
virtual symbols
assigned to the participant symbol subsets;
displaying at least4two tvkkw1 symbols -assigned to said at least one,
participantrin -the
participant symbol subset;
providing said at least one participant with an opportunity to view said at
least two virtual
symbols;
determining whether said at least one participant has placed an additional
wager;
30 after said determining, displaying at least one additional virtual symbol
assigned to said at
least one participant.
comparing the participant symbol subsets to a pre-defined payoff list which
indicates
whether an assigned participant symbol subset Is a winning group;
awarding payoffs to participants who receive a winning symbol group.
35 - A method for playing a live game involving wagering by a plurality of
live
participants, said live participants including at least one player and at
least one dealer, said
participants being live persons who personally attend the game at a live game
location, comprising:


CA 02345315 2002-01-28

WO Oa16868 PCT/US99/22192
102
displaying a plurality of changeable participant display images from at least
one participant
display;
defining a set of virtual symbols for use in playing the game;
assigning virtual. symbols from the set of virtual symbols to the dealer and
at least one
player to provide assigned participant symbol subsets thereto, at least one of
the virtual symbols
assigned being shared between at least one,dealer and at least one player,
instructing the participant displays to display symbol images indicating the
virtual symbols
assigned to the participant symbol subsets;
comparing the participant symbol subsets to a pre-defined payoff list which
indicates
to whether an assigned participant symbol subset is a winning group;
displaying participant symbols assigned to the participants using the at least
one participant
display;
controlling play of the game using at least one dealer control operated by the
at least one
dealer;
awarding payoffs to players who receive a winning symbol group.
Industrial Aaoiicabllity
The invention is used in the casino industry and for personal entertainment.

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 2012-02-21
(86) PCT Filing Date 1999-09-23
(87) PCT Publication Date 2000-03-30
(85) National Entry 2002-01-28
Examination Requested 2005-09-19
(45) Issued 2012-02-21
Deemed Expired 2019-09-23

Abandonment History

Abandonment Date Reason Reinstatement Date
2004-09-23 FAILURE TO REQUEST EXAMINATION 2005-09-19
2004-09-23 FAILURE TO PAY APPLICATION MAINTENANCE FEE 2005-09-19
2008-09-23 FAILURE TO PAY APPLICATION MAINTENANCE FEE 2008-10-17

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Registration of a document - section 124 $100.00 2001-03-23
Maintenance Fee - Application - New Act 2 2001-09-24 $100.00 2001-03-23
Registration of a document - section 124 $100.00 2001-09-05
Reinstatement of rights $200.00 2002-01-28
Application Fee $300.00 2002-01-28
Maintenance Fee - Application - New Act 3 2002-09-23 $100.00 2002-09-20
Maintenance Fee - Application - New Act 4 2003-09-23 $100.00 2003-09-19
Reinstatement - failure to request examination $200.00 2005-09-19
Request for Examination $800.00 2005-09-19
Reinstatement: Failure to Pay Application Maintenance Fees $200.00 2005-09-19
Maintenance Fee - Application - New Act 5 2004-09-23 $200.00 2005-09-19
Maintenance Fee - Application - New Act 6 2005-09-23 $200.00 2005-09-21
Maintenance Fee - Application - New Act 7 2006-09-25 $200.00 2006-08-24
Maintenance Fee - Application - New Act 8 2007-09-24 $200.00 2007-07-06
Reinstatement: Failure to Pay Application Maintenance Fees $200.00 2008-10-17
Maintenance Fee - Application - New Act 9 2008-09-23 $200.00 2008-10-17
Maintenance Fee - Application - New Act 10 2009-09-23 $250.00 2009-06-22
Maintenance Fee - Application - New Act 11 2010-09-23 $250.00 2010-08-17
Maintenance Fee - Application - New Act 12 2011-09-23 $250.00 2011-08-09
Final Fee $774.00 2011-12-09
Maintenance Fee - Patent - New Act 13 2012-09-24 $450.00 2013-02-21
Maintenance Fee - Patent - New Act 14 2013-09-23 $250.00 2013-09-17
Maintenance Fee - Patent - New Act 15 2014-09-23 $450.00 2014-09-17
Maintenance Fee - Patent - New Act 16 2015-09-23 $450.00 2015-09-15
Maintenance Fee - Patent - New Act 17 2016-09-23 $450.00 2016-09-02
Maintenance Fee - Patent - New Act 18 2017-09-25 $450.00 2017-06-06
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
DIGIDEAL CORPORATION
Past Owners on Record
GREGORY, RANDY A.
KUHN, MICHAEL J.
SINES, RANDY D.
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) 
Representative Drawing 2001-06-20 1 14
Description 2002-01-28 102 6,245
Claims 2002-01-28 27 1,616
Drawings 2002-01-28 70 1,959
Cover Page 2001-06-20 1 48
Abstract 2002-01-28 1 70
Claims 2009-03-31 23 944
Description 2010-04-27 104 6,355
Claims 2010-04-27 5 283
Cover Page 2012-01-23 1 53
Prosecution-Amendment 2009-10-27 4 125
Fees 2008-10-17 1 64
Correspondence 2001-06-01 1 26
PCT 2001-03-23 2 71
Prosecution-Amendment 2001-03-23 1 19
Assignment 2001-09-05 17 617
Correspondence 2002-01-28 1 62
Assignment 2002-01-28 5 198
Correspondence 2002-05-03 1 18
Correspondence 2002-05-15 1 39
Correspondence 2003-01-29 2 16
Fees 2002-01-28 3 112
Fees 2003-09-19 1 38
Fees 2002-01-28 1 61
Fees 2002-09-20 1 38
Maintenance Fee Payment 2017-06-06 1 56
Prosecution-Amendment 2005-09-19 1 46
Fees 2005-09-21 1 36
Fees 2005-09-19 1 40
Fees 2006-08-24 1 45
Fees 2007-07-06 1 49
Prosecution-Amendment 2009-01-12 3 74
Prosecution-Amendment 2009-03-31 26 1,033
Fees 2009-06-22 1 51
Fees 2011-08-09 1 52
Prosecution-Amendment 2010-04-27 13 627
Fees 2010-08-17 1 50
Correspondence 2011-12-09 1 52
Fees 2013-02-21 1 67
Fees 2014-09-17 1 55
Maintenance Fee Payment 2015-09-15 1 57
Maintenance Fee Payment 2016-09-02 1 56