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    • 84. 发明申请
    • RIPOSTE SWORD-FIGHTING CARD GAME
    • RIPOSTE SWORD-FIGHTING卡片游戏
    • WO2006041721A3
    • 2006-11-30
    • PCT/US2005035177
    • 2005-09-30
    • HUNGERFORD SCOTT C
    • HUNGERFORD SCOTT C
    • A63F1/00
    • A63F1/00
    • A card game designed to simulate movements and activities between two combatants. The object of the game is to force all the other players to lose their game points before the winner does. The game uses a unique set of playing cards each containing one of three possible main color codes, and up to three out of four possible activity symbols. Each activity symbol is associated or linked to a second color code that matches one of the three main color codes. The game is presented herein as a sword fighting game between combatants. The activity symbols represent various offensive and defensive activities performed by opposing players during a sword fight. During the game, an offensive player selects an opposing player to attack after reviewing his or her holding cards and the top card in the discard pile of the other player. The defender must either dodge, parry or riposte the attack. If the defender cannot defend the attack, then he or she loses a game point(s) equal to the value of the number of game point(s) on the card played by the offensive player. The last player to possess game points wins the game.
    • 一个卡片游戏旨在模拟两名战斗人员之间的动作和活动。 游戏的目的是强制所有其他玩家在获胜者之前失去游戏点。 游戏使用独特的一组扑克牌,每张牌包含三种可能的主要颜色代码之一,最多可以有四种可能的活动符号中的三种。 每个活动符号与三个主要颜色代码之一相匹配或链接到第二个颜色代码。 这个游戏在这里作为战斗人员之间的战斗游戏。 活动符号表示在剑战期间由对手进行的各种进攻和防守活动。 在比赛中,一名进攻球员在对其他玩家的丢弃堆中查看他或她的持卡和顶牌后,选择对方的玩家进行攻击。 防守者必须躲避,躲避或破坏攻击。 如果防守者不能保卫攻击,则他或她失去一个游戏点数,该游戏点数等于玩家玩牌的游戏点数。 拥有游戏点的最后一个玩家赢得了比赛。
    • 86. 发明申请
    • INSTANT ONLINE LOTTERY METHOD AND SYSTEM
    • 即时在线乐器方法和系统
    • WO2006081022A3
    • 2006-10-26
    • PCT/US2005046484
    • 2005-12-21
    • INTEGRATED GROUP ASSETS INCWRIGHT ROBERT JFRICK MICHAEL D
    • WRIGHT ROBERT JFRICK MICHAEL D
    • A63F9/24A63F1/00
    • G07F17/32
    • The system for an instant online lottery game comprises a server (202) and a plurality of instant online lottery units (203, 206, 208) in communication with the server (202). The server (202) stores a progressive jackpot (212) that can be won with an instant online lottery number, and has a first random number generator for generating the instant online lottery number and a second random number generator for generating a plurality of game-play combinations. Each instant online lottery unit receives the progressive jackpot value from the server, and has a price selection input for receiving a selection of an instant online lottery ticket price at which an instant online lottery ticket is purchased, each instant online lottery ticket price corresponds to a distinct known percentage of a progressive jackpot and distinct secondary prizes.
    • 用于即时在线彩票游戏的系统包括与服务器(202)通信的服务器(202)和多个即时在线彩票单元(203,206,208)。 服务器(202)存储能够用即时在线彩票号码获胜的渐进累积奖金(212),并且具有用于生成即时在线彩票号码的第一随机数发生器和用于生成多个游戏 - 玩组合。 每个即时在线彩票单元从服务器接收渐进累积奖励值,并且具有用于接收即时在线彩票价格的选择的价格选择输入,即时在线彩票价格是购买即时在线彩票,每个即时在线彩票价格对应于 明显的已知百分比的累进累积奖金和不同的二等奖。
    • 88. 发明申请
    • METHOD AND APPARATUS FOR PLAYING GAMES
    • 播放游戏的方法和设备
    • WO2006096795A2
    • 2006-09-14
    • PCT/US2006/008337
    • 2006-03-08
    • GAMELOGIC, INC.WELLER, Scott
    • WELLER, Scott
    • A63F1/00
    • A63F1/00G07F17/32G07F17/3258G07F17/3267
    • A system and methods of playing wagering games of chance in which a player receives points based on game play, the points being usable toward either a cumulative jackpot or entry into another game which may be a game of skill or chance. In one example, a system and method for a “double chance” game links progress in a second game to the results of a first game. A player receives a chance at playing the second game based on winning or losing the first game, thereby providing the player with two chances to win for one entry into a game session. A player participating in the first game receives points, based on a result of the first game, that may be used to play a second game or may be redeemed for one or more prizes, as discussed below. The points may embody the player’s chance for winning the second game. In one example game format, the points may be awarded for “losing” the first game, thereby providing a dual incentive to a player to play the game - the player may achieve the game’s payout by winning the game or may accrue points by losing the game. In such a manner, a player’s interest in playing the first game may be increased because of additional chances to win offered by the second game (or selection of prizes) associated with the points the player receives during play of the first game.
    • 玩家根据游戏玩法接收点数的投注游戏的系统和方法,所述点可用于累积累积奖励或进入另一游戏,这可能是技能或机会的游戏。 在一个示例中,用于“双机会”游戏的系统和方法将第二游戏中的进展链接到第一游戏的结果。 一名玩家根据获胜或丢失第一场比赛的机会获得玩第二场比赛的机会,从而为玩家提供两次机会,以赢得一次入场进入游戏。 如下所述,参与第一游戏的玩家根据第一游戏的结果接收可用于播放第二游戏或可以兑换一个或多个奖品的积分。 这些积分可能体现了玩家获得第二场比赛的机会。 在一个示例游戏格式中,这些点可以被授予“丢失”第一游戏,从而为玩家玩游戏提供双重激励 - 玩家可以通过赢得游戏来实现游戏的支付,或者可以通过丢失游戏来累积积分 游戏。 以这种方式,玩家对玩第一场比赛的兴趣可能会增加,因为玩家第一场比赛中玩家接收到的积分相关的第二场比赛(或奖品选择)提供的额外机会可能会增加。
    • 90. 发明申请
    • MODIFIED BLACKJACK GAME
    • 修改的BLACKJACK游戏
    • WO2006014289A3
    • 2006-08-10
    • PCT/US2005023095
    • 2005-06-30
    • SORGE NICHOLAS
    • SORGE NICHOLAS
    • A63F1/00A63F3/00
    • A63F1/00A63F2001/003
    • A method for playing a modified blackjack game between a dealer and at least one player. Each player places an first wager, the outcome of which is determined by conventional rules of blackjack. Players may optionally place an additional wager corresponding to a predicted total point value or point value range of an initial hand of two cards dealt to the player. After the dealer has dealt a player a second card from one or more standard decks of playing cards, an actual total point value is computed for the two-card hand of that player. If an actual total point value is equal to or in a range of a predicted total point value or range, a player wins a predetermined multiple of an amount of the additional wager. A second predetermined multiple may be paid if a player's hand includes two cards of the same suit.
    • 一种用于在发牌人和至少一个玩家之间进行修改的二十一点游戏的方法。 每个玩家进行第一次投注,其结果由常规的二十一点规则确定。 玩家可以有选择地根据预测的总分值或分配给玩家的两张牌的初始手的分值范围来投注额外的投注。 在经销商向玩家发放来自一个或多个标准牌组的第二张牌之后,为该玩家的双牌手计算实际的总分值。 如果实际总分值等于或在预测总分值或范围的范围内,则玩家赢得额外投注量的预定倍数。 如果玩家的手包括相同花色的两张牌,则可以支付第二预定倍数。