Language selection

Search

Patent 2779647 Summary

Third-party information liability

Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.

Claims and Abstract availability

Any discrepancies in the text and image of the Claims and Abstract are due to differing posting times. Text of the Claims and Abstract are posted:

  • At the time the application is open to public inspection;
  • At the time of issue of the patent (grant).
(12) Patent Application: (11) CA 2779647
(54) English Title: SYSTEM AND PROCESS FOR STACKING ELECTRONIC GAME TABLES
(54) French Title: SYSTEME ET PROCEDE PERMETTANT DE SUPERPOSER DES TABLES DE JEU ELECTRONIQUES
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
(72) Inventors :
  • HARTMANN, ANDREAS (Gibraltar)
  • FRASER, PAUL (Spain)
  • O'REILLY, GAVIN (Gibraltar)
  • POTLADURTHI, KIRAN KUMAR (India)
(73) Owners :
  • PARTYGAMING IA LIMITED
(71) Applicants :
  • PARTYGAMING IA LIMITED (Bermuda)
(74) Agent: SMART & BIGGAR LP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2009-11-03
(87) Open to Public Inspection: 2011-05-12
Examination requested: 2014-09-11
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/EP2009/064556
(87) International Publication Number: EP2009064556
(85) National Entry: 2012-05-02

(30) Application Priority Data: None

Abstracts

English Abstract

A system and process for aggregating and displaying information about a plurality of gaming tables to a user comprising a stacking component and a console area. The console area displays one or more active tables, while the stacking component displays changing information about each table the user has open. The stacking component may include one or more sub-components or dialogs, including a table list dialog, a player information dialog, a hand information dialog and/or an action area dialog.


French Abstract

L'invention concerne un système et un procédé qui permettent de rassembler et d'afficher des informations concernant une pluralité de tables de jeu pour les présenter à un utilisateur, et qui comprennent un élément de superposition et une zone de console. Ladite zone de console affiche une ou plusieurs tables actives, tandis que ledit élément de superposition affiche des informations évolutives concernant chacune des tables qui ont été ouvertes par l'utilisateur. Cet élément de superposition peut comporter un ou plusieurs sous-éléments ou une ou plusieurs boîtes de dialogue, parmi lesquelles une boîte de dialogue contenant la liste des tables, une boîte de dialogue contenant les informations relatives aux joueurs, une boîte de dialogue contenant les informations relatives aux mains des joueurs et une boîte de dialogue contenant la zone d'action.

Claims

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


What is claimed is:
1. A process operable on one or more computers for arranging a plurality of
game tables, said tables including changing information, comprising:
displaying an active table;
displaying a stacking component that provides at least a subset of said
changing
information about each of said plurality of game tables;
updating said changing information on said tables; and
updating said subset on said stacking component as said changing information
changes.
2. A process according to claim 1, wherein said stacking component includes
alerts to tables for which action is required.
3. A process according to claim 2, wherein said alerts are displayed in a
table list
sub-component.
4. A process according to claim 1, wherein said stacking component includes a
player information sub-component.
5. A process according to claim 1, wherein said stacking component includes at
least one of a hand information sub-component and an action area sub-
component.
6. A process according to claim 1, wherein said stacking component includes a
grid for organizing and displaying information pertaining to said plurality of
tables and further wherein selecting a row corresponding to one of said tables
displays said table.
7. A process according to claim 6, wherein said grid includes a row of headers
corresponding to different subsets of information about each of said tables,
and
further wherein selecting a header arranges said tables in said grid according
to
said header.
8. A process according to claim 1, further comprising displaying an active
table
indicator in said stacking component.
34

9. A process according to claim 1, further comprising displaying a timer in
said
stacking component, said timer including a table number and time to act for a
corresponding table.
10. A system for organizing a plurality of electronic game tables, comprising:
a game server in communication with a plurality of remote client computers;
each of said remote client computers including a display; and
at least one display including a console area and a stacking component area,
wherein said console area displays an active table,
and further wherein said stacking component area aggregates and displays
information about said plurality of electronic game tables.
11. A system according to claim 10, said stacking component area comprising:
a table list sub-component; and
a player information sub-component.
12. A system according to claim 11, said stacking component area further
comprising at least one of:
a hand information sub-component and an action area sub-component.
13. A system according to claim 10, wherein said stacking component:
presents a player with information pertaining to each of said tables;
allows said player to select a table, make it an active table, and display
said table
in said console area; and
allows said player to act on a non-active table without displaying said non-
active
table in said console area.
14. A system according to claim 10, wherein said stacking component displays
information about a table not displayed in said console area, and further
wherein a
portion of said displayed information changes before each hand played at said
table and a second portion of said displayed information changes dynamically
as
each hand is played at said table.

15. An electronic game table stacking component, comprising:
a table list sub-component and a player information sub-component;
said table list sub-component including a grid for displaying a plurality of
categories of information about a plurality of game tables opened by a player;
said player information sub-component including information about a plurality
of
players at a selected one of said plurality of game tables;
wherein said table list sub-component includes an indicator for said selected
one
of said plurality of game tables.
16. An electronic game table stacking component according to claim 15, wherein
said stacking component allows a player to act indirectly on a desired table
by
taking action in said stacking component.
17. An electronic game table stacking component according to claim 15, further
comprising a hand information component.
18. An electronic game table stacking component according to claim 15, further
comprising an action area component.
19. An electronic game table stacking component according to claim 15, said
stacking component linked to a console area, said console area displaying an
active game table.
20. An electronic game table stacking component according to claim 16, wherein
said stacking component includes an indicator notifying said player of tables
for
which action is needed and displaying a relative priority for said tables.
36

Description

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


CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
SYSTEM AND PROCESS FOR STACKING ELECTRONIC GAME TABLES
BACKGROUND OF THE INVENTION
1. Field of the Invention
[0001] The present invention is directed to a system and process for stacking
electronic game tables, specifically, for organizing and displaying multiple
poker-type
game tables.
2. Description of the Related Art
[0002] Electronic gaming, particularly in the area of poker, is widely played
and
is experiencing a growth in popularity in recent times. Through the use of the
Internet, online poker tables allow individuals around the world to play
against one
another. One of the benefits of these online tables is that a single player
may be able
to "sit" at multiple tables, playing or observing, and also may be able to
wait for room
to open at still other tables, all at the same time.
[0003] In order to accommodate the player's ability to have multiple tables
open
at the same time, attempts have been made to organize the tables so that the
player
can keep them straight. One organizational attempt involves tiling the tables
across a
screen. Although each open table is visible to the player at the same time,
this method
causes the table sizes to diminish as more tables are opened in order to fit
them all on
one screen, making the information on each table harder to read or follow. In
addition, the vast amount of information that is displayed to the player may
make it
difficult for the user to distinguish tables where the player has strong hands
or where
the player should be focusing his or her attention.
[0004] Another attempt to organize the tables has involved cascading open
tables
so that only one or a select few of the tables are visible at once. While
these tables are
not miniaturized as much as tiled tables, they may make it difficult for the
player to
keep track of the action at each open table. This may be especially true if
the player
moves tables around on the monitor and then has to remember what table was
placed
where.
[0005] What is needed is a table organizational system or process that
overcomes
the drawbacks described above.
BRIEF SUMMARY OF THE INVENTION
[0006] In one aspect of the invention, a process operable on one or more
computers for arranging a plurality of game tables, the tables including
changing
1

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
information, comprising: displaying an active table; displaying a stacking
component
that provides at least a subset of the changing information about each of the
plurality
of game tables; updating the changing information on the tables; and updating
the
subset on the stacking component as the changing information changes. The
stacking
component may include alerts displayed in a table list sub-component to tables
for
which action is required. The stacking component also may include a player
information sub-component and/or at least one of a hand information sub-
component
and an action area sub-component.
[0007] In addition, the stacking component may include a grid for organizing
and
displaying information pertaining to the plurality of tables, such that
selecting a row
corresponding to one of the tables displays that table. The grid may include a
row of
headers corresponding to different subsets of information about each of the
tables, and
selecting a header may arrange the tables in the grid according to the header.
[0008] In another aspect of the invention, a system for organizing a plurality
of
electronic game tables, comprising: a game server in communication with a
plurality
of remote client computers, each of said remote client computers including a
display;
and at least one display including a console area and a stacking component
area,
wherein the console area displays an active table, and further wherein the
stacking
component area aggregates and displays information about the plurality of
electronic
game tables. The stacking component area may comprise: a table list sub-
component,
a player information sub-component, a hand information sub-component and/or an
action area sub-component.
[0009] The stacking component may present a player with information pertaining
to each of the tables, allow the player to select a table, make it an active
table, and
display the table in the console area, and allow the player to act on a non-
active table
without displaying the non-active table in the console area. In addition, the
stacking
component may display information about a table not displayed in the console
area,
wherein a portion of the displayed information changes before each hand played
at the
table and a second portion of the displayed information changes dynamically as
each
hand is played at the table.
[0010] In still another aspect of the invention, an electronic game table
stacking
component, comprising a table list sub-component and a player information sub-
component, the table list sub-component including a grid for displaying a
plurality of
categories of information about a plurality of game tables opened by a player;
the
2

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
player information sub-component including information about a plurality of
players
at a selected one of the plurality of game tables. The table list sub-
component may
include an indicator for the selected game table. Moreover, the stacking
component
may allow a player to act indirectly on a desired table by taking action in
the stacking
component instead of on the table. The stacking component further may include
one
or both of a hand information component and an action area component.
Additionally, the stacking component may include an indicator notifying the
player of
tables for which action is needed and may display relative priorities for said
tables,
i.e., so as to alert the player to tables for which action may be needed more
imminently.
[0011] The stacking component may be linked to a console area that displays an
active game table. In addition, one or more of the following may be the
categories of
information displayed in the table list sub-component: number of players
seated; type
of game being played; stakes involved; player's position in the hand; time
remaining
to act; hole cards; and community cards.
[0012] These and other features and advantages are evident from the following
description of the present invention, with reference to the accompanying
drawings.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
FIG. 1 is a screenshot of an exemplary layout showing a stacking component
displayed alongside a game table.
FIG. 2 is a screenshot of an exemplary large stacking component.
FIG. 3 is a screenshot of an exemplary small stacking component.
FIG. 4 is a screenshot of an exemplary console sub-component.
FIG. 5 is a screenshot of an exemplary table list sub-component.
FIG. 6 is a screenshot displaying various possible hot hand preferences.
FIG. 7 is a screenshot of a portion of a table list sub-component displaying
hot
hand indicators.
FIG. 8 is a screenshot of a portion of a table list sub-component displaying a
winning hand indicator.
FIG. 9 is a screenshot of a portion of a table list sub-component notifying
the
player of one or more tables at which the player is sitting out.
FIG. 10 is a screenshot of a portion of a table list sub-component used with a
large
stacking component allowing the player to auto-check for one or more tables.
3

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
FIG. 11 is a screenshot of a portion of a table list sub-component used with a
small stacking component allowing the player to auto-check for one or more
tables.
FIG. 12 is a screenshot of a portion of a table list sub-component displaying
waitlist information and options for a table.
FIG. 13 is a screenshot of a portion of a table list sub-component indicating
a
folded hand at a table.
FIG. 14 is a screenshot of a portion of a table list sub-component indicating
an
selected table or row.
FIG. 15 is a screenshot of an alternate action area sub-component overlaid on
a
table list sub-component.
FIG. 16 is a screenshot of another alternate action area sub-component
overlaid on
a table list sub-component.
FIG. 17 is a screenshot of an exemplary player information sub-component.
FIG. 18 is a screenshot of a player information sub-component displaying the
last
actions during a hand for a selected player.
FIG. 19 is a screenshot of an exemplary player information sub-component
including a buddy icon or indicator for one or more other players at a table.
FIG. 20 is a screenshot of another exemplary player information subcomponent.
FIG. 21 is a screenshot of an exemplary hand information sub-component.
FIG. 22 is a screenshot of another exemplary hand information sub-component.
FIG. 23 is a screenshot of an exemplary action area sub-component.
FIG. 24 is a screenshot showing an action area sub-component with several
other
sub-components.
FIG. 25 is a screenshot of an exemplary action area sub-component that
includes a
timebank indicator.
FIG. 26 is a screenshot of an exemplary large stacking component layout.
FIG. 27 is a screenshot of the layout of FIG. 26 with the hand information sub-
component hidden.
FIG. 28 is a screenshot of another exemplary large stacking component layout.
FIG. 29 is a screenshot of still another exemplary large stacking component
layout.
FIG. 30 is a screenshot of yet another exemplary large stacking component
layout.
FIG. 31 is a screenshot of another exemplary large stacking component layout.
4

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
FIG. 32 is a screenshot of still another exemplary large stacking component
layout.
FIG. 33 is a screenshot of the layout of FIG. 32 with the hand information sub-
component hidden.
FIG. 34 is a screenshot of another exemplary large stacking component layout.
FIG. 35 is a screenshot of yet another exemplary large stacking component
layout,
including tables utilizing smaller decks.
FIG. 36 is a screenshot of an exemplary small stacking component layout.
FIG. 37 is a screenshot of the layout of FIG. 36 with the hand information
component hidden.
FIG. 38 is a screenshot of another exemplary small stacking component layout.
FIG. 39 is a screenshot displaying exemplary user-modifiable general options.
FIG. 40 is a screenshot displaying exemplary user-modifiable display options.
FIG. 41 is a screenshot displaying exemplary user-modifiable hand history
options.
FIG. 42 is a screenshot displaying exemplary user-modifiable deck options.
FIG. 43 is a screenshot of an exemplary menu option overlaid on a stacking
component.
FIG. 44 is a screenshot of an exemplary menu option overlaid on a table.
FIG. 45 is a screenshot of another embodiment of a stacking component
displayed
alongside a table.
FIG. 46 is an exemplary schematic of a network on which a stacking system may
operate.
DETAILED DESCRIPTION
[0013] A stacking system 10 provided at the client side of gaming application
for
aggregating and displaying information about a plurality of gaming tables 20
to a
user. This table stacking helps a player playing on multiple tables 20 by
providing a
summary of all tables 20 in one screen, display or similar presentation, and
by
providing easy access to the tables 20. It aims to make playing on more than
one
table easier, allowing players to manage more than one table 20 at the same
time and
to play more tables comfortably. It also facilitates the game play by
providing option
buttons, e.g., by right clicking a table row or via other access methods.
[0014] Table stacking aims to enable players to mange more than one table 20
using a new console interface known herein as a "stacking window" 30. The
stacking
5

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
window 30 may present the player with information held on the table 20 and may
allow the player to look at a summary of the information at any table 20,
bring a
selected table 20 to the front of the stack 22, or right click or otherwise
take available
actions at the table 20 without bringing that table forward. The stacking
window 30
may allow a player to see information about a plurality of tables quickly and
easily so
that the player may make actions on those tables in a traditional sense by
calling each
table forward. Alternatively, the stacking window 30 may display all relevant
information about each table to a player and allow the player to act directly
in the
stacking window 30 so that the traditional table views may be unnecessary.
[0015] Table stacking allows a player to open up a plurality of tables 20 that
are
then stacked on top of each other, hidden so that only one active table is
displayed, or
otherwise arranged, allowing for player control via a stacking window 30. The
player
may open as many tables as desired, up to a predetermined limit. In one
embodiment,
this limit may be between about 10 and about 30 tables, preferably between
about 15
and about 25 tables, more preferably about 18 tables. A stacking window 30 can
fit
details about each of the 18 tables in its table list, thereby allowing the
player to play
on 18 tables at a time.
[0016] Some of the benefits associated with stacking may include: constant
overview of all of a player's hands; ease of navigation and management of
multiple
tables; ease of folding unwanted hands; allowing a player to focus on premium
or hot
hands; and ease of action, e.g., by double left-clicking on a selected table
to bring it
into focus and right-clicking to act.
[0017] In the embodiment shown in FIG. 1, multiple tables 20 may be stacked on
top of each other, although the tables may be positioned in any layout desired
by the
player. In addition, a detachable table stacking window 30 may be provided
separate
from the stacked tables 22. Here, the table stacking window 30 is located to
the right
of the tables 22, although the window may be moved or located in a different
position.
If the player double clicks on a table in the stack 22 of tables, the selected
table may
be brought into focus in the console area 21.
[0018] The table stacking window 30 may list all the tables 20 in the order in
which they were opened, although the system 10 may allow for the user to
rearrange
or reorganize this order. As seen in FIG. 2, the table number, name, stakes,
and time
to act may be displayed in the window, as may the player's cards and position
at each
table. The stacking window may comprise several elements, including:
6

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0019] The Table Grid displaying:
[0020] Table Number 28;
[0021] Game type 32, limit type 34 and stakes 36 for cash games and tournament
name and buy-ins for tournaments;
[0022] The hole cards 38, if dealt;
[0023] The community cards 40, if dealt;
[0024] The position notation 42, which comprises 3 pieces of information;
[0025] The number of people to who are active in the hand 44 (have met the
current betting requirements to stay in the hand); the player's position
relative to the
dealer 46; and the number of players to act after the player (empty seats or
players sat
out are not counted - only active players are counted); and
[0026] Timers 50 - color coded timers indicating how long the players have
left
to act at any given table.
[0027] Stacking Component: This is regarded as the whole stacking component
30 whether it is large 30a or small 30b or broken down into separate dialogs
or sub-
components 60. There may be various sizes of stacking components to convey
information to the player, the information preferably including the elements
described
above.
[0028] Large Stacking Component: The Large Stacking component 30a refers to
the larger of the two supported stacking views. This component may have a
predetermined width to display predetermined sets of changing data to the
user.
However, the minimum height may be determined by the number of sub-components
60 embedded into it, and the overall height may be determined by the layout
type and
the number of open tables 20. One example of this large stacking component 30a
may be seen in FIG. 2.
[0029] Small Stacking Component: The Small Stacking component 30b refers to
the smaller of the two supported stacking views. Similar to the large stacking
component 30a, this small stacking component 30b may have a predetermined
width
to display predetermined sets of changing data to the user, although the width
may be
different than for the large stacking component 30a. The minimum height is
determined by the number of sub-components 60 embedded into it and whether the
player chooses to display those sub-components 60. For example, if the Hand
Information sub-component (discussed below) is minimized, the stacking
component
7

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
may become dynamically smaller in height. One example of this small stacking
component 30b may be seen in FIG. 3.
[0030] The small stacking component 30b may be used by players who wish to
use a large number of tables 20 and who want to use this component as a
reference
tool rather than a decision making tool. Players may use this component to
flag tables
needing their attention and consequently reduce decisions on non-important
tables.
[0031] Large Stacking Component Dialogs: Some or all sub-components may
be de-dockable and appear as standalone dialogs. Several of these sub-
components or
dialogs are discussed as follows:
[0032] Console Component: This sub-component shows the player 38 and
community cards 40, the table number 28, the card strength 52 and the total
pot value
54. One example of this console component may be seen in FIG. 4.
[0033] The console component 100 may include the following elements: Table
Number 28, Total Pot amount 54, Hole Cards 38, Community Cards 40 (Hold'em &
Omaha), Hand Strength 52, and potentially a timer 50, although this may be
placed in
an action area sub-component.
[0034] The total pot value 54 may be the value of the total pot on the active
table.
This value may be displayed in one manner generally and may be displayed in a
different manner when there are side pots on the table, e.g., the pot value
may be
displayed in a different color if side pots are present. The presence of one
or more
side pots may be represented with a side pot indicator, whereby hovering over
the
indicator may display the number and amount of the side pot(s).
[0035] The system 10 may include a plurality of possible ways to display the
cards that have been dealt. Examples of these different "decks" are discussed
below.
[0036] The console component 100 may be "linked" to the action area if the
action area is displayed. This linking may involve merging or joining the two
sub-
components so that they appear as one combination, both visually and
technically
creating a direct relationship between the sub-components.
[0037] If a player acts based on the action buttons, these actions preferably
are
related to the table 20 referred to in the console area 100 and are not
necessarily
related to the table `in focus.'
[0038] Table List Component: This sub-component shows the table pertinent
information of the tables 20 that the player has open (playing or watching)
and all the
cards shown at the tables as well as other information such as time to act and
position.
8

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
The height of this component may be determined by the number of tables 20 the
player has opened. However, in one embodiment, a minimum of 8 rows 112 may be
displayed no matter how many sub components 60 are chosen. The system 10 may
allow the player to rearrange the order of the tables, i.e., the rows 112 and
further may
allow the player to choose what columns 114 to display and the order in which
those
columns 114 will be displayed.
[0039] One example of the table list component 110 may be seen in FIG. 5. As
seen in this figure, several columns 114 may contain split rows 112, the split
rows
allowing the system 10 to convey more information to the player in a given
space. In
addition, this figure shows that the system 10 may include an active row or
active
table indicator 116 to alert the player to the table 20 that currently is
being played or
is being displayed in the console area 21. In this embodiment, the indicator
116 may
comprise the use of a lighter background color, such as for table # 5. The
"active
table" is the table for which all the components display data, and the
indicator 116
may identify this table easily for the player, allowing the player to change
active
tables with a singe click.
[0040] Hot Hand Alert 118:
[0041] "Hot hands" may be a player preference where a player has the ability
to
set an alert 118 for a given range of Hole cards selected by the player. As
seen in
FIG. 6., the player may select various parameters 117 to trigger a hot hand
alert. For
example, the player may select a certain minimum hole card threshold, e.g., a
pair of
l Os or a pair of consecutive suited cards. If this threshold is reached or
exceeded,
e.g., the player is dealt a pair of queens, a hot hand alert 118 may be
displayed on the
stacking system 10. In another embodiment, the hot hand alert may be triggered
by
the betting occurring on a table and/or on a desired pot threshold.
[0042] The system may include an indicator 118 to alert the player to one or
more
"hot hands" on which the player may wish to focus. As seen in FIG. 7, the
indicator
118 may comprise dividing the table number row 112 and adding an "HH" symbol
below the table number 28 corresponding to the hot hand. In non-English
versions,
the HH symbol may be modified to correspond to one or more multilingual
equivalents. In addition to including the HH symbol, the indicator 118 may
comprise
changing the background and text colors of the table number cells.
[0043] Alternatively, a hot hand alert 118 may not include an HH indicator but
instead may rely on changing the background and text colors, as well as the
font style
9

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
of the text, and/or of the hot hand table number cells. Another option may be
to
reorder the rows 112 to move tables 20 corresponding to hot hands upward
toward the
top of the table listing. Still another indicator 118 may include displaying
the text
"Hot Hand" or something similar when the player moves the mouse or other
cursor
over the HH alert.
[0044] The HH indicator 118 may disappear once the player is not participating
in
the hand.
[0045] Position Column explanation:
[0046] Returning to FIG. 2, the position column may display multiple pieces of
information. This information may be displayed at all times except when the
player is
not playing in the hand, at which point the cell may be empty. A top section
of each
cell may display the player's position 46 relative to the last player to act
and the
number of players still in the hand 44. In addition, a bottom section may
display the
player's beginning position 48 at the start of the hand.
[0047] Player Position related to last player to act 46: This is the position
of the
player related to the last player to act in the street. In one example, the
hand is
Hold'em and the status is Pre-flop. The player is D+2, which means 2 positions
to the
right of the dealer. (Alternatively, the player preferences may be set to
represent this
position as D-2). There are 10 players in the hand. This will show "5/10" in
the top
section. In another example, 4 players fold pre-flop, including the Dealer.
The hand
continues and the flop is dealt. D+1 is still in the hand and is therefore the
last to act
post-flop. Therefore, D+2 is second last to act of the 6 remaining players.
Player
position is 2 of 6 players which is shows as "2/6". Continuing this example,
player 5
and player 1 (D+1) of the six players fold, the notation will change to "1/4,"
notifying
the player that he has the best position (last to act) and there are 4 players
remaining.
[0048] This field 46 will change dynamically and immediately as things happen
on the table. There preferably is no time lag, as this is critical decision
making
information as to which table 20 the player should to pay attention.
[0049] Players still in the hand explanation:
[0050] Each game that is played on each table may have a predetermined
maximum number of seats. In one embodiment, this may be about 10 seats,
although
this number may change depending on the type of game and variant. As players
fold,
leave the table or sit out the hand, these players will not be included in the
hand and
the number will reduce accordingly. If the player is not in the hand, the
system may

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
include a preference setting allowing the player to hide the number of players
still in
the hand 44. If selected, the system will show this field 44 as empty when the
player
folds or is only watching the table.
[0051] Beginning position at the start of the hand is the player's position as
it was
at the start of the hand in Hold'em and Omaha. The `position' pre-flop never
changes
during the course of the hand and remains constant for that hand, no matter
what
happens.
[0052] In Hold'em and Omaha embodiments, the following notations may be
used to describe both pre- and post-flop positions. As mentioned above, the
player
preferences may be modified to represent positions to the right of the dealer
as "D-n,"
where n is the number of seats to the right.
[0053] Pre-flop - Order to act
Positional Long Name Position
Notation
BB Big Blind Last to act pre-flop
SB Small Blind Penultimate to act pre-flop
D Dealer The Third last to act pre-flop
D+1 Dealer Plus 1 One to the right of the Dealer
D+2 Dealer Plus 2 Two positions to the right of the
Dealer
D+n Dealer Plus n N number of seats to the right of the
seats Dealer
[0054] Post-flop - Order to act
Positional Long Name Position
Notation
D Dealer The Last to act post-flop
D+1 Dealer Plus 1 Penultimate to act post-flop
D+2 Dealer Plus 2 Two positions to the right of the
Dealer
D+n Dealer Plus n N number of seats to the right of the
seats Dealer
BB Big Blind Second to act pre-flop
SB Small Blind First to act pre-flop
[0055] If no one is playing, or a hand or game has not yet started, there will
be no
number and the top section of this field may be empty. Both sections may be
empty
when not used to indicate if a player needs to post a blind.
[0056] In 7-Card Stud, the cards that are dealt determine the first player,
and
consequently, the last player to act. This positional notation as described in
this
requirement will not be used in 7 Card Stud. In Stud, the top section of the
field may
be centered horizontally in the row, and there may be no bottom section.
11

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0057] Time column explanation:
[0058] Like the position column, cells in the time column 119 may be divided
into
top and bottom sections in order to display more information to the player.
The top
section may include a Pre-action Indicator, e.g., "PA," a Waitlist Indicator,
e.g.,
"WL", and a Timebank Indicator, e.g., "TB." For the Pre-action Indicator, when
there
is a pre-action available, an indicator may be shown in the top section and
nothing
may be shown in the bottom. Alternatively, the Waitlist Indicator may identify
the
player's position on the waitlist relative to the number of people on the
waitlist.
[0059] The Waitlist Indicator may appear before there is a timer 50, e.g.,
when the
player is waiting to be seated at the table 20. When the player has opened a
waitlist
table 23, the top section 126 may show the number of players waiting in the
waitlist,
and the bottom section 124 may show the Waitlist Indicator until the player
joins the
table or there is no waitlist. When the player joins the waitlist, the
position on the
waitlist and the number of players waiting may be contained in the top section
126.
For example, "2/6" means the player is the second person in line out of six
total
people waiting. In addition, while waiting, the text of the rest of that
table's
corresponding row 112 may be grayed out or may display some other indication
that
the player is not sitting at the table 20. When a seat at the table becomes
available,
the player has the option to join the table 20, at which point a timer 50
counting down
a predetermined amount of time for the player to join may appear in the bottom
section 124, although the top section 126 may still contain the indicator.
[0060] The bottom section 124 may include a timer 50, which may alternate
between an Action Timer 130, a Post Blind Timer 132, and a Timebank Timer 134,
depending on the status of the hand.
[0061] For each given table a player may have the ability to access additional
time, e.g., if the player has money invested in the pot, i.e., the player has
"pot equity."
When the proper requirements are met, the player may activate the timer 134 by
pressing a button. In another embodiment, the timer 134 may be activated
automatically once the requirements are met. Once activated the Time bank
timer 134
is displayed.
[0062] When the timer 50 enters the Timebank 134, the bottom section 124 of
the
Time column may have an indicator for the Timebank. The timer 50 will change
and
show the Timebank timer 134.
12

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0063] Action Timer 130: In order to distinguish one table's timer from
another
potential table's timer, each action timer color may be as per its respective
table 20, as
may be the font color.
[0064] Post Blind/Ante Timer 132: As seen in FIG. 5, this timer 132 may appear
when the player is playing a game that includes a timer in the client and when
it is the
player's turn to post a blind.
[0065] Table Seats Information Column 136 explanation:
[0066] This column also may be divided into two sections. As seen in FIG. 2,
there may be a top section 138 for seated players 142 and a bottom section 140
for
total seats available 144.
[0067] Seated Players: seated players 142 are those players that are actually
seated at the table whether they are sitting out or not. This may only be
updated at the
beginning of the hand and not in between or could be distracting. If there is
too much
change to this field, it could be excessively distracting. In addition, a
reserved seat
will be regarded as a seated player. If there is a waitlist, the seat will be
`seated' until
the table actually has a free seat.
[0068] [Total] Seats Available: this is the total seats 144 at the table.
Depending
on table type, this may be 2, 6, 8, 9 or 10, or may be some other
predetermined
number.
[0069] Stakes/Game Column 146 (Stakes/Blinds/Antes & Game Type)
explanation:
[0070] As seen in FIGS. 2 and 3, there may be two sections to this field. A
top, or
first, section 148 may display the table's stakes 36, blinds, antes and/or buy-
in values.
A bottom, or second, section 150 may display the Game Type 32 (e.g. Hold'em)
and
variant (e.g. NL, Hi-Lo etc). If the space does not allow for the full game
type and
variant, shortened names or abbreviations may be used. If the table 20 is part
of a
tournament, this column 146 may display a "Tour" short name and the buy-in
amount,
e.g., "Tour - $640."
[0071] Sorting and Grouping:
[0072] In one embodiment, tables, i.e., rows 112 in the table list sub-
component
110 initially may be sorted based on the Table Number column, with Table 1
being at
the top and all numbers below in ascending order.
[0073] Tables 20 may be sortable according to the Table Number and/or
game/stakes columns, although other sorting functions may be possible. For the
first
13

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
option, the player may sort the tables according to ascending or descending
table
number. For the second option, games may be sorted in the following order:
cash
games, single-table tournaments, other tournaments, and play money games. The
game type then may be added to the mix of ordering, e.g., in the following
order: No
Limit Hold'em, Pot Limit Hold'em, Fixed Limit Hold'em, Pot Limit Omaha, and 7-
Card Stud. From there, tables then may be ordered by the Stake Level with the
highest Stakes first (0.25/0.50 before 0.10/0.25). In one embodiment, if the
games are
a mix of Hi-Lo, the Hi will go first and the Hi-Lo will go after. Moreover
when
clicked in descending order, an inverse of the above sorting may take place.
[0074] Show Winning/Losing Hands: the system may include an indicator 152 to
alert the player to winning and/or losing hands at each of the tables being
played. In
one embodiment, both the position and time columns for a given table may be
replaced in their entirety with this indicator 152. As seen in FIG. 8, this
indicator 152
may include text noting the win, along with the amount won.
[0075] Away from/return to a table option 154:
[0076] A player may be allowed to sit out a hand from a table. When, sitting
out,
the row corresponding to that table may change colors to indicate an inactive
status,
and a link to return to the table may be displayed. See, e.g., FIG. 9.
[0077] Auto Check 156 activated: Similarly, if the player opts to auto-check
hands on a table, the row representing that table may change in appearance to
signify
that it is not an active table. In addition, the time column 119 may display
an
indicator such as "Auto Check" to alert the player to the status of the table.
See, e.g.,
FIG. 10.
[0078] In another embodiment, corresponding to a smaller stacking component
30b, described below, the auto-check indicator 156 may appear as shown in FIG.
11.
[0079] Waitlist Functionality:
[0080] When the player opens a table that is full or waitlisted, the player
will have
the option to join the waitlist 158. In the table stacking component 30, the
Join
Waitlist text may be displayed in the Status column to indicate a hyperlink
160 which
selection will result in adding the player to the waitlist.
[0081] The number of players currently in the waitlist 158 may be in the top
section 126 of the Time column 119. When the player is on the waitlist 158,
the top
section 126 of the Time column 119 may have the position of the player in the
waitlist
first, a backslash (/) and the number of players in the waitlist, e.g., 8/13
means 8th
14

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
position in a waitlist of 13 players. A waitlist timer 122 may appear when the
count
reaches 0 and the player is able to join the table.
[0082] Once a player has joined a waitlist 158, a Leave waitlist link 162 may
be
displayed, as seen in FIG. 12. Once clicked, the player will be removed from
the
waitlist 158, but the table may remain open and viewable by the player.
[0083] Folded Hands: Folded hands may have all columns 114 emptied except for
the table number, status and the players and Stakes/Game columns. All text may
be
grayed out if displayed, and the status cell may display a text indicator 164
indicating
that the hand was folded. See, e.g., FIG. 13.
[0084] Post Blinds: If a player has the option to post small, big or dead
blinds, the
status cell may indicate as much, along with a description of the type and
amount of
the blind. This indicator 166 also may serve as a link to allow the player to
post the
blind directly.
[0085] Tournament Icon/Lobby Link: When the table is a tournament able, an
icon for information may appear at the bottom-left of the "Cards/Status"
column.
Selecting this link may open and display the related Tournament Lobby to the
player.
In addition, tournament hands that are being watched may have the text
"Watching -
Tournament ID/Table number" displayed in the Cards/Status Column, while the
colors of the row 112 may indicate that the table is inactive.
[0086] Inactive hands: A hand is regarded as inactive when, e.g.: it is
folded, there
is a showdown and the player loses, the player is watching tournament tables,
the
player is sitting out, the player is waitlisted, the tournament is pause mode
or taking a
break, or the table is waiting for players to join (e.g. heads-up tables or a
table where
all other players are sitting out).
[0087] Unused Rows 113: The table stacking system may include more rows than
open tables. In one embodiment, the system may collapse this sub-component 110
to
include only as many rows 112 as open tables. In another embodiment, the
system 10
may include unused rows 113 at the end of its list as place-holders for
additional
tables.
[0088] Selected Row 115: This is the row that is `selected' at any one point
in
time and is linked to the action top sections. As seen in FIG. 14, the
selected row 115
may be displayed differently, e.g., having a different background shading
color, so as
to make it more readily identifiable to the player.

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0089] Session Persistence: All columns 114 preferably maintain the player-
chosen settings across sessions (session persistence). This means that all
list
component preferences preferably are saved as soon as the player chooses the
settings. As such, any crashes or system disconnects preferably will not
affect the
player's settings.
[0090] Multi-lingual: Preferably each of these system sub-components include
text translated into the language chosen by the user. In the event that
translations do
not fit in the space provided by the stacking system 10, selecting or mousing-
over the
text may reveal the translated text.
[0091] Alternate display, e.g., right-click option: If the Action Area
component
(discussed below) is hidden based on the player preferences, an alternate
display
option 170, such as a right-click or some other access method, may be
available. As
seen in FIG. 15, one embodiment of this alternate action area display 170 is
provided,
where the action area component 400 is displayed proximate the row
corresponding to
the selected table. In this embodiment, the table number 28 and the total pot
value 54
may appear above the slider area 402. Action, pre-action and post blinds
options may
be shown upon right click. If none are active, then the right click may show
nothing.
Alternatively, if the right-click option is disabled, the stacking system 10
may display
action area component 400.
[0092] Small deck in List Component:
[0093] In one embodiment, the system 10 may allow the user to set a preference
for the size of the deck 800 used with the table list component 110. For
example, and
as seen in FIG. 35, the user may be able to select that a smaller deck be
displayed for
each table. Similarly, the user may be able to select a table layout having
smaller row
heights, which selection may prompt the system 10 to display the smaller decks
in
each row. Here, any text not fitting in the area designated may have the full
text
revealed in a tooltip upon mouse over. Additionally, the functionality of the
table list
component 110 may be the same as that of a larger card row/column arrangement.
[0094] In another embodiment, if the selected table is a limit game, the area
may
not include a slider area and may be significantly smaller, as seen in FIG.
16.
[0095] In either case, the pop-up action area may include an indicator 404
pointing to the table to which the action area 400 relates.
[0096] Player Information (Info) Component: This sub-component 200 is a
presentation of the key information related to a hand in a list format rather
than trying
16

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
to find the same information on the table 20. This sub-component 200 shows the
player information of players at the table, their table balance, position in
the hand and
any previous actions.
[0097] Players may use third party tools to analyze their play or the play of
their
opponents, and this is seen as an extra addition to the information that
players may
use to make decisions, thereby aiding them to make quicker decisions and
providing
them with timely and pertinent information required to make better decisions.
It is
also a clear visual presentation of those players that are still in a hand at
any point and
also shows the action occurring on the previous street. As such, this sub-
component
200 preferably is included in any table stacking system 10 display.
[0098] The basic idea of the player information component 200 is to show only
the players that are still in the hand and display the information required
for a player
to make an intuitive decision, based on the information at hand, in a timely
and easily
processed manner.
[0099] One example of the player info component 200 may be seen in FIG. 17.
[0100] The player who will act last in a street preferably is displayed at the
top,
the second last in the position second from the top, etc. This means that it
will be
easy to spot the player who has the best position in the hand and the player
who has
the worst by just glancing at the Player Info component 200.
[0101] As players fold, they may disappear from the player info component 200.
[0102] If the preference is set to show folded players, the next available
position
below the active players may contain the details of the folded player.
Example: Player
1, 2 and 3 in that order. Player 3 raises. Player 2 folds. Player 2 will be
folded and go
to position 3 and player 3 will take position 2 in the grid 202.
[0103] Sitting Out Players: Preferably, players not participating in the hand
will
not be seen in the Player Info component window 200 as they have no bearing on
the
outcome of the hand. These players preferably also will not be included in any
way in
the hand history or the previous actions of the hand.
[0104] All data shown will be real time and be updated as actions happen on
the
table. If the hand is not yet in progress, no information may be displayed in
the player
info box 200. Only when the server sends the information on the new hand and
the
players in the hand will this component 200 show the player information.
[0105] The player information sub-component 200 may include the following
information about each player at a given table: a player action icon 204,
17

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
previous/action 206, position 208, screenname 210, and balance 212. The player
action icon 204, upon mouse over or other form of selection, may display the
opponent notes if the player has made notes about this player. The icon may
take on
one appearance if the selected player has folded and a different appearance if
the
selected player remains in the hand.
[0106] The player action column 205 may, when selected or upon mouse-over,
contain and display the last actions of the each player, as seen in FIG. 18.
Preferably,
this section 205 is updated if the player whose history is being examined acts
while
the history is being viewed.
[0107] If the player clicks (or upon mouse over) on the header section over
the
Previous actions icon 206, only the actions of that player may be displayed.
This
display may disappear as soon as the mouse moves outside the area, or the
display
may include a closing icon such as an "X" in the top right so that it can be
closed
explicitly.
[0108] The Previous/Action column may display all the actions related to the
street, switching from the "Prey" text to "Action" depending on the status of
the hand.
If the player is acting and made a previous action during this street, the
previous
action may be persistent until the next street. However, if that player
currently is
acting, the cell may be empty except for a clock icon indicating that it is
the player's
turn to act. When the street is completed, the actions in this column may be
cleared.
[0109] The Pos Column (Position) may show the positional notation 208 as per
the stacking component 30a.
[0110] Pre-flop - Hold'em & Omaha: The top position of BB preferably may be
at the top. The SB will be next and the Dealer will be next and D+1 (Dealer
plus one
to the right) will be next etc.
[0111] Post-Flop - Hold' em & Omaha: The top position of D preferably may be
at the top once still in the hand. The D+1, D+2 etc. (Dealer plus one to the
right) will
be next etc. The penultimate position preferably will be BB, with SB last if
that player
is still in the hand post-flop.
[0112] The screen name column may be simply the screen name 210 of any
players in the hand (or folded if these also are displayed). If the name
doesn't fit
within the column, the player can hover over the name and the full name may
appear.
[0113] Buddy Information: In one embodiment, the player may be able to right
click on the player info over an opponent's name anywhere in the row and
choose to
18

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
add that player as a "buddy." The opponent will be added to the player's buddy
list,
and a buddy indicator 214 will be added the right of the screenname row, as
seen in
FIG. 19.
[0114] The balance column may display the actual player balance 212 at any
point
in time and preferably will be a real time update as per what happens on the
table 20.
If a player goes All-in, the text "All-in" may appear in the table balance
until the end
of the hand.
[0115] If desired, it is possible that the player info component grid 202 may
be
reversed or otherwise rearranged based on a player preference. As seen in the
alternative embodiment of FIG. 20, the same columns may appear in this option,
although the order of columns may be modified at the player's option.
[0116] Hand Information Component: This sub-component 300 shows the dealer
chat 302 related to the chosen table in the stacking list component 30a.
[0117] The purpose of the Dealer Chat 302 is to display all the actions of all
players who have participated in the hand. To be regarded as having
participated in
the hand, a player must have been dealt cards. One example of the hand
information
component 300 can be seen in FIG. 21. A second example maybe seen in FIG. 22.
In this example, the sub-component may include an identifier of the hand being
played, such as a display of the hand number.
[0118] The hand information component 300 may allow the player to manually
input information about one or more of the other players in the hand. When a
player
wants to enter their player notes, the system may allow the player to minimize
or
otherwise hide the hand information area, which may display a "select player"
option.
Choosing this option then may allow the player to input specific notes about
the hand
and/or a selected player. This component also may allow the player to display
information on a previous hand, e.g., by selecting a previous hand icon.
[0119] Actions may be separated and correlated per street for clarity's sake,
and
different actions such as checks vs. raises may be displayed differently to
provide
easier visual recognition to the player. Similarly, the street names may be on
a
separate line and each action may have its own line.
[0120] It is not mandatory to show this sub-component 300, although it
preferably
may be displayed when the console 21 is displayed. The chat 302 can be hidden
or
minimized, e.g., by selecting a minimize icon 304, even when the sub-component
300
is displayed.
19

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0121] Action Area Component: This sub-component 400 shows the action or
pre-action buttons related to the chosen table in the stacking list component.
[0122] One example of the action area component 400 can be seen in FIG. 23.
[0123] The action area may include Action Buttons 406 such as "fold," "check,"
and "raise to ." In addition, pre-action assets 408 preferably also may be
displayed,
as will any other button options. Other button options that may appear in the
client
(such as Waitlist, Post Blind, etc.) preferably also appear in the action area
400. In
one embodiment, other options such as "Wait for big blind" and "Fold to any
bet"
may appear if they are displayed on the table.
[0124] It may not be mandatory to show this sub-component 400. However, the
action area 400 preferably may appear with the console area 21 and the hand
information area 300 when these sub-components are displayed, as seen in FIG.
24.
[0125] Table Timer: The action area 400 may include a table timer 410 to
display
the time remaining to act for several of the tables being played. As seen in
FIG. 24,
the table timer 410 may include a column of table numbers 412 with a
corresponding
column 414 displaying the time in seconds remaining to act for those tables.
The time
values may have different backgrounds depending on the amount of time left to
act,
e.g., changing from green to yellow to orange to red as the remaining time
diminishes.
In addition, the table timer 410 may display those table numbers for urgent
tables, i.e.,
those for which action is most imminent, and it may display the tables in
order of
increasing time to act.
[0126] The table timer 410 preferably only displays those tables 20 that have
a
timer requiring action. This includes any timer (action, waitlist, post blind
etc). If two
tables happen to have the same timer in seconds, either one may be placed
first in the
list, although the tables preferably are ordered by table number.
Additionally,
whatever hand is displayed in the console area 21 preferably does not also
appear in
the Urgent Table/Table Timer area 410.
[0127] Previous table icon 416: When a player clicks on the previous table
icon
416, the details for the action, player info and hand information of that
previous table
preferably are displayed.
[0128] Hot Hand alert 418: The action area may include an alert notifying the
player that he or she currently has a table open at which the player has a hot
hand.
This alert 418 may include, e.g., altering the background color of the action
400
and/or console 21 areas.

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0129] In another embodiment, the Urgent Table and Hot Hand alerts may be
combined so that the player may be notified of not just those hands that
require action
but also of which of those hands are hot hands. As seen in FIG. 24, this dual
notification 420 may include a first background 422 for standard urgent tables
and a
second background 424 for hot hand urgent tables.
[0130] Timebank in Action Area: When a table is in focus in the action area
400
and that table 20 is using the timebank, the stacking system 10 may include a
timebank indicator 426 or "TB" to notify the player of that fact. See, e.g.,
FIG. 25.
Here, the game table and stacking components may act independently. For
example,
if the slider is used on the table, the raise button may increase on the table
but neither
may change in the stacking component action area. As such, the raise that is
selected
is the value sent to the server.
[0131] Other Features of the Stacking omponent
[0132] In another embodiment, the system 10 may include a lobby tab. This tab,
which may be part of the stacking component 30a, may display a mini-lobby to
the
player when selected. One advantage of this tab may be to allow players to
find new
games quicker and without having to go back to the main lobby.
[0133] Small Stacking Component Dialogs
[0134] In the small stacking component 30b set-up, several of the dialogs used
in
the large component arrangement 30a may be available. These may include, for
example: Player Information, Action Area, Chat, and Console individually, or
Console and Action Area together.
[0135] The columns 114' available in the small stacking window 30b sub-
components preferably have the same functionality as that of the large
stacking
window 30a sub-components, although visual changes may be made to accommodate
the smaller size of the former sub-components. For example, in the table list
sub-
component 110', abbreviations of the games being played may be required, and
the
leading zeros from the micro limit stables may need to be removed (e.g.
$.25/.50
instead of $0.25/0.50).
[0136] Similarly, the position and time columns in the table list sub-
component
110' may be combined in the small stacking window 30b, with the player's
position
in a hand relative to the number of players still in the hand being displayed
above the
time remaining to act in that hand.
[0137] Large Stacking Component Layouts
21

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0138] The system 10 may include various possible layouts of sub-components.
For example, although other combinations are possible, the system 10 may
include the
following layouts:
[0139] Layout 1: Console 21 and Hand Information 300 available side by side.
See, e.g., FIG. 26.
[0140] Here, there may be an option to hide Hand Info 300. The Hand
Information 300 can be hidden but its space, e.g., the area at the top right
still may be
reserved. See, e.g., FIG. 27.
[0141] Layout 2: Console 21, Hand Information 300 & Player Information 200.
In this view, the only sub-component not available may be the Action Area sub-
component 400. See, e.g., FIG. 28.
[0142] Here, there also may be an option to hide Hand Info 300. Similar to
FIG.
26, but the space originally displaying the hand info (here, the top right)
still may be
reserved.
[0143] Layout 3 (default): ALL COMPONENTS. See, e.g., FIG. 29.
[0144] Similarly, the Hand Information 300 can be hidden but the space where
it
generally is displayed, e.g., at the top right, still may be reserved.
[0145] Layout 4: List only. As seen in FIG. 30, this option has none of the
other
sub-components available.
[0146] Layout 5 - Action Area 400 and Console 21 integrated with no other Sub-
Components. If this layout is chosen, the Player Information 200 and Hand
Information 300 sub-components may appear above. See, e.g., FIG. 31.
[0147] Layout 6 - Action Area 400 and Console 21 integrated with ALL
Components. See, e.g., FIG. 32.
[0148] Here, there may be an option to hide Hand Information 300. See, e.g.,
FIG. 33.
[0149] Layout 7 - Action Area 400, Console 21 and Hand Information 300
available. As seen in FIG. 34, this layout may place the Action Area 400 below
the
Console 21 and Hand Information 300.
[0150] Layout 8 - All Large Stacking size Component layouts also may have the
ability to use a smaller deck and therefore a smaller row height. As seen in
FIG. 35,
the width of this modified large stacking component 30a' may be the same as
for
other large stacking components 30a. However, the decreased row heights may
allow
the user to obtain information from more tables at one time.
22

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0151] Hand Info 300 also may be hidden here.
[0152] Small Stacking Component Layouts
[0153] There are a number of valid and possible layouts detailed below:
[0154] Layout 1 (default): Console 21' and Hand Information 300' available one
on top of the other. See, e.g., FIG. 36.
[0155] Layout 1(a): Hand Information 300; hidden option. See, e.g., FIG. 37,
showing the hand information area 300' collapsed when hidden.
[0156] Layout 2: List View 110' only. This view means that no other sub-
components will be available other than the list sub-component 110'. See,
e.g., FIG.
38.
[0157] Stacking Preferences
[0158] Players may be able to set and modify their stacking preferences
through a
"Preferences" user interface 500 having the following tertiary navigations:
General
Options 510; Display Settings 600; Hand Information 700; and Deck 800.
[0159] General Options:
[0160] Turning to FIG. 39, the stacking General Options 510 tab preferably
contains the player choice of which stacking window is to be used plus some
other
options that are general in nature.
[0161] Large Size or Advanced Table Stacking Console versus Small Size or
Basic Table option 512: This option 512 allows the player to determine the
stacking
component he or she wants to use. By default, the large size 30a may be
selected.
Within the large stacking console option, the player may have the option of
selecting
whether or not small decks should be used to display table information. When
selecting the large size, the player also may have the option to select
whether to
display the player information dialog 200 and/or the action area dialog 400.
[0162] Changes to the layout and switching between small and large size
windows preferably occur as soon as the change is made in the preferences in
the
Lobby. Similarly, it is preferable that players need not close all tables
before
switching views.
[0163] Launch on primary monitor option 514: Players may use more than one
monitor for their gaming experience, or to be able to play on one monitor and
perform
other tasks on a second monitor 1106. If this option 514 is checked, then the
stacking
window will launch on the primary monitor 1104. If it is unchecked, it will
launch on
23

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
the second monitor 1106. If the stacking console is closed and reopened, it
preferably
reopens in its previous position. Any new session will respect the player
preferences.
[0164] Other general options 510 maybe available to the player. These options
may include:
[0165] Display Hot Hand Alert 516: When selected, all aspects of the hot hand
alert 118 preferably are implemented across the multiple dialogs 60 of the
stacking
component, namely in the: Table Number Column in the List Component, Action
Area Component background, Console Component Background, Right Click Action
Area component, and Urgent Tables Functionality. (When a table is displayed in
the
Urgent Table area, the table may have the color of a Hot Hand.)
[0166] Table stays in focus until action is complete
[0167] Exclude stacking console area when tiling/cascading 518: When selected,
the stacking console area is not included on the monitor when the player opts
to use
tiling or cascading.
[0168] Launch stacking console at start-up 520: When selected, this simply
launches the stacking console 21 when the client starts up.
[0169] Display Tooltips 522: When selected, this causes the system to display
all
Stacking Console tooltips. This option may be turned off, but it may provide
an
excellent way for the player to see the purpose for one or more components.
[0170] Display Settings:
[0171] Turning to FIG. 40, display specific settings 600 may be selected for
several sub-components, including the Table List component 110 and the Action
Area
component 400.
[0172] With respect to the table list settings 602, the following preferences
may
be set:
[0173] Display Winning Hands 604: This displays the hands that a player wins.
[0174] Display `Pre-Action' Indicator 606: This allows players to turn off the
pre-
action indicator which many players may find distracting.
[0175] Display Cards when Folded 608: Many players do not want to see ANY
cards of a hand that they are no longer in as they have folded or are sitting
out, so the
default may be that this option is turned off. When turned off, the Hole and
Community cards will not appear in the table list component 110. When turned
on,
the hole cards 38 (slightly transparent) and community cards 40 may be shown
in the
table list. In addition, the Console 100 may show the hole cards and community
cards
24

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
slightly transparent with the text `Hand Folded' in the Hand Strength area.
The
Community cards 40 may appear in the console even if the show folded cards is
turned off, but they may not appear in the table list component 110.
[0176] Display Table Options 609: This option may dictate the behavior when a
player clicks in the list control. Selecting a single click option may bring
the table
into focus. Alternatively, the user may select a double or multiple click
option. When
selected, this option means that a single click only may display the table in
the
Stacking Console 100 while keeping the actual table display 20 "hidden," i.e.,
it may
update only the Stacking Console 100. In addition, if the user clicks multiple
times,
that action may both bring the table to the front of the stack, in front of
the other
tables, and update the Stacking Console 100.
[0177] With respect to the action area settings 610, the following preferences
may
be set:
[0178] Display `Urgent Tables' Feature 612: The default may be that this
feature
is turned on, displaying the urgent tables timer 420 discussed above. When
turned
off, the feature will simply not be available, and an empty space may appear
in its
place. In addition, the action buttons may be centered in the action area 400.
[0179] Display Previous Table Icon 614 (appears above the Urgent Table section
or to the side of the Action Area 400 if the Urgent Table option 612 is turned
off):
The default may be that this feature is turned on, displaying the previous
table icon
416 discussed above. When turned off, the feature will simply not be available
and an
empty space may appear in its place.
[0180] Hand Information:
[0181] This tab 700 deals with the hand `history' settings whether overall for
the
hand or details for that player. See, e.g., FIG. 41.
[0182] With respect to the hand information options settings 702, the
following
preference may be set:
[0183] Color-Code Player Actions 704: When selected, this causes the system 10
to display the actions on the Hand History in color-coded form. If turned off,
all text
may be in black.
[0184] With respect to the player information options settings 706, the
following
preferences may be set:

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0185] Positional Notation 708: Some players prefer to see the players at a
table
arranged D+1 (plus) and others D-1 (minus). This option enables the player to
choose
his or her preferred notation, with `D-1, D-2, etc.' being the default.
[0186] Top Position pre-flop 710 (Hold'em/Omaha): The Dealer may be at the
top pre-flop as default. If the player chooses BB at the top pre-Flop, the
positioning
will change post-flop. In Stud, the players are displayed as per their
position to act
per the street, which can change based on the cards dealt.
[0187] Display Folded Players 712: If this option is checked, any folded
players
will be displayed in order of when they folded. The last player to fold may be
displayed just below last active player still in the hand. The default maybe
OFF as
most players will not want to see any details of players that have folded.
[0188] Deck:
[0189] Turning to FIG. 42, this tab 800 may allow players to choose the deck
they
wish to use in the stacking component and allow them to use that same deck on
the
table/console 21 also.
[0190] Both the table list 110 and console 100 sub-components may include card
displays 180, 182. Different displays or decks may be available to the player,
but
each card in each deck should easily and readily convey to the user that
card's suit
and value.
[0191] Deck 1 - Traditional: As seen in FIG. 25, this deck 180a will be based
on a
traditional deck, visually displaying the card's suit and number/letter.
[0192] Deck 2 - Simple: This deck 180b has a 4 color card option only and no
suits, just numbers and letters, as seen in FIG. 24. The colors may be used to
represent the various suits, and this deck 180b may be particularly well-
suited to
frequent players that can determine their hands quickly with simple visual
recognition.
[0193] Painting vs. Images: The decision to paint the images manually or to
use a
strip of images may be made based on performance of the system. If images are
used,
the images preferably may be JPGs if performance is deemed to be higher. This
may
avoid the calling of the rendering engine, which may be inefficient for PNGs.
[0194] Preferably, the system 10 may place a gap or separator between hole
cards
and community cards. In Stud games, the system may place separators between
the 2
first down-turned cards, the 4 upturned cards, and the final down-turned card.
26

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0195] Silent Downloading: If the stacking system 10 is installed as an
upgrade to
a current system, preferably, the stacking decks will be silently downloaded.
That is,
they may not be included as part of the main download as they do not have
primary
functionality.
[0196] Use Stacking Cards also on the Tables 804: Players likely will want to
use
the same deck on the table as they have on the stacking component to reduce
processing time and reduce mistakes. As such, the system preferably will
display the
same deck both on the table 20 on the console 21 and in the stacking component
30.
In addition, changes to the deck, e.g., to the card backs or to the type of
deck selected,
may be reflected on both the console and the stacking component. When the
Traditional deck is chosen and this option is checked, the Traditional deck
may be
used on the tables. When the 4-Color Deck is chosen and this option is
checked, this
deck may be used in place of their chosen deck. If the player has this option
804
checked and tiles tables without using the stacking component (not opened) but
then
opens up the stacking component, the cards immediately may change to those
selected
for the stacking component.
[0197] Client side storage for preferences: The preferences for the stacking
component may be stored client side. This may make it easier for the system 10
to get
the details of the preferences for instrumentation purposes. In addition, if a
player has
two machines, the stacking may be set up for each of the machines
individually. In
this case, the player need not adjust his or her settings each time he or she
switches
from one machine to another.
[0198] Keyboard Shortcuts
[0199] Keyboard shortcuts may be available for the player to take actions in
the
action area of both the Large Stacking component 30a AND the Small Stacking
component 30b. In addition, the system 10 may allow the user to Tab between
the
Action component 400 and the List component 110, e.g., using CTRL + Tab. When
in the List component 110, the system 10 further may allow the user to scroll
through
the list, e.g., using the up and down arrows.
[0200] Menu Options
[0201] Each table stacking component may have a menu option 900, allowing the
user to implement table features as if the functionality was on the table in
question
and accessed from the table menu, as seen in FIG. 43.
27

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0202] The Hand history option 902 may display the Instant Hand History Dialog
for the table active in the Console 21. This Statistics option 904 may display
a
Statistics Dialog including, e.g., session start time, hands played, hands
won, and
showdowns won. The Request disconnection protection option 906 may activate a
request for DP (Disconnect Protects) for the active table in the Console 21.
[0203] Conversely, each active table may have a menu option 950, and the table
stacking component 30 may be launched by selecting a "Display Stacking
Console"
option 952 in that menu, as seen in FIG. 44. Alternatively, the table may have
a
stacking icon 954 displayed directly on each table, whereby clicking the icon
954
stacks all open tables and launches the table stacking component.
[0204] System Components
[0205] Turning to FIG. 46, the stacking system may rely on the interaction of
the
following components.
[0206] Game Server 1100 - a server component that hosts the tables and game
play. The server 1100 also may provide a number of services like player login,
player
registration, player logout, player search etc.
[0207] Client 1102 - the user interface to the gaming system through which a
user
can j oin one or more tables and play on them. The client 1102 may be
downloaded
to, or otherwise installed on, each player's system/computer and may reside on
that
system. Here, the client 1102 may refer to the player's system or to the
application(s)
residing on that system. Each client 1102 may include the following sub
components:
[0208] Table 20: One or more tables that currently are being played on the
system. Each table preferably shows up-to-date information on the players that
are
seated at that table, along with information about each player such as their
balances,
hand details, etc.
[0209] Stacking Window 30: This includes a table list and also may include a
bottom panel. Table list shows all the tables that the user has opened, and
the bottom
panel shows the hand information for the selected table. The stacking window
may
be a resizable, separate window. In one embodiment, it is displayed to a user,
e.g., on
a computer monitor 1104, attached to the right hand side of a game table.
However,
the window may be movable to any part of the player's screen.
[0210] Minimum System Requirements
[0211] In one embodiment, a table stacking implementation may require at least
the following system configuration to operate: RAM: 256 MB, Hard Disk: 4GB,
OS:
28

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
Windows 98 onwards with IE 6.0, Monitor Resolution: 1024 X 768. Exemplary
products that may incorporate a table stacking window may include: Party Poker
(both downloaded and non-downloaded client versions), Partypoker.it,
Partypoker.net,
ITV Poker, Gamebookers Poker, Intralot Poker, and Cirsa Poker, although a
table
stacking functionality may be beneficial in other applications.
[0212] Implementation details
[0213] The table stacking window 30 may keep references for each table that a
user opens and may add a row in its table list 110 each time the user opens
another
table. When a table is opened, the table registers with the stacking window
30, and
when a table is closed, it unregisters with stacking window. Thus, the
stacking
window preferably contains the list of all user-opened tables 20 on the
system.
[0214] When in the stacking window 30, if the user double clicks on a table
list
row 112, the corresponding table is brought to the top of the console area 21
and/or
brought into focus. When the user right clicks on the table list row 112, the
system 10
may check if there are any options buttons to be displayed for the player and
if so, the
option button popup may be shown. When the user clicks on the option button,
the
user may be redirected to the corresponding table, and the system may act as
if the
user had clicked on the option buttons on the table, sending this information
to the
server. When there is any change in the status of a table, like a change in
dealer
position, the table notifies the stacking window 30 about the same. The
stacking
window 30 then updates the position for the corresponding table on the table
list.
[0215] By default, the tables may be stacked on top of each other, although
the
player has the option of arranging the tables in whatever configuration he or
she
desires. The table with the most urgent action, i.e., the table requiring the
player to
act and with the least time comparative to other tables open and available to
act, may
jump to the front of stack if this preference is selected and thus be in
focus.
Preferably, this table will stay in focus until the player has acted at that
table or has
run out of time to make an action on that table.
[0216] Table Stacking behavior
[0217] The client may need to measure the screen resolution. If the screen
size is
not supported the stacking icon may be grayed out, and attempts to launch the
stacking function may display a message explaining that the function is not
supported
at this resolution.
29

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0218] As further tables are opened, they may be stacked on top of each other
in
the same screen space/console area 21, thus stacked on top of each other. In
one
embodiment, the last table to be opened may be placed at the top of the stack.
In
another embodiment, the table with the most urgent action, i.e., the least
time to act,
may be placed on top of the stack. In this embodiment, if the table with the
most
urgent action times out, then the next window should pop to the front and
become
active.
[0219] In still another embodiment, if the player is in the process of sitting
down
at a table, then that table may stay on top until the player has been seated,
taking
precedence over the table with the most urgent action.
[0220] Resizing
[0221] The player may be able to resize the tables in the console area 21 with
its
window detached.
[0222] Moving Tables
[0223] If the player moves a table in console area 21, the other tables
preferably
stay where they are. In addition, if a player moves a table it may snap to the
front in
the position in which it is placed.
[0224] Multi Monitor Option
[0225] By default, the system 10 may open the tables 20 and the stacking
component 30 on a first monitor 1104 if more than one monitor is available. If
the
user moves a first table to a second monitor 1106 and has stacking selected,
then all
tables opened after the first table preferably may be stacked underneath the
first table.
Similarly, wherever the first table may be positioned, any subsequent tables
opened
may be stacked in the same position. If the player then moves the first table
or any of
the other tables, the table remains where the user places it and should pop to
the front
where it is positioned by the player.
[0226] Switching between Stacking, Cascading and Tiling
[0227] The system 10 allows the user to alternate between stacking, cascading
and/or tiling in order to view multiple open tables in a variety of ways. To
switch
between the various views, the system may include toggle or selection icons.
[0228] If a player is in stacking mode and presses a cascade icon 956, the
tables
should cascade, and the stacking window 30 preferably closes. If a player is
in
stacking mode and selects the tile option icon 958, the tables should be
tiled, and the
stacking window 30 preferably closes.

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
[0229] Conversely, if a player is in cascade mode and selects the stacking
mode
icon 954, the tables should stack on the first monitor, and the stacking
window 30
should open, e.g., to the right of the table console area 21. If a player is
in tile mode
and presses stack mode icon 954, the tables may stack on the first monitor,
and the
stacking window 30 should open, e.g., to the right of the table console area
21.
[0230] Focus rules
[0231] The system 10 may provide the user with the option of displaying the
table
with the least time to act on top in the table list. When the player selects
stacking
mode, the system 10 may present the player with an overlay to warn that, by
default,
the table taking focus will remain in focus until action is done while using
stacking
mode, and this may cause other tables to timeout.
[0232] Other Functionality
[0233] The player may be able to sort the columns 114 of the table
subcomponent
110 by left clicking on one or more of the various columns 114 or on the
headers of
those columns 114.
[0234] The player may be able to right click on a row 112 to display and use
pre-
bet options to make an action. The pre-bet buttons may display if the timer is
not
running on that table. Otherwise, the action button may be appropriate. For
raises,
the player may be able to enter an amount to bet and then submit the bet by
pressing
the raise button.
[0235] The player may be able to close the stacking component window 30 by
clicking the close "X."
[0236] Newly opened tables may stay in focus for a predetermined amount of
time, e.g., about 5 seconds, to allow the player to sit down at the table.
Additionally,
the ability to select a post blind option or wait for big blind option may be
provided in
the stacking console to allow a player to sit down faster.
[0237] The stacking component 30 may be located on a display independent of
the one displaying the tables. When tables are resized and the player has the
stacking
component 30 snapped to the side of the tables, the stacking window 30 may
detach
from the side of the table and stay in its current position. In addition, if
the player
selects a table or another document, the stacking component may lose focus,
may
become an inactive window, or may be covered by the table or other document.
[0238] In another embodiment of the table stacking component 30, when the
player right clicks on a row 112, the details for that table may be displayed
at the
31

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
bottom of the table list. As seen in FIG. 45, these details may include the
table
number 28, the pot 54 for that table, the player's hole cards 38, the
community cards
40, and/or the hand strength. In addition, the dealer chat 302 may be
displayed in a
window below the table list, and any player alerts that have been set that get
triggered
may be highlighted in the color that is used to highlight the table.
[0239] Internationalization Requirements
[0240] All features preferably are multilingual by default. Graphical elements
may have no or very limited text to simplify localization, and text may be
rendered
programmatically where possible to reduce resources required for maintenance.
[0241] In addition, each user interface may contain adequate room for text
expansion, e.g., about 20-30% to accommodate for different word lengths when
translating into other languages. Similarly, there may be vertical space
allowances for
diacrits (accented aeui) in both lower and upper case form or Asian language
characters where required.
[0242] Method for Using Table Stacking Component
[0243] The following method is one way in which the table stacking component
may be employed:
[0244] Receive a request or prompt to open one or more tables.
[0245] Receive a request or prompt to sit down at at least one of the tables
or to
join a waitlist for the table or tables.
[0246] Instruct or receive a request from the user to select the option of
auto
posting blinds, which may get the user into the game more quickly and reduce
pop-
ups.
[0247] Receive a request to use the stacking system 10, e.g., by recognizing
the
selection of a stacking icon 954. Then, the tables may stack on top of each
other and
the stacking window may open.
[0248] The stacked tables may be moved around on the screen or display by the
user. To then restack the table, the user simply may press the stacking icon
954 again.
[0249] While the foregoing written description of the invention enables one of
ordinary skill to make and use what is considered presently to be the best
mode
thereof, those of ordinary skill will understand and appreciate the existence
of
variations, combinations, and equivalents of the specific exemplary embodiment
and
method herein. The invention should therefore not be limited by the above
described
32

CA 02779647 2012-05-02
WO 2011/054378 PCT/EP2009/064556
embodiment and method, but by all embodiments and methods within the scope and
spirit of the invention as claimed.
33

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

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

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 , Event History , Maintenance Fee  and Payment History  should be consulted.

Event History

Description Date
Application Not Reinstated by Deadline 2018-04-18
Inactive: Dead - No reply to s.30(2) Rules requisition 2018-04-18
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2017-11-03
Inactive: Abandoned - No reply to s.30(2) Rules requisition 2017-04-18
Inactive: Report - No QC 2016-10-17
Inactive: S.30(2) Rules - Examiner requisition 2016-10-17
Amendment Received - Voluntary Amendment 2016-01-18
Inactive: S.30(2) Rules - Examiner requisition 2015-09-01
Inactive: Report - No QC 2015-08-28
Change of Address or Method of Correspondence Request Received 2015-01-15
Amendment Received - Voluntary Amendment 2014-10-10
Letter Sent 2014-09-17
All Requirements for Examination Determined Compliant 2014-09-11
Request for Examination Received 2014-09-11
Request for Examination Requirements Determined Compliant 2014-09-11
Inactive: Cover page published 2012-07-19
Letter Sent 2012-07-04
Letter Sent 2012-07-04
Letter Sent 2012-07-04
Letter Sent 2012-07-04
Application Received - PCT 2012-06-27
Inactive: Notice - National entry - No RFE 2012-06-27
Inactive: IPC assigned 2012-06-27
Inactive: First IPC assigned 2012-06-27
Inactive: Single transfer 2012-05-28
National Entry Requirements Determined Compliant 2012-05-02
Application Published (Open to Public Inspection) 2011-05-12

Abandonment History

Abandonment Date Reason Reinstatement Date
2017-11-03

Maintenance Fee

The last payment was received on 2016-10-19

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
MF (application, 2nd anniv.) - standard 02 2011-11-03 2012-05-02
Basic national fee - standard 2012-05-02
Registration of a document 2012-05-28
MF (application, 3rd anniv.) - standard 03 2012-11-05 2012-10-18
MF (application, 4th anniv.) - standard 04 2013-11-04 2013-10-22
Request for examination - standard 2014-09-11
MF (application, 5th anniv.) - standard 05 2014-11-03 2014-10-21
MF (application, 6th anniv.) - standard 06 2015-11-03 2015-10-21
MF (application, 7th anniv.) - standard 07 2016-11-03 2016-10-19
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
PARTYGAMING IA LIMITED
Past Owners on Record
ANDREAS HARTMANN
GAVIN O'REILLY
KIRAN KUMAR POTLADURTHI
PAUL FRASER
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

To view selected files, please enter reCAPTCHA code :



To view images, click a link in the Document Description column. To download the documents, select one or more checkboxes in the first column and then click the "Download Selected in PDF format (Zip Archive)" or the "Download Selected as Single PDF" button.

List of published and non-published patent-specific documents on the CPD .

If you have any difficulty accessing content, you can call the Client Service Centre at 1-866-997-1936 or send them an e-mail at CIPO Client Service Centre.


Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Drawings 2012-05-01 31 5,558
Description 2012-05-01 33 1,757
Claims 2012-05-01 3 112
Abstract 2012-05-01 1 170
Representative drawing 2012-05-01 1 242
Description 2012-05-02 35 1,816
Claims 2012-05-02 5 132
Description 2016-01-17 35 1,815
Notice of National Entry 2012-06-26 1 205
Courtesy - Certificate of registration (related document(s)) 2012-07-03 1 125
Courtesy - Certificate of registration (related document(s)) 2012-07-03 1 125
Courtesy - Certificate of registration (related document(s)) 2012-07-03 1 125
Courtesy - Certificate of registration (related document(s)) 2012-07-03 1 125
Reminder - Request for Examination 2014-07-06 1 116
Acknowledgement of Request for Examination 2014-09-16 1 175
Courtesy - Abandonment Letter (Maintenance Fee) 2017-12-14 1 175
Courtesy - Abandonment Letter (R30(2)) 2017-05-29 1 164
PCT 2012-05-01 8 287
Correspondence 2015-01-14 2 61
Examiner Requisition 2015-08-31 4 258
Amendment / response to report 2016-01-17 5 196
Examiner Requisition 2016-10-16 6 354
Prosecution correspondence 2014-10-09 2 91