Patent classifications
A63F1/00
Apportionment of pay out of casino game with escrow
A gaming apparatus which, for each of a plurality of plays of a primary game: randomly generates one of a plurality of different primary game outcomes, displays the generated primary game outcome, and displays any award associated with the displayed primary game outcome. If a bonus triggering event occurs, the gaming apparatus: determines a first part of a constant value, causes the determined first part of the constant value to be provided to a first player, determines a second part of the constant value, wherein the determined first part of the constant value and the determined second part of the constant value form the constant value, and causes the determined second part of the constant value to fund a designated award.
Electronic circle game system
A scanning game input mechanism that includes a light-emitting mechanism that defines multiple input regions for a game in which there are multiple players. Each of the input regions is a portion of the playing surface in which a corresponding player subset is to provide physical input (such as rolling dice, playing cards, or placing game pieces, and so forth) to affect game state. A scanning mechanism scans objects placed within the input regions, while a communication mechanism communicates information regarding the scanned object. The information might, for example, be communicated to affect an electronic game state maintained in another device or distributed across multiple devices.
Unitarily formed expandable spinal implant and method of manufacturing and implanting same
A unitarily formed expandable spinal implant for insertion in a disc space between two adjacent vertebrae. The unitarily formed expandable spinal implant is moveable from an unexpanded configuration to an expanded configuration, and can be manufactured by a 3-dimensional printer. The unitarily formed expandable spinal implant includes an upper portion, a lower portion, a proximal wall, a first distal wall portion, a second distal wall portion, and a separator connected by at least one point of attachment to the spinal implant. A separation tool breaks the separator free from the at least one point of attachment, and moves the separator within the implant to force expansion thereof from the unexpanded configuration to the expanded configuration.
GAME TOY
One objective is to provide a trading card game that prevents the game progress from becoming monotonous. A game toy played with a first player and a second player includes a play field configured such that a first placement region that is provided for each of the players and that allows a physical game component associated with a game element to be placed thereon is visually identifiable and an indicator configured to indicate which one of the players currently takes their action turn during game progress. The indicator includes a marker movable in accordance with at least one of placement of the physical game component in the first placement region and use of the physical game component during game play, and the indicator indicates which one of the players currently takes their action turn by using a position at which the marker is placed.
PROJECTION OF INTERACTIVE ENVIRONMENT
An interactive environment image may be projected onto one or more surfaces, and interaction with the projected environment image may be detected within a three-dimensional space over the one or more surfaces. The interactive environment image may be a three dimensional image, or it may be two dimensional. An image is projected onto a surface to provide a visual representation of a virtual space including one or more of the virtual objects, which may be spatially positioned. User interaction with the projected visualized representation of the virtual space may be detected and, in response to user interaction, the projected visualized representation may be changed.
EDUCATIONAL CARD GAMES AND METHODS OF PLAY
The card-game system may include at least one deck of playing cards and one or more sets of rules for playing the educational game(s) using the deck. A deck may include multiple sets of cards. The cards in a first set may relate to a first item that is subject to a cycle, including a number of stages. Cards in a second set may relate to a second item that is subject to a cycle, including a number of stages. Different cards within a set may represent different stages of the cycle for the item of that set. For example, different cards in the first set may relate to different stages of the cycle of the first item and different cards in the second set may relate to different stages of the cycle of the second item. The methods of gameplay may include playing cards based on the sets, the cycles and sequential stages of a cycle within in set. Due in part to this game mechanic, the players get exposed to and ideally learn about the cycles of an item, and the stages and order of the stages of a cycle for that item.
System and method for a card game
A card game comprising cards that contain indicia of a numerical digit from 0 through 9, or ‘W’ representing a wild function, printed and centered on all four-card edges. Some cards have duplicated digits in either opposing or adjacent positions. Other cards contain numerical or ‘wild’ sequences. Indicia are centered at the edges to card matching whereby the indicium may match and align with the indicia on other cards. Indicia calculate the play score based upon what does and does not match. All card corners contain a grouped visual representation of the four indicia on the edges so that a card's layout is legible regardless of its orientation when held in a fanned manner. Players complete the square 16-card playing area first and then continue to play atop the existing cards in separate board sections. This dynamic constantly changes the scoring landscape and requires a fluid strategy to manage.
System and method for a card game
A card game comprising cards that contain indicia of a numerical digit from 0 through 9, or ‘W’ representing a wild function, printed and centered on all four-card edges. Some cards have duplicated digits in either opposing or adjacent positions. Other cards contain numerical or ‘wild’ sequences. Indicia are centered at the edges to card matching whereby the indicium may match and align with the indicia on other cards. Indicia calculate the play score based upon what does and does not match. All card corners contain a grouped visual representation of the four indicia on the edges so that a card's layout is legible regardless of its orientation when held in a fanned manner. Players complete the square 16-card playing area first and then continue to play atop the existing cards in separate board sections. This dynamic constantly changes the scoring landscape and requires a fluid strategy to manage.
TRACKING PLAYING CARDS DURING GAME PLAY USING RFID TAGS
A system having a radio-frequency-identification (RFID) tag reader and a camera to map playing cards to RFID tag values. Each card is inserted into a sleeve that has an RFID tag. During or after insertion of a card into a sleeve, the camera captures an image of the card and the RFID reader captures an RFID tag value for the sleeve. The identity of the card is then determined from the captured image and mapped to the RFID tag value. This mapping information is generated for each card-sleeve pair in a card deck and utilized to track the movement of the cards during game play. The RFID tag value of each card-sleeve pair in the card deck is captured before and after a player draws a card from the deck. The missing RFID tag values are compared to the mapping information to identify which cards where drawn by the player.
TRACKING PLAYING CARDS DURING GAME PLAY USING RFID TAGS
A system having a radio-frequency-identification (RFID) tag reader and a camera to map playing cards to RFID tag values. Each card is inserted into a sleeve that has an RFID tag. During or after insertion of a card into a sleeve, the camera captures an image of the card and the RFID reader captures an RFID tag value for the sleeve. The identity of the card is then determined from the captured image and mapped to the RFID tag value. This mapping information is generated for each card-sleeve pair in a card deck and utilized to track the movement of the cards during game play. The RFID tag value of each card-sleeve pair in the card deck is captured before and after a player draws a card from the deck. The missing RFID tag values are compared to the mapping information to identify which cards where drawn by the player.