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Publication numberUS20070225056 A1
Publication typeApplication
Application numberUS 11/688,839
Publication dateSep 27, 2007
Filing dateMar 20, 2007
Priority dateMar 20, 2006
Publication number11688839, 688839, US 2007/0225056 A1, US 2007/225056 A1, US 20070225056 A1, US 20070225056A1, US 2007225056 A1, US 2007225056A1, US-A1-20070225056, US-A1-2007225056, US2007/0225056A1, US2007/225056A1, US20070225056 A1, US20070225056A1, US2007225056 A1, US2007225056A1
InventorsPhil Lewis, James Reeves
Original AssigneePhil Lewis, James Reeves
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Poker Game System
US 20070225056 A1
Abstract
A method of tracking player statistics for each player competing in live poker games at multiple physical locations includes calculating a player score for a poker game, entering the player score in a total score and comparing each player score.
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Claims(15)
1. A method of tracking player statistics for each player competing in live poker games at multiple physical locations, the method comprising:
calculating a player score for a poker game;
entering the player score in a total score; and
comparing each player score.
2. The method of claim 1, wherein calculating the player score comprises:
calculating a place finished value;
calculating a winner value;
calculating a bounty winner value; and
adding the place finished value, the winner value and the bounty value to compute the player score.
3. The method of claim 2, further comprising:
calculating a start value; and
wherein adding includes adding the start value to compute the player score.
4. The method of claim 3, wherein the start value is defined according to the formula:

start value=1.65−(6*(11−(number of players in game)))/100.
5. The method of claim 3, wherein the place finished value is defined according to the formula:

place finished value=(11−place number of finish in the game)/100.
6. The method of claim 2, wherein the winner value is defined according to the formula:

winner value=players in game*0.1.
7. The method of claim 2, wherein the winner value is defined according to the formula:

winner value=players in game*0.08.
8. The method of claim 2, wherein the bounty value is defined according to the formula:

bounty value=number of bounties won/3.
9. The method of claim 2, wherein the bounty value is defined according to the formula:

bounty value=number of bounties won/7.
10. The method of claim 2, wherein the player score further comprises:
adding a player time value defined according to the formula

player time value=((total time of player in game)/60)/total time of game.
11. The method of claim 2, wherein the player score further comprises:
adding a chip value defined according to the formula

chip value=(1−(10−number of players)*0.05)*((net chip count+15000)/50000).
12. The method of claim 2, wherein the player score further comprises:
adding an elimination value defined according to the formula

elimination value=number of players eliminated/15.
13. The method of claim 1, further comprising:
verifying the identity of each poker player.
14. A poker game system that tracks player statistical rankings, comprising:
more than one card game facility at different geographic locations, each of the locations having poker tables for live poker games;
a wireless communications device at each game facility to verify player identities, to control the start and stop of a live poker game and to input player scores; and
a server at a remote location to receive the player scores from the wireless communications device and calculate player scores, wherein each player score is calculated according to points for a start value, a place finished value, an elimination value, a winner value and a bounty winner value; and
a storage device that stores the player scores.
15. A computer readable medium having embodied thereon a computer program for processing by a computer, the computer program comprising:
a first code segment to calculate a player score for a poker game, the player score including a place finished value, a winner value and a bounty winner value;
a second code segment to add the player score to a total score; and
a third code segment to compare the total score of each player to every other player.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This patent application claims priority to U.S. Provisional Patent Application 60/783,800 filed on Mar. 20, 2006, which is incorporated by reference herein.

TECHNICAL FIELD

The present invention relates to card games, and more particularly, to live poker games.

BACKGROUND

Live poker tournaments have become very popular. In a live tournament, players travel to a specific location to compete against each other. However, players may be unable to travel long distances and at specific times. Thus, a need exists for a system to track player statistics in live poker games in order to compete from multiple locations and to rank order player skills.

SUMMARY

In one general aspect, a method of tracking player statistics for each player competing in live poker games at multiple physical locations includes calculating a player score for a poker game, entering the player score in a total score and comparing each player score.

Embodiments may include one or more of the following features. For example, calculating the player score may include calculating a place finished value, calculating a winner value, calculating a bounty winner value and adding the place finished value, the winner value and the bounty value to compute the player score.

The player score may also include a start value defined according to the formula start value=1.65−(6*(11−(number of players in game)))/100. The place finished value may be computed by (11−place number of finish in the game)/100. The winner value may be computed as players in game*0.1 or players in game*0.08. The bounty value may be calculated as number of bounties won/3 or number of bounties won/7.

The player score may also include other factors, such as, for example, a player time value defined according to ((total time of player in game)/60)/total time of game, a chip value defined as (1−(10−number of players)*0.05)*((net chip count+15000)/50000) or an elimination value defined according to the number of players eliminated/15.

In another general aspect, a poker game system that tracks player statistical rankings includes more than one card game facility at different geographic locations, each of the locations having poker tables for live poker games, a wireless communications device at each game facility to verify player identities, to control the start and stop of a live poker game and to input player scores and a server at a remote location to receive the player scores from the wireless communications device and calculate player scores, wherein each player score is calculated according to points for a start value, a place finished value, an elimination value, a winner value and a bounty winner value and a storage device that stores the player scores. Embodiments may include one or more of the above features.

In a further general aspect, a computer readable medium having embodied thereon a computer program for processing by a computer includes a first code segment to calculate a player score for a poker game, the player score including a place finished value, a winner value and a bounty winner value, a second code segment to add the player score to a total score and a third code segment to compare the total score of each player to every other player. Embodiments may include one or more of the above features.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system diagram of a computer-implemented poker system at multiple physical locations.

FIGS. 2-4 are screenshots from a wireless communication device used by a poker dealer.

FIG. 5 shows a method of calculating a player ranking.

FIGS. 6-9 are screenshots of player rankings.

DETAILED DESCRIPTION

The national poker challenge organizes poker games that are played in physical facilities at locations anywhere in the country or abroad. Each poker game is played live at one of several tables at each poker facility.

League play is done without gambling any money. Instead, a statistical tracking system tracks each player to determine monthly and overall rankings of the players.

Players sign up to play according to one of several subscription packages, such as, for example, an individual league pass or a sit-n-go league pass. When a player signs up for the individual league pass, the player is tracked for 10 games: 8 games of No Limit Texas Hold 'Em and 2 games of Omaha.

A trained poker dealer runs the games at each facility. Referring to FIG. 1, the dealer is equipped with a wireless hand-held communications device, such as, for example, a personal digital assistant 110.

Each PDA 110 has a wireless communication link to a local server 120 at the poker facility. The local server 120 utilizes a telecommunications link, such as, for example, the Internet 130, to communicate with a main server 140.

The main server 140 processes all game data and stores game statistics in a storage device 150. A user terminal 160 allows the game supervisor to access game information and program and control the main server 140.

Referring to FIG. 2, the wireless device 110 used by the dealer displays the layout of the poker facility. The dealer checks in each player at a numbered seat at one of the tables. Various types of check-in procedures may be used. In one embodiment, each player has a subscription card with a magnetic or bar code identification and the dealer scans the subscription card. In another embodiment, the dealer enters the player's name or subscription number.

Referring to FIG. 3, as each player is checked in, the player's data is transmitted from the main server 160 to the local server 120 and downloaded to the wireless device 110. The player's image is displayed, thus, the dealer can verify the identity of the player. In addition, the dealer can access the data of each individual player as shown in FIG. 4.

Once the player's are checked in at each table, the dealer enters a command on the wireless device 110 to commence the game. The wireless device records the number of players in each game. At the conclusion of the game, the scores of each player are input to the wireless device 110. The game scores are then sent to storage device to be added to the player's statistics.

As shown in FIG. 5, the raw scores are used to compute player scores and updated rankings. After the player's identity is verified in operation 510, the player game scores are calculated in operation 520. The game score is then added to the total score for each player in operation 530. The player scores are compared to provide a player ranking in operation 540 and the player scores and rankings are stored in operation 550.

The statistical tracking program ranks the players according to criteria according to the game being played and the package that is purchased. In the Sit-N-Go league, players scores are calculated based on a sum of a start value, place finished value, games won value, bounty value, eliminations value and time played value, according to the following formulas:
start value=1.65−(6*(11−(number of players in game)))/100;
place finished value=(11−place number of finish in the game)/100;
winner value=players in game*0.1;
bounty value=number of bounties won/3;
player time value=((total time of player in game)/60)/total time of game; and
elimination value=number of players eliminated/15.

In the Individual League Championship (ILC), ten games are played, include eight games of Texas Hold 'Em and two games of Omaha. The players scores in the ILC are calculated based on a start value, place finished value, winner value, bounties value and chip value according to the following formulas:
start value=1.65−(6*(11−(number of players in game)))/100;
place finished value=(11−place number of finish in the game)/100;
winner value=players in game*0.1;
bounty value=number of bounties won/7; and
chip value=(1−(10−number of players)*0.05)*((net chip count+15000)/50000).

FIGS. 6-9 show various individual and league statistics that are available for viewing by the league players. The players can access the statistics on a wireless device or a personal computer that is provided with access to the league database.

While the present invention has been particularly described with reference to the preferred embodiments, it should be obvious to those of ordinary skill in the art that modifications in form and details may be made without departing from the spirit and scope of the invention.

Referenced by
Citing PatentFiling datePublication dateApplicantTitle
US7785184 *Mar 23, 2005Aug 31, 2010Scientific Games International, Inc.Computer-implemented simulated card game
Classifications
U.S. Classification463/13
International ClassificationA63F9/24
Cooperative ClassificationA63F1/00, A63F2001/005, A63F1/18
European ClassificationA63F1/00