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    • 2. 发明申请
    • Method and System of Wagering
    • 投注方法与制度
    • US20160117883A1
    • 2016-04-28
    • US14525220
    • 2014-10-28
    • Lyle Berman
    • Lyle Berman
    • G07F17/32G07F17/34
    • G07F17/3223G07F17/3241G07F17/3244G07F17/326G07F17/3293G07F17/3295G07F17/34
    • The present inventions provides a device and method of wagering on a game of chance. The game of chance is divided into a set of individual game rounds, each game round played in accordance with the nature of the type of game of chance that it mimics, but without providing a payable award. A paytable different than that generally accorded the type of game associated with the game round is provided. The paytable provides one or more point for a favorable outcome. The points are accumulated during play of the game rounds. At the conclusion of the last play of a game round, accumulated points are compared to one or more point ranges provided by the paytable. The point ranges are associated with an award. When the player has accumulated sufficient points such that they are within one of the point ranges, the player is paid the award associated with that range of points.
    • 本发明提供了一种在机会游戏上投注的装置和方法。 机会游戏分为一组单独的游戏回合,每场比赛都是按照其模拟的机会类型的性质进行的,但没有提供应酬奖励。 提供了不同于通常符合与游戏相关联的游戏类型的付款表。 支付表提供了一个或多个点,以获得有利的结果。 这些积分在玩游戏时累积。 在最后一场比赛结束时,累积积分与薪资表提供的一个或多个点数进行比较。 点数与奖励相关联。 当玩家积累足够的积分,使得他们在一个点范围内时,玩家将支付与该范围的点相关联的奖励。
    • 4. 发明授权
    • Dice game
    • 骰子游戏
    • US07527265B1
    • 2009-05-05
    • US11173570
    • 2005-07-01
    • Lyle Berman
    • Lyle Berman
    • A63F1/04A63F1/00
    • A63F1/00A63F2001/0416A63F2001/0425
    • A method of dealing a card game is taught wherein cards are used in place of dice. The cards are dealt to locations on a table and a randomizing event is used to select from one or more of the dealt cards which appear on a gaming table. To allow the player to exercise some control, one or more cards are selected to determine a roll utilizing a random method; such as dice, a spinning wheel, selection of a space at random or a random number generator. A method is used to select a card based on the selection of the space on which the card is dealt. A method of dealing a card game is taught wherein cards representing dice having a least four sides are utilized using variations of rules for games such as 1) traditional craps game, 2) Four The Money game, 3) high low craps, or 4) roulette. By repeatedly shuffling either two sets of six cards numbered 1 through 6, or one set of 36 cards (representing all of the rolls of a set of two six sided dice) traditional craps rules may be followed. Also taught is a roulette game which is played by having cards representing the numbered slots of a roulette wheel and roulette table. A user is allowed to pre-select a space from a plurality of spaces into which a pre-determined number of cards are dealt in order to determine the number generated in place of a dice roll to allow user interaction in the random decision. Electronic monitor card numbers, storage of card numbers, and the display of prior outcomes is also possible. Comparison of the stored information to wagers is made to determine when wagers are won.
    • 教授处理纸牌游戏的方法,其中使用卡代替骰子。 这些卡被发送到桌子上的位置,并且随机化事件用于从出现在游戏桌上的一张或多张已处理卡片中进行选择。 为了允许玩家进行一些控制,选择一个或多个卡以利用随机方法来确定滚动; 例如骰子,旋转轮,随机选择空间或随机数发生器。 一种方法是用于根据卡上所处空间的选择来选择卡。 教授一种处理纸牌游戏的方法,其中代表具有至少四边的骰子的卡片利用游戏规则的变化,例如1)传统的骰子游戏,2)四钱游戏,3)高低骰子,或4) 轮盘赌 通过重复洗牌两组6至6号卡,或一组36张卡(代表一组两个六面骰子的所有卷),可以遵循传统的骰子规则。 还教导的是轮盘游戏,其通过具有表示轮盘赌轮和轮盘赌桌的编号槽的卡来玩。 允许用户从多个空间预先选择一个空间,其中预定数量的卡被发送到该空间中,以便确定代替骰子卷产生的号码,以允许随机决策中的用户交互。 电子显示器卡号,卡号的存储以及先前结果的显示也是可能的。 将存储的信息与下注进行比较,以确定何时获胜。
    • 5. 发明授权
    • Dice game
    • 骰子游戏
    • US06761353B2
    • 2004-07-13
    • US09827647
    • 2001-04-06
    • Lyle BermanNaif M. Moore, Jr.
    • Lyle BermanNaif M. Moore, Jr.
    • A63B7100
    • A63F9/0406A63F3/00157A63F9/04G07F17/32G07F17/3286
    • A dice game embodied in a table or slot machine format utilizing spinning wheels or slots to generate numbers based multiple repetitions or a count of numbers prior to novel termination and payout events. The preferred embodiment differs from traditional craps in that there is no requirement of a repeated number roll for a win. In one embodiment, a number other than seven, the target number, can be rolled on two six sided dice, numbered on sides from 1-6, in a tournament style fashion over a selected calendar period to win the primary wager. These games include counting the rolls on different players and comparing those rolls and making an award to the player making (a) the most rolls, (b) the most points, (c) the fewest points or rolls or (d) enhanced pay outs for higher targets during a limited (e.g. 4) number of dice rolls. A video layout is disclosed which replaces traditional displays with multiple dice rolls in a novel fashion otherwise consistent with the disclosure herein. A method of generating random numbers using a chute is disclosed as well as a method of determining random results based on mathematical utilization of multiple dice rolls.
    • 骰子游戏以桌面或老虎机格式体现,利用旋转轮或插槽在新的终止和支付事件之前多次重复或数字计数。 优选实施例与传统的骰子不同之处在于,不需要重复的数量卷来获胜。 在一个实施例中,除了七个目标号码之外的数字可以在选择的日历时段中以锦标赛风格的方式在1-6个方向上编号的两个六面骰子上滚动,以赢得主要的下注。 这些游戏包括对不同玩家的滚动计数,并比较这些滚动,并向玩家制作(a)最多的滚动,(b)最多点,(c)最少点或滚动或(d)增强支付 在有限(例如4)数量的骰子卷期间用于较高的目标。 公开了视频布局,其以与本文的公开内容一致的新颖方式替代具有多个骰子卷的传统显示器。 公开了使用滑槽产生随机数的方法,以及基于多个骰子卷的数学利用来确定随机结果的方法。
    • 6. 发明申请
    • Method and System of Wagering
    • 投注方法与制度
    • US20160117887A1
    • 2016-04-28
    • US14719013
    • 2015-05-21
    • Lyle Berman
    • Lyle Berman
    • G07F17/32
    • G07F17/3255G07F17/3223G07F17/3244G07F17/3258G07F17/326G07F17/3267G07F17/3269
    • The present invention provides a device and method of wagering on a game of chance. The game of chance is divided into a set of individual game rounds, each game round played in accordance with the nature of the type of game of chance that it mimics, but without providing a payable award. A paytable different than that generally accorded the type of game associated with the game round is provided. The paytable provides one or more point for a favorable outcome. The points are accumulated during play of the game rounds. At the conclusion of the last play of a game round, accumulated points are compared to one or more point ranges provided by the paytable. The point ranges are associated with an award. When the player has accumulated sufficient points such that they are within one of the point ranges, the player is paid the award associated with that range of points.
    • 本发明提供一种投机游戏的机会和方法。 机会游戏分为一组单独的游戏回合,每场比赛都是按照其模拟的机会类型的性质进行的,但没有提供应酬奖励。 提供了不同于通常符合与游戏相关联的游戏类型的付款表。 支付表提供了一个或多个点,以获得有利的结果。 这些积分在玩游戏时累积。 在最后一场比赛结束时,累积积分与薪资表提供的一个或多个点数进行比较。 点数与奖励相关联。 当玩家积累足够的积分,使得他们在一个点范围内时,玩家将支付与该范围的点相关联的奖励。
    • 7. 发明授权
    • Card game with numbered cards
    • 卡片游戏与编号卡
    • US06913262B2
    • 2005-07-05
    • US09975907
    • 2001-10-12
    • Lyle Berman
    • Lyle Berman
    • A63F1/00A63F1/04A63F1/12
    • A63F1/00A63F2001/0416A63F2001/0425
    • A method of dealing a card game is taught wherein cards representing dice having a least four sides are utilized using variations of rules for games such as 1) traditional craps game, 2) Four The Money game, high low craps, or roulette. By repeatedly shuffling either two sets of six cards numbered 1 through 6, or one set of 36 cards (representing all of the rolls of a set of two six sided dice) traditional craps rules may be followed. Also taught is a roulette game which is played by having cards representing the numbered slots of a roulette game. A user is allowed to pre-select a space from a plurality of spaces into which a pre-determined number of cards are dealt in order to determine the number generated in place of a dice roll while still allowing user interaction in the random decision. Electronic monitoring card numbers, storage of card numbers, and the display of prior outcomes is also discussed. Comparison of the stored information to wagers is made to determine when wagers are won.
    • 教授一种处理纸牌游戏的方法,其中代表具有至少四边的骰子的卡片利用游戏规则的变化来使用,例如:1)传统的骰子游戏,2)四款金钱游戏,高低骰子或轮盘赌。 通过重复洗牌两组6至6号卡,或一组36张卡(代表一组两个六面骰子的所有卷),可以遵循传统的骰子规则。 还教导的是轮盘游戏,其通过具有表示轮盘游戏的编号槽的卡来玩。 允许用户从多个空格预先选择一个空间,其中预定数量的卡被发送到其中,以便确定代替骰子滚动而产生的号码,同时仍允许用户在随机决策中进行交互。 还讨论了电子监控卡号,卡号存储以及先前结果的显示。 将存储的信息与下注进行比较,以确定何时获胜。