LOTTERY USING SMALL POOL OF SYMBOLS

20210038970 ยท 2021-02-11

    Inventors

    Cpc classification

    International classification

    Abstract

    A set of printed lottery cards using a symbol pool of from 6 to 16 symbols, in this example 9 symbols to be randomly drawn at the end of the lottery. Each card has two matrices of 33 cells each displaying a set of 9 differing symbols on each card, and has an area for recording the sequence of the numbers drawn, and an area for recording the total number of links achieved across the two matrices. This example shows the resulting links on each matrix after all numbers have been drawn. By printing two or more matrices per card, the total of number of links per card is additive but the number of possible permutations increases dramatically. These cards can be printed on demand at State Lottery retail outlets or pre-printed and used as scratch and win cards.

    Claims

    1-57. (canceled)

    58. A set of cards for a link-lottery wherein each card contains at least two playing areas, each playing area comprising a plurality of adjoining cells, wherein a majority of cells in each playing area have at least 3 adjoining cells, each cell contains a symbol selected from a set of symbols, the symbol in each cell being different from the symbols in the other cells on that playing area, wherein the size of the set of symbols is between 6 and 16 symbols.

    59. The set of cards for a link-lottery as claimed in claim 58, wherein each card has provision for displaying or recording the total number of links between adjoining cells in each playing area if the adjoining cells contain symbols which have been drawn or displayed in sequence in the link-lottery.

    60. The set of cards for a link-lottery as claimed in claim 59, wherein each card has provision for recording the order in which the symbols have been drawn in the link lottery.

    61. The set of cards for a link-lottery as claimed in claim 58, wherein each playing area is matrix of cells.

    62. The set of cards for a link-lottery as claimed in claim 61, wherein each of the matrices having a defined layout of at least a subset of a set of symbols, wherein the set of symbols comprises between 6 and 16 different symbols, wherein each symbol in the set of symbols appears no more than once on each matrix, and wherein at least one of the matrices on each card is selected from the group comprising matrices of the following sizes: 23; 33; 34; and 44.

    63. The set of cards for a link-lottery as claimed in claim 62, wherein the provision on each card for recording the total number of links between adjoining cells comprises designated locations on each card for recording the number of links on each playing area.

    64. The set of cards for a link-lottery as claimed in claim 62, wherein each card contains two matrices, each of the matrices being a matrix of 33 cells, each cell containing a symbol selected from a set of 9 symbols, the symbol in each cell being different from the symbols in the other cells on that matrix.

    65. The set of cards for a link-lottery as claimed in claim 64, wherein each card has provision for displaying or recording links between adjoining cells in each matrix if the adjoining cells contain symbols which have been drawn or displayed in sequence in the link-lottery.

    66. The set of cards for a link-lottery as claimed in claim 64, wherein each card in the set differs from each other card in the set by the layout of symbols on each card.

    67. The set of cards for a link-lottery as claimed in claim 64, wherein each card also includes instructions for playing the link-lottery game based on a draw of the symbols and the creation of links between symbols in adjoining cells on each matrix on each card, and prize rules setting out the number of links needed to claim a prize.

    68. The set of cards for a link-lottery as claimed in claim 64, wherein each card is a scratch card having a removable layer, the symbols on each matrix are hidden under the removable layer, so that the symbols can only be revealed by removing the removable layer.

    69. The set of cards for a link-lottery as claimed in claim 64, wherein each card is a scratch card having a removable layer, the draw of the symbols for that card is hidden under the removable layer, so that the draw can only be revealed by removing the removable layer, and the symbols on each matrix are also hidden under the removable layer, so that the symbols can only be revealed by removing the removable layer, allowing the player to check each matrix for links and to score the total number of links on each matrix.

    70. The set of cards for a link-lottery as claimed in claim 69, wherein each card also includes at least one machine readable code to enable the player to check the result at a lottery outlet.

    Description

    BRIEF DESCRIPTION

    [0182] These and other aspects of the inventions, which will be considered in all their novel aspects, will become apparent from the following descriptions, which are given by the way of examples only, with reference to the accompanying drawings in which:

    [0183] FIG. 1A a shows a table of odds and outcomes for 6/49 lotto (prior art)

    [0184] FIG. 1B shows a table of odds and outcomes for 6/59 lotto (prior art)

    [0185] FIG. 2 shows the top odds resulting from picking different entry numbers (from 3-7) from a range of number pools ranging in size from 7-50 numbers (prior art)

    [0186] FIG. 3 is a table of the top odds resulting from picking different entry numbers (from 3-6) from a range of number pools ranging in size from: 50, 80, 100, 125, and 150 numbers (prior art)

    [0187] FIGS. 4A and 4B show the odds and outcomes in traditional Keno games

    [0188] FIG. 5 shows the changes to the game design of the American Powerball lotto game from 1992 to February 2019 (prior art)

    [0189] FIG. 6 is a table showing the issues addressed in the development of the preferred game design of this invention

    [0190] FIG. 7 is a table of odds and outputs comparing different prior art Lotto and Keno games

    [0191] FIG. 8 is a table of odds and outputs of different linka games

    [0192] FIG. 9 is a schematic of a lottery card having one 33 matrix, in order to illustrate how links are formed.

    [0193] FIG. 10 is a table of odds comparing three different linka games of this invention, namely a card having two of the 33 matrices, two of 34, and a single 44 matrix.

    [0194] FIG. 11 is a comparison table showing the odds of Lotto and Keno games compared with the preferred game of this invention comprising two matrices of 33 on the same Card

    [0195] FIG. 12A is a chart showing the number of links achievable (maximum of 16 links) and the percentage outcomes of each output with the preferred game of this invention

    [0196] FIG. 12B illustrates the number of matches achievable (maximum of 6 matches) and the percentage outcomes of each output for a 6/49 lotto game

    [0197] FIG. 12C illustrates the number of matches achievable (maximum of 4 matches) and the percentage outcomes of each output for a four spot Keno game

    [0198] FIG. 12D illustrates the number of matches achievable (maximum of 10 matches) and the percentage outcomes of each output for a 10 spot Keno game

    [0199] FIG. 13A shows the layout of the front face of a preferred player entry card having two 33 matrices on the card.

    [0200] FIG. 13B shows the instructions included on the reverse face of the card of FIG. 13A.

    [0201] FIG. 13C shows the result of a random draw applicable to the player entry card of FIG. 13A

    [0202] FIG. 13D shows the player entry card of FIG. 13A after the random draw has taken place, and a draw results entered on the card

    [0203] FIGS. 13E-13M shows the sequential consideration of the formation of the different links as the player applies the results of the random draw to the two matrices on the card. FIG. 13M shows the final result with a player having scored both the number of links and the two available lucky links, successfully matched the Pick 2 prize multiplier.

    [0204] FIG. 13N shows the prizes won, with the player being eligible (as a consequence of achieving 2 lucky links) for prizes from the prize table C on the reverse of the card.

    [0205] FIG. 13O shows the prize table of FIG. 13B in expanded form for clarity

    [0206] FIG. 13P set out the odds of each possible output or event in the preferred game design of this invention, set out in tables A B and C

    [0207] FIG. 13Q sets out the selection order rule used to order the 2 sets of 9 numbers in relation to an entry in a jackpot distribution draw

    [0208] FIG. 13R illustrates the jackpot distribution entry on the back of the card of player A

    [0209] FIG. 13S is an example result for player A of FIG. 13R

    [0210] FIG. 13T illustrates how to determine a single winner in the jackpot distribution draw

    [0211] FIG. 14A shows a player entry card having four sets of 33 matrices

    [0212] FIG. 14B shows the reverse of the card of FIG. 14A

    [0213] FIG. 14C illustrates the odds for the layout of FIG. 14A

    [0214] FIG. 14D illustrates examples of prize amounts for the card of FIG. 14A

    [0215] FIG. 14E illustrates a draw result for the card of FIG. 14A

    [0216] FIG. 14F shows the player card of FIG. 14A with the draw order inserted by the player

    [0217] FIG. 14G shows the same card with the first two numbers drawn being considered for possible links on the matrices

    [0218] FIGS. 14H-14N shows the sequential consideration of the other drawn numbers for possible links

    [0219] FIG. 14O shows the player card of FIG. 14A with the final result of the number of links per each matrix

    [0220] FIG. 14P shows a reverse of the card of FIG. 14O with result that the player did not win a prize but had a near win experience

    [0221] FIG. 15A a is a player entry card having three 33 matrices on the card, with one of the matrices showing a pattern in the form of a cross (+)

    [0222] FIG. 15B is a table of the odds for KenoLinka cards with a single 33 matrix, a double 33 matrix, and a triple 33 matrix

    [0223] FIG. 15C illustrates lucky link patterns for the KenoLinka cards

    [0224] FIG. 15D is a table of odds for a KenoLinka card having a single 33 matrix and the resulting odds of four lucky link modifiers from the patterns in FIG. 15C

    [0225] FIG. 15E is a table of odds for a KenoLinka card with double 33 matrices and the resulting odds of four lucky link modifiers from the patterns in FIG. 15C

    [0226] FIG. 15F illustrates the same thing with triple 33 matrices

    [0227] FIG. 15G is a table considering the increase factor of the odds for a lucky link pattern in a single matrix game showing non-uniform modification factors

    [0228] FIG. 15H is a table considering the increase factor of the odds for a lucky link pattern in a double matrix game showing non-uniform modification factors

    [0229] FIG. 15I is a table considering the increase factor of the odds for a lucky link pattern in a triple matrix game showing non-uniform modification factors

    [0230] FIG. 16A is an example of the layout of three 23 matrices on a card. In these examples, the other information on the card including the space to record the draw sequence has been omitted for the sake of clarity

    [0231] FIG. 16B is an example of the layout of four 23 matrices on a card

    [0232] FIG. 16C is an example of the layout of matrices of unequal size, in this case one 33 matrix alongside one 23 matrix

    [0233] FIG. 16D is another example of matrices of unequal size this time comprising two matrices of 23 and one matrix of 33

    [0234] FIG. 16E is a layout in which there are two 33 matrices one on either side of a 23 matrix

    [0235] FIG. 16F is an example of a 33 matrix alongside a 34 matrix

    [0236] FIG. 16G is an example of a 33 matrix alongside a 34 matrix then a 23 matrix

    [0237] FIG. 16H shows the layout of three 34 matrices

    [0238] FIG. 16I shows the layout of four 34 matrices on the card

    [0239] FIG. 16J illustrates one 44 matrix alongside a 23 matrix on a card

    [0240] FIG. 16K shows a card having a 44 matrix and three 23 matrices

    [0241] FIG. 16L is a schematic card having two non-rectangular playing areas each with adjoining or overlapping cells.

    [0242] FIG. 17A an example of a scratch card at the point of purchasethe pre-reveal state

    [0243] FIG. 17B shows the reverse of the scratch card of FIG. 17A

    [0244] FIG. 17C shows the scratch card of FIG. 17A after the reveal (scratching off the removable layer)

    [0245] FIG. 18A illustrates how a closed loop draw can be shown in a broadcast, or recorded on a card

    [0246] FIG. 18B-18C illustrates two other examples of a closed loop draw that can be shown in a broadcast, or recorded on a card

    DESCRIPTION OF THE PREFERRED EMBODIMENT(S)

    [0247] The following description will describe the invention in relation to preferred embodiments of the invention, namely a set of cards for a lottery using small pool of symbols. The invention is in no way limited to these preferred embodiments as they are purely to exemplify the invention only and that possible variations and modifications would be readily apparent without departing from the scope of the invention.

    [0248] FIGS. 1 to 5, 7 and 12B, 12C, and 12D show the effects of prior art lottery cards and have been included by way of comparison with the invention

    Overview of the Preferred Embodiments

    [0249] Described below is a new draw game innovation. In summary, it address and solves all the previously discussed issues, as overviewed and summarised in FIG. 6 (Note: FIG. 6 discusses an exemplary embodiment wherein the pool of numbers comprises 9 numbers):

    [0250] The sets of cards of this invention can be used for lotteries of different sizes, and can be configured for state lotteries using the land-based retail outlets, in which the cards are printed at the time of purchase by the customer, or they can be pre-printed as for example with the scratch to win type of lottery card in which the draw has already taken place, but the results of the draw are concealed underneath the removable layer on the card.

    [0251] In both situations the customer does not have the ability to determine or select the layout of the symbols on the matrices, nor does the customer have the ability to influence the random draw of the symbols and hence the number of links on the customers card.

    [0252] In the state lottery situation where cards are either pre-printed and distributed to the retail outlets, or more likely are printed on demand at a land-based retail outlet when a customer purchases an entry into the lottery and is supplied with a printed card (sometimes called a ticket) displaying the random allocation of the symbols on each of the matrices, the number of possible different permutations of layouts on each matrix or the number of possible permutations of two different layouts on a card together with the increased permutations from the in-game multipliers is sufficiently high that it is unlikely that two players would ever be provided with or have as their entry identical Cards. It is possible that two players may have one matrix layout in common, but it is extremely unlikely that just by chance two players would each have a Card containing the same two identical matrix layouts. Even then it is possible for the software, which controls the printing of the cards, to prevent such an occurrence.

    [0253] In order to minimise the risk of fraud, it is preferred that in the case of a state lottery that the printing of the cards at the land-based point of sale includes a unique machine-readable code on each card, which machine-readable code and card layouts is stored in a secure database, and the card has other security features, not readily apparent to the customer, which can be used to verify a winning entry, and minimise the risk of fraudulent attempts to print or otherwise recreate a card after the draw has taken place.

    [0254] It is also possible for the operator of the state lottery to program the various card layouts and to store each of them in a secure database together with a unique key for each of these card layouts, so that the stored layouts can be checked before issuance, to eliminate any possible duplicates. These stored or virtual card layouts can then be disseminated at random to the various land-based retail outlets, and allocated to customers by being printed on demand. If the operator wishes to ensure that a complete set of all possible permutations of card layouts are created and stored in the secure database, then it is preferable that the cards are allocated to the different retail outlets at random, even if the cards have not been created by a random process.

    [0255] Preferably, the customer has no control over the layout of the symbols on each of the matrices on the card although it is possible that the customer could be allowed to select the position of the layout of symbols on one matrix. (This restriction is necessary because if a customer was allowed to select the position of the layouts of symbols on each of the matrices, then the customer could increase the chances of winning by selecting the same layout positions on both matrices).The completion of the lottery involves the random draw of the symbols and their display in the sequence of their draw, the chance of winning is unpredictable, but the odds table shows that the customer will more likely than not have a large number of Incremental Successes and near win experiences where they'd come very close to gaining enough links to win a prize. For example, FIG. 10, column C shows that in respect of the double matrix (33): 19.83% of all outcomes get up to 7 links, and therefore 80.17% of all outcomes get 8 or more links. As one prize scenario example, if prizes were to start at 10 links, then this results in the following outcomes: 35.58% would be prize winners, and 44.58% would have close near wins with 8 or 9 links.

    [0256] In the case of scratch cards, it is preferable that the required set of cards is pre-printed and that the draw has occurred prior to printing of that set of cards, with a set of cards being seeded with one or more winning cards. Each card is then covered with a suitable removable layer using relevant scratch card technology, where the removable layer is typically a rubberised ink which can be scratched off to reveal the draw, and in this case the links on each of the matrices. Once the scratch cards have been prepared and the winning information has been hidden, the cards then need to be distributed at random to the different retail outlets, since it is the distribution of the cards which is the primary random step of card disbursement so that a customer purchasing a scratch card has no way of knowing whether the card is a possible winning card until he has taken possession of the card and then removed at least part of the removable layer to reveal the outcome.

    Introduction to Link Formation, Base Game Outputs and Odds

    [0257] In respect of Linka games, the number of Base Game Outputs and the mathematical odds of each output are dependent on the size of the number pool and the corresponding size and shape of the relevant matrices being used.

    [0258] Preferably, the size of the number pool is equal to the size of the relevant matrix being used in a game (and multiple matrices of the same size do not require any increase in the number pool or to the number of draws). For example, a number pool of 9 numbers can be used in a single game that uses two or more matrices of a 33 configuration (each 33 matrix having a space for each of the 9 numbers), and the single game is resulted by a single draw of 9 numbers, with such draw used to determine the sum total of links achieved on all the matrices.

    [0259] Preferably, the rule for forming each link on each relevant matrix is as follows: a link is formed between any two numbers that are:

    [0260] In sequence in a random draw, and

    [0261] Are adjacent on the matrix (in any direction).

    [0262] This rule results in the maximum number of links that can be achieved on each matrix being either: [0263] (i) the same size of the relevant number pool, less 1 (for a game where the draw sequence is shown in a linear line (and not as a Closed Loop Draw)); or [0264] (ii) The same or greater size as the relevant number pool (for a game where the draw sequence is shown as a Closed Loop Draw).

    [0265] FIG. 9 illustrates how to form links. For this illustration and for simplicity, we use a linka game that uses a pool of 9 numbers and is played using one single 33 matrix (though as above, note that the cards of the present invention each comprise at least two matrices). A random draw of the 9 numbers is shown in a linear line and the rules to form links (in this exampled game) are also repeated and set out in FIG. 9. The first link formation is shown (involving numbers 8 and 6). Following the rules to form links, it can be seen that there are 8 links in total, which is the maximum in respect of this exampled game using a linear line draw. However, if in the alternative a Closed Loop Draw as shown in FIG. 18A was to be shown (where the 9.sup.th drawn (number 4) would loop back so that it was in sequence with the 1.sup.st drawn (number 8)), then an extra link would be formed involving numbers 4 and 8 on the matrix.

    Odds

    [0266] The odds for linka games have been determined by using Monte Carlo simulations, as the probability of all the different Base Game Outputs from the various matrix sizes and combinations cannot be easily predicted. In respect of a linka game that use a single larger matrix size (such as a single 55 or 66 matrix) as in our earlier patent specifications, or a linka game that is designed to use the accumulation of links across multi matrices (such as two or more matrices each of a 33, 34 or 44 configurations), the determination of all the outcomes are potentially impossible or at least impractical to do any other way. In the odds tables we have used run sizes of at least 10.sup.9 (1 billion or more). Examples of run sizes are set out in Table 2 below:

    TABLE-US-00002 TABLE 2 Linka Base Game Structure Ref: Run Size 2 Matrices of 3 3: FIG. 8, column B 15,983,290,221 3 Matrices of 3 3: FIG. 15A and 15B 2,183,879,297,798 4 Matrices of 3 3: FIG. 14A to 14C 1,222,080,620,408 2 Matrices of 3 4: FIG. 8, column D 11,929,787,273 1 Matrix of 3 4 FIG. 8, column C 48,800,000,000 1 Matrix of 4 4 FIG. 8, column E 20,922,789,888,000 1 Matrix of 5 5 FIG. 8, column F 13,080,318,311,853

    [0267] The importance of undertaking very long run sizes is mainly in respect of Base Game Structures (with and/or without multipliers) where the very top odds are very high so as to more accurately/precisely determine such top odds. For example, the top odds of the 2 matrices of 34 have been Monte Carlo determined at 1 in 2,982,446,818 from a total run size of 11,929,787,273 (11.9 billion). This run size produced only 4 top outcomes, which shows that the run size of 11.9 billion is too small to accurately determine the top odds for 2 matrices of 34. However, we can sanity check this top odds figure by reference to the top odds for a single matrix of 34, which has been very accurately determined at 1 in 51,154.11 from a total run size of 48,800,000,000 (48.8 billion). This run size produced 953,980 outputs at the top outcome level (11 links), which is more than sufficient for very accurate determination of the top odds of a single matrix of 34. To then sanity check the expected top odds for 2 matrices of 34, this can be checked by undertaking the following squaring calculation: 51,154.11=2,616,742,970. This check is fairly close to the 1 in 2.98 billion figure achieved from the above mentioned run size of 11.9 billion.

    [0268] Preferably, when determining the top odds of any relevant game by Monte Carlo simulation, the run size should produce at least 1,000 outputs or more at the top odds level.

    Considerations Undertaken for New Draw Game Innovation

    [0269] It is considered important that for there to be any new draw game innovation, there needs to be a core innovation first, and it must be in respect of an underlying Base Game Structure, and not as may be manipulated by adding in any external non unique add-on features and or additions and or multipliers which can usually be applied to most if not all Base Game Structures, for example such as may be achieved by an additional 1/10 multiplier from an extra number pool (of 10 numbers), with the player selecting one number from that extra pool, and an extra draw of 1 number from that extra pool to result the multiplier.

    [0270] The considerations undertaken in the development of this new draw game included the following core considerations:

    [0271] Firstly, the initial considerations were focused on the Base Game Outputs of various Base Game Structures of certain selected and recognised Lotto and Keno games as identified in FIG. 7. These were then considered against the Base Game Outputs of Base Game Structures of selected Linka games as identified in FIG. 8. These initial Linka game considerations were initially of a range of Linka games using number pools ranging from 9 numbers (33 matrix) to 25 numbers (55 matrix). The preferred Base Game Structure of a Linka game was then selected for comparison against the Base Game Structures and Base Game Outputs of the standard 6/49 Lotto game (that uses a pool of 49 numbers) and the standard Keno games (in particular 8-Spot and 10-Spot Keno) that are played using a pool of 80 numbers. This comparison is set out in FIG. 11.

    [0272] By way of a further illustrative and visual comparison, the preferred Base Game Outputs of the selected Linka game and the Base Game Outputs of the standard 6/49 Lotto game the 8-Spot and 10-Spot Keno games were each charted to show for each of the four games, the range of outputs and the chances of each output occurringsee FIGS. 12A to 12D.

    [0273] Three of the features considered as being critical and to be contained within any new Base Game Structure derived from a linka draw game innovation, and for such to be compared against the comparable performance of the existing Base Game Structures of 6/49 Lotto game and existing Keno draw games (for 4, 6, 8 and 10-Spot Keno), the three features being that: [0274] i. the Most Frequently Attained Base Output Level of any such new Base Game Structure must be at a level that is materially greater than the Most Frequently Attained Base Output Level of the existing Base Game Structures of 6/49 Lotto and Keno draw games (for 4, 6, 8 and 10-Spot Keno), with such materiality preferably being at a level that is at least 100% greater, or alternatively, preferably greater by 4 or more Incremental Successes (whichever is the greater). This is achieved by cards of this invention. [0275] ii. there is an overall and mathematically provable greater level of Incremental Successes to be experienced by the entries (players) in any new Base Game Structure derived from a linka draw game innovation; and [0276] iii. a much lower sized number pool is used when compared to that used by the existing Base Game Structures of 6/49 Lotto (which uses a 49 number pool) and Keno draw games (which all use an 80 number pool), with such lower sized number pool preferably being no greater than 16 numbers, but more preferably, no greater than 9 numbers. [0277] iv. A further important feature considered as being very important to be achieved is that any new Base Game Structure derived from a linka draw game innovation must be able to be used with in-game multiplier features to further generate additional outcomes and prize winning opportunities and to generate high top odds that are not less than the top odds in recognized big prize multi jurisdictional lotto draw games, such as in EuroMillions, where the top odds are 1 in 139.8 million, and American PowerBall, where the top odds are 1 in 292.2 million.

    [0278] Preferably: the top odds are to be in excess of the top odds in EuroMillions and American PowerBall; and with the ability to have frequent winnings of the top prizes; and with design flexibility such that the overall game can be changed to deliver different top odds ranges and other outputs without any change to the underlying Base Game Structure.

    Linka Base Game Structure Considerations

    [0279] FIG. 8 sets out the base odds comparisons of various Base Game Structures of linka games. The most likely outcome for each is identified with a bolded box around the relevant outcome.

    [0280] Note: that columns B. and D. in FIG. 8 are the odds outputs for a single game/entry involving 2 matrices, where the number of links from both matrices (that are each resulted from the same single draw) are totalled and each output is individually considered to produce the overall Base Game Outputs.

    Consideration of Single Matrix Base Game Structure

    [0281] As can be seen from FIG. 8, the single matrix Base Game Structures (columns A, C, E and F) produce as their most common outputs a relatively static 4-5 links even though the number pool increases from 9 to 25 and the top odds decrease from 1 in 462.9 to over 1 in 3.9 billion, and even though the corresponding range of Base Game Outputs increases from 8 links (column A) to 24 links (column F).

    [0282] The above shows that while increasing the size of the underling linka game derived from any Base Game Structure using a single matrix does significantly increases the top odds and the total number of Base Game Outputs, the draw backs when increasing the size are the use of an increased number pool and, as can be seen by reference to the single matrix Base Game Structures set out in columns A, C, E and F, increasing the size of the underling game derived from a Base Game Structure using a single matrix does not materially add to or increase the levels of player engagements that are generally experienced by the majority of players of such games as there is no material corresponding increase to the level or number of Incremental Successes.

    [0283] When increasing the size of a game, the above discussed issue of there not being a correspondingly similar level of increase to the Incremental Successes to be experienced by the majority of players also exists in the Base Game Structure of all recognised Lotto and Keno draw games, and this can be seen in the Base Game Structures for the Lotto and Keno games identified in FIG. 7, where the increase in the size of the game does not result in any material corresponding increase to the level or number of Incremental Successes. FIG. 7 shows that there is no increase to the Incremental Successes in the exampled Lotto games (when increasing the size of the Lotto game from 6/49 (with top odds of 1 in 14 million) to 6/59 (with top odds increasing to 1 in 45 million), and that in respect of increasing the game size of the exampled Keno games (where the top odds increase from 1 in 326 to 1 in 8,911,711): there is no increase to the Incremental Successes when increasing from 4 Spot to 6 Spot Keno; there is an increase by 1 match to the Incremental Successes when increasing from 6 Spot to 8 Spot Keno; and there is no increase to the Incremental Successes when increasing from 8 Spot to 10 Spot Keno.

    [0284] As mentioned previously, and summarised again, the three features considered as being critical and to be contained within any new Base Game Structure derived from any linka draw game innovation are that: [0285] i. the Most Frequently Attained Base Output Level of any such new Base Game Structure must be at a level that is materially greater than in existing Base Game Structures of 6/49 Lotto and Keno draw games, with such materiality preferably being at a level that is at least 100% greater, or alternatively, preferably greater by 4 or more Incremental Successes (whichever is the greater); and [0286] ii. there is an overall and mathematically provable greater level of Incremental Successes; and [0287] iii. a much lower sized number pool is used, preferably being no greater than 16 numbers, but more preferably, no greater than 9 numbers.

    [0288] While the single matrix Base Game Structures (FIG. 8, columns A, C, E and F) do have greater levels of Incremental Successes and a higher Most Frequently Attained Base Output Level when compared to the considered and comparable Lotto and or Keno Base Game Structures, they do not compare to the remarkable outputs of the two matrix Base Game Structures, which are addressed below.

    The Two Matrix Base Game Structures

    [0289] The two matrix Base Game Structures as set out in columns B. and D. of FIG. 8 produce as their Most Frequently Attained Base Output Level 9 and 10 links respectively, with each having extremely high levels of Incremental Successes (which can be determined by an upward analysis of the odds for each relevant output, starting at 0 linkssee FIG. 10) achieved using a single low number pool of 9 and 12 numbers respectively, with top odds of 1 in 214,236.7 (from the 9 number pool game) to 1 in 2.6 billion (from the 12 number pool game).

    [0290] The range of Base Game Outputs is also superior to the relevant single matrix game using the same number pool size, with the 9 and 12 number pool games having respectively 16 and 22 Base Game Outputs (compared to 8 and 11).

    [0291] Importantly, both these two matrix Base Game Structures have extremely slim chances of getting game outcomes with only a low level of Incremental Successes, as in respect of both these Base Game Structures, it is almost certain, based on the probabilities, that the number of Incremental Successes in each will be 6 links or more, as this occurs respectively on the probabilities, 98.19% and 97.91% of the time, which can be determined by reference to FIG. 10.

    [0292] In comparison, in respect of the single 44 matrix Base Game Structure using a number pool of 16 numbers as set out in column E. of FIG. 8, while the range of Base Game Outputs (at 16 (being 0-15 links)) is similar to the range of Base Game Outputs (at 17) of the two 33 matrix Base Game Structure, it otherwise has very different and inferior levels of Incremental Successes, including a much lower Most Frequently Attained Base Output Level (at 5 links as opposed to 9). Further, based on the probabilities that the number of Incremental Successes will be 6 or more links, this occurs for the single 44 matrix game 43.34% of the time, which is much lower than the 98.19% outputted by the two 33 matrix Base Game Structurethis can be determined by reference to FIG. 10.

    [0293] In these important respects, the single 44 matrix Base Game Structure is significantly inferior to the two 33 matrix Base Game Structure. Further, it uses a number pool size of 16, which is 1.8 greater than the 9 number pool used in the two 33 matrix Base Game Structure. Accordingly, and because the two 33 matrix Base Game Structure is capable of very high odds (with the use of in game multipliers and no additional draw (or if with an additional draw, then also of a low number set), as discussed later) the single 44 matrix Base Game Structure is not part of this invention.

    EXAMPLE 1

    [0294] A first example is a card having a single 33 matrix as shown in FIG. 9 (for illustrative purposes only). This has a maximum of 8 links and an odds table as shown in the first column of FIG. 8 with each player always having at least one link and with the most probably outcome being 4 or 5 links. This avoids the dissatisfaction of players in Keno or Lotto games where they do not get any hits. The curved nature of the odds table means that prizes can be allocated for cards having 6, 7, or 8 links. Though it will be noted that if a player reaches 4 or 5 links which is a relatively common occurrence they will believe they are close to winning, the near win experience.

    [0295] Leaving aside the possibility of prize multipliers or additional choices by the customer, the Base Game Structure involves: one number pool of nine numbers; the nine numbers distributed in different locations on the 33 matrix; there is one random draw involving those nine numbers used to result the game; and the formation of links follows the method set out in FIG. 9. This exemplary card contains the playing area (the 33 matrix) together with linear section to record the results of the draw and instructions on how links can be formed. In practice the card will also have a Machine readable ID and/or other security information to minimise the risk of fraud.

    [0296] The draw can either be a linear draw or a Closed Loop Draw. For example with nine symbols drawn one after the other and displayed in a single line (this is called a linear draw) there is a maximum number of eight potential links on a matrix using the linking rules set out in FIG. 9. Whereas with a Closed Loop Draw in which the numbers drawn complete: a circle configuration, there are a possibility of nine links (see FIG. 18A); or some other closed configuration then there is the possibility of more than nine links depending on the relevant game rules (see such example in FIG. 18B)

    EXAMPLE 2Preferred Base Game Structure

    [0297] The preferred card layout is shown in FIGS. 13A to 13N.

    [0298] The two 33 matrix Base Game Structure as set out in column B of FIG. 8 is preferred over the two 34 matrix Base Game Structure as set out in column D as: [0299] i. it uses a much lower number pool and draw size, using a pool size and draw of just 9 numbers, as opposed to 12; [0300] ii. from a Base Game Structure level, while it has 16 Base Game Outputs (compared to the 22 outputs of the two 34 matrix Base Game Structure) it is not under any disadvantage as it has almost the same Most Frequently Attained Output (being 9 as opposed to 10), a greater percentage of outcomes with 6 or more links (98.19% of the time versus 97.91%) and it has the ability to increase the outputs and outcomes with the use of in game multipliers; [0301] iii. it is a game that will always result in at least 2 or more links (because each 33 matrix, as a consequence of its configuration, must always have at least 1 link involving the middle square) which assists in enhancing the player experience of Incremental Successes; and [0302] iv. its starting top odds are more useful, being odds of 1 in 214,236.7, compared to the top odds of the two 34 matrix Base Game Structure of 1 in 2.6 billion, which are top odds that materially exceed any foreseeable requirements.

    [0303] For the reasons set out, this two matrix Base Game Structure, as set out in columns B of FIG. 8, is the preferred Base Game Structure for a new Linka draw game innovation.

    Comparing Base Game StructuresLotto & Keno Vs Preferred Linka

    [0304] FIG. 11 sets out the base odds comparisons of various Base Game Structures for: 6/49 lotto; 8-Spot and 10-Spot Keno; and the preferred new Base Game Structure for a new Linka draw game. The Most Frequently Attained Base Output Level for each Base Game Structure in FIG. 11 is identified with a bolded box around the relevant outcome.

    [0305] As can be seen from FIG. 11, when compared against the Base Game Structures of the Lotto and Keno draw games (set out in columns A. to C.), the preferred Linka Base Game Structures produces, in all cases, significantly increased Incremental Successes, with 98.19% of all outcomes getting 6 Incremental Successes or more (being 6 links or more).

    Reason for the Outstanding Output

    [0306] While the Base Game Structures of the single matrix linka games produce increased levels of Incremental Successes when compared to comparable Lotto and Keno games, it was not initially appreciated that the number and makeup of Incremental Successes arising from a single game using two (or more) matrices as described above, would result in the outstanding outputs as described above. These outputs are exceptional and they can be further enhanced by the use of in game multipliers.

    [0307] By way of explanation and using the change in odds and outcomes from a single 33 matrix to a double 33 matrix, the very top and very bottom odds have been compounded (by a squaring factor) which has a huge effect on both ends of the odds spectrum, decreasing exponentially the relevant top and bottom odds. This effect is still felt but is not as great for the second top and bottom odds. However, as this consideration moves towards the middle of the odds table, these middle odds are generally unaffected and display odds levels that are comparable with the single matrix. This effect is demonstrated in Table 3 below.

    [0308] Note: The Illustrative Increase Factor shown in column E of Table 3 is, as described, illustrative only as it is difficult to undertake exact comparisons. For example, taking the 4 Link/8 & 9 Links comparison in the centre of the table (identified with a bolded border), while the 8 and 9 links outcomes in the two matrices are shown at odds of 1 in 4.8 and 1 in 4.2 respectively, if these odds were to be combined so as to better equate to the odds of 1 in 3.2 in the single matrix, the combined odds of getting 8 or 9 links would reduce the face value of the odds to 1 in 2.2, thereby resulting in a decrease factor (being less than 1) of 0.69.

    TABLE-US-00003 TABLE 3 Illustrative Odds Increase Factor 1 Matrix (3 3) Vs 2 Matrices (3 3) B. D. E. 1 Matrix 2 Matrices Illustrative A. (3 3) C. (3 3) Increase Links Odds 1 in . . . Links Odds 1 in . . . Factor 8 462.9 16 214,236.7 462.9x 7 32.8 15 7,585.0 231.3x 14 637.2 19.4x 6 6.8 13 96.9 14.3x 12 24.0 3.5x 5 3.3 11 9.2 2.8x 10 5.2 1.6x 4 3.2 9 4.2 1.3x 8 4.8 1.5x 3 6.1 7 7.9 1.3x 6 18.7 3.1x 2 24.8 5 66.0 2.7x 4 372.6 15.4x 1 306.5 3 3,806.7 12.4x (or 153.5x) 2 93,934.0 306.5x 0 Never 0 1 Never 1 n/a 0 Never 0 n/a

    Design of the New Linka Draw Game

    [0309] The design specifications of the new Linka draw game innovation are based on the preferred Base Game Structure. The core specifications are set out in Table 4 below:

    TABLE-US-00004 TABLE 4 New Linka Draw Game - Core Specifications Base Game Structure Number Pool/s Single pool of 9 numbers Draw Resulted by a single draw of 9 numbers Number of Matrices Two matrices Matrix Sizes 3 3 and 3 3 Matrix population Each matrix is randomly populated with 9 numbers (1-9) Draw Reveal Type By linear draw Game Objective To accumulate links on the two matrices and to win prizes based on the number of links achieved. Forming each Link According with the rules set out in FIG. 9. Number of Base Game There are 17 in total, being 0-16 links, although it Outputs is not possible to have a game outcome that achieves just 0 or 1 link. In Game Multipliers Multiplier 1 Lucky Link Multiplier: This multiplier is achieved on any one or both of the two matrices. It occurs when the 1.sup.st two drawn numbers in the draw undertaken to result the game result in a link being achieved on one matrix or both matrices in accordance with the rules set out in FIG. 9, and where such link/s involves the middle square of the matrix/matrices. Multiplier 2 Pick 2 Multiplier: The Pick 2 numbers are randomly allocated when entering the game, with an allocation of 2 numbers in order from 9. The aim for the player is to have the 2 numbers in order based on what the order of the 8.sup.th and 9.sup.th drawn numbers are going to be. This Pick 2 multiplier operates when the 8.sup.th and 9.sup.th drawn numbers match in correct order the Pick 2 numbers allocated to the player. The odds of achieving this event are 1 in 72. Odds and Outcomes Outcomes There are 3 core outcomes (A, B, or C) and each core outcome has one of 2 sub-outcomes, all of which are set out in FIG. 13P. Firstly, the 3 core outcomes are: i. 0 Lucky Links (A); or ii. 1 Lucky Link (B); or iii. 2 Lucky Links (C). A player will end up in one of these 3 core outcomes following the 1.sup.st 2 numbers being drawn, which determines how many Lucky Links are achieved and which of the 3 core outcomes applies (either A for 0 Lucky Links; B for 1 Lucky Links; or C for 2 Lucky Links). Then in respect of each of the 3 core outcomes, each has 2 outcomes, either with or without the achievement of Multiplier 2 (the player's Pick 2 multiplier). Number of Total There are 102 in total (being 17 Base Game Outputs Game Outputs 6 (being 3 core outcomes, each with 2 sub outcomes). Odds The odds of each of the 102 outputs are set out in FIG. 13P. Note: 12 outcomes relate to 0 or 1 Link, which will never be achieved as an end game result for the reasons discussed previously. Prizes Exampled prizes are set out in FIG. 13O.

    [0310] This game is played on an entry Card (FIGS. 13A and 13B) where the two matrices are randomly populated at the POS at the time of entry, including randomly allocating the Pick 2 multiplier, or as may be hidden at the time of purchase such as in a scratch card.

    [0311] In this exampled game, it is not an option for the player to select the Pick 2 multiplier with knowledge of the order in which the two matrices are or have been populated as this would allow players to improve their chances to win the very top jackpot prize by choosing Pick 2 numbers that were: (a) not contained in the centre squares of the matrices; and (b) located next to each other on each of the matrices (and which therefore could form links, for example such as the location of numbers 2 & 3 or 6 & 8 on the two matrices contained in FIG. 13A).

    [0312] This exampled game can allow the player to select the Pick 2 multiplier, but only if the player is committed to the entry and only without knowledge of the position of the numbers on the two matrices.

    [0313] This game can be modified slightly to allow for the player to select the Pick 2 modifier with the knowledge of the position of the numbers on the two matrices, with such modification involving a second draw of 2/9. In this event there would need to be new Monte Carlo simulations run to determine any change in the odds (in particular the top odds) as set out in FIG. 13P.

    [0314] In all other respects, the operation of this new draw game can be determined from FIGS. 13A to 13S.

    [0315] FIG. 13 A shows the player entry card, before play commences. This is the type of card that will be printed at a retail outlet of a state lottery. If the point of entry player pays for his card and picks two of the numbers before the card is printed, then these numbers can appear on the card on the right-hand side as shown in FIG. 13A (here 2 & 7).

    [0316] The face of the card has a machine-readable code at the top left for security and identity purposes, it has a linear sequence of cells to enable the player to record the draw in order of the numbers drawn, to assist the player in then identifying and recording the links in the two playing areas. The playing areas comprise two 33 matrices, with individual numbers appearing once only on each matrix, and with the layout of the numbers on the matrices being randomly achieved, with the numbers appearing in different positions on the different matrices. There are a number of different ways of achieving such layouts, and whilst epos makes it possible to randomly generate these layouts at the point of sale, it is preferable that the layouts are pre-established, and stored in a central server, and then distributed to the retail outlets as needed so that the distribution of the layouts to customers is in itself a random process. On the face of the card there is provision for the player to record the results of the number of links, and any other price multiplier consistent with the prizes and instructions for that particular lottery. The reverse of the card is shown in FIG. 13B, and this may include instructions on how to play the lottery, and the different possible price tables applicable to that lottery. FIG. 13C shows the draw result where the numbers have been drawn at random, and information disseminated to players by all usual means including radio or television broadcasts, the Internet, in some cases text or instant messaging, or being printed in newspapers or other periodicals. Using this information the player can then start to identify and record links on the matrices. At this point the player will realise that their PICK 2 was successful as heir PICK 2 numbers are matched in order with the last two numbers drawn.

    [0317] The player will also have identified that the central cells contain numbers five and four which were drawn first and second, meaning that the player will achieve a total of two Lucky Links.

    [0318] FIG. 13E shows the player marking up the links between adjacent cells on the matrices containing the numbers five and four. It does not matter the order in which these first two numbers have been drawn so long as those two numbers appear in adjacent cells on a matrix. Since these two numbers are designated as lucky links, the player has identified two lucky links, one on each matrix.

    [0319] FIG. 13F shows the player then looking for links between the second and third numbers drawn, namely number four and number three. The player is looking for situations on each matrix where those numbers appear in adjoining cells. They are both in adjoining cells on each matrix, so the player can mark these two links by arrows as shown in FIG. 13F.

    [0320] FIG. 13G repeats the process in which the next sequential numbers in the record of the draw (numbers 3 and 9) are then located on the matrices. In this case there is an additional link on matrix one but no possibility of a link on matrix two as the numbers three and nine on matrix two are not in adjacent cells.

    [0321] FIG. 13H shows the application of the fourth and fifth numbers drawn in the sequence (number 9 and 1), and once again there is an additional link on matrix one but no additional link on matrix two. FIGS. 13I, J, and K continue the process with FIG. 13L showing the application of the last two numbers drawn to the matrices but with no additional links for this final stage.

    [0322] In FIG. 13M the final result is able to be shown on the player card. The player is able to record that on matrix one there were seven links on matrix two there were only three links giving a total number of links of 10 which can be recorded at the bottom of the card. In addition, the player can record the two lucky links which were identified in FIG. 13E, and can also record that their PICK 2 was also successful.

    [0323] FIG. 13N shows this result information from FIG. 13M applied to the reverse of the card and to the prize table shown, so the player can work out the total price won based on the rules of the lottery.

    [0324] FIG. 13O shows the price table which has been expanded for clarity.

    [0325] FIG. 13P shows the odds table based on the number of lucky links (outcomes a, B, or C), and to each outcome whether or not the PICK 2 applies.

    [0326] FIG. 13Q shows a jackpot distribution draw, this is an optional feature to retain player engagement. In the event that a jackpot is not won by a certain stage, it provides players with a second chance of winning the accumulated cash in the top prize tier, and the jackpot distribution entries shown on the reverse of the card in FIG. 13R (and 13B).

    [0327] FIG. 13S shows an example result for player A. This player is successful, along with about 37 other players in winning a prize as shown in the drawing, with all successful players qualifying for the final single winner stage to win the available jackpot prize.

    [0328] FIG. 13T shows how to achieve a final single winner of the available jackpot prize.

    EXAMPLE 3

    [0329] This involves a card having four 33 matrices preferably side-by-side as shown in FIG. 14A.

    [0330] The card is similar to that of FIG. 13A, having provision for recording the draw sequence, and allowing the players to mark the number of links on each of the matrices based on the draw.

    [0331] Reverse of the card shown in FIG. 14B is somewhat different to FIG. 13B as this allows for prizes based on how many of the matrices on the card have the same number of links at the end of the game. Thus the prize table is based on both the number of links achieved on each matrix (note this is not additive across the matrices) and the number of matrices had having the same number of links.

    [0332] This information is expanded in FIG. 14D, and FIG. 14C shows the odds of achieving the same number of links on each card.

    [0333] FIG. 14E shows the draw result which is then recorded on the card at FIG. 14F.

    [0334] FIGS. 14G-14N show the snapshots of the card as a player looks for and enters links on each of the matrices following the rules of the game.

    [0335] FIG. 14O shows the player recording the number of links on the different matrices showing that the first matrix and the last matrix have the same number of links (5 links each).

    [0336] FIG. 14P shows the reverse of the card with a player entering this outcome but showing that the player has not won a prize but came very close to doing so and achieved a quite near win experience as the player needed three matrices with five links to win a prize. The player had two matrices with five links and the fact that the third matrix had six links would suggest to the player that they came close to winning a prize, if only the third matrix had stopped at five links.

    EXAMPLE 4

    [0337] This is the KenoLinka type of game which is illustrated in FIGS. 15A-15I.

    [0338] This KenoLinka game has large player choice, with a number of sub games, all resulted from one draw of 9 numbers. This choice is similar to that available in the Keno games in set out in FIGS. 4A and 4B where Keno players can select to play differing Spots, for example 4 Spot, or 5 Spot, or 10 Spot Keno, all of which can be resulted by the one draw of 20 numbers from 80.

    [0339] It has been given the name KenoLinka because it is a draw game that has player choice and because it has some similarity with the odds profile of the Keno games.

    [0340] FIG. 15A shows a player entry card having three 33 matrices but with one of the three matrices having a lucky link pattern in the form of a cross. FIG. 15B shows the Standard Base Odds for each of a card with: one 33 matrix; two 33 matrices; and three 33 matrices.

    [0341] FIG. 15C shows the lucky link patterns (which act as multipliers to increase odds and outcomes) and gives four different examples of such patterns labelled A, B, C and D, and the odds of achieving a selected pattern, being odds of 1 in 4.5 for pattern A to 1 in 36 for pattern D. One lucky link pattern is contained on each Card and it is contained on only one matrix on the Cardfor example see FIG. 15A. In this example of the game, a lucky link is achieved when the last two drawn numbers (the 8.sup.th & 9.sup.th) form a link on the matrix containing the pattern and where that link covers the centre cell and another square in the pattern, designated in FIG. 15C and marked with a small X (the lucky link can be made in any direction).

    [0342] FIG. 15D gives the possible number of links and the odds for a card with a single 33 matrix and the odds that arise for each of the lucky link modifiers. The changes and increases in the odds from pattern A-D arise as a consequence of the differences in the patterns shown in FIG. 15C. Broadly speaking, achieving a lucky link increases the top odds of the relevant standard game by an irregular amount, as follows:

    [0343] Pattern A, by 5similar to the odds of getting pattern A (1 in 4.5);

    [0344] Pattern B, by 50;not similar to the odds of getting pattern B (1 in 9)

    [0345] Pattern C, by 100;not similar to the odds of getting pattern C (1 in 18)

    [0346] Pattern D, by 200not similar to the odds of getting pattern D (1 in 36)

    [0347] Excluding pattern A, achieving the maximum number of links on each of the other patterns B-D is about 5 harder than the associated odds of getting the pattern. This is because patterns B-D do not allow for a lucky link involving the middle square and a corner, but only allow a bar link, like that shown in pattern D. As a consequence it becomes much more difficult to achieve the top number of 8 Links on the Card. In essence the use of a bar pattern restricts the number of top link outcomes.

    [0348] As an illustrative example, lucky link with pattern B is an event that will happen on average 1 game out of every 9. While the odds of achieving this lucky link are 1 in 9, this modifier's occurrence is not independent of the number of links formed. If it were independent, then the odds of getting any number of links in combination with getting the lucky link with pattern B would be nine times harder. The table in FIG. 15G sets out the actual Increase Factor for a Card with a single matrix and arising from pattern B, for each level of links. Likewise, FIGS. 15H and 15I sets this out for Cards with two and three matrices.

    [0349] This creates a striking advantage: it provides comparatively good chances for players to achieve the extra win (1 in 9 for pattern B), and it makes the top outcome of 8 Links much harder to achieve (1 in 49), thus allowing the operator to offer a much bigger top prize than would otherwise be able to be done. This is a unique factor, which flows throughout the KenoLinka number games.

    [0350] FIG. 15E illustrates the odds for a card with two 33 grids and lucky link modifiers. Likewise FIG. 15F shows the same layout of odds but with three matrices and the lucky link modifiers.

    [0351] FIGS. 15G, H and I show the effect of lucky link pattern B (as a selected pattern example) on the different games.

    EXAMPLE 5

    [0352] FIGS. 16A to 16K show a number of different types of layouts, with the cards being simplified to show only the layouts and omitting the other information on the card as shown for example in FIG. 13A.

    [0353] FIG. 16A and 16B show equal matrices based on a 23 matrix, with a single draw of six numbers giving 15 possible links for the card of FIG. 16A and 20 possible links for the card of FIG. 16B.

    [0354] FIG. 16C-16G and 16J and 16K show cards having unequal matrices. It is not necessary to explain each of these in detail other than to note that if in the case of FIG. 16C the two matrices are of unequal size, the pool of available symbols needs to match the number of symbols on the larger matrix. In this case there needs to be a set of nine numbers to allow for the second matrix which is a 33 to be fully populated. But this means that the first matrix which is only at 23 matrix, will have some of the numbers of the set but not all. When the numbers are drawn, there is a greater probability of achieving links on the larger matrix than there is on the smaller matrix. For example if the numbers are drawn in the order seven then one, the player can mark a link on the larger matrix but cannot possibly mark a link on the smaller matrix, as the number seven does not appear on the smaller matrix. Thus the attempts at creating links on the smaller matrix will be discontinuous, and most likely be unsatisfactory to the player.

    [0355] Nevertheless these cards with unequal matrices have been included to show that with a linear draw, for example the card of FIG. 16C would have a maximum number of 5+8 links, i.e. 13 links, although the chance of achieving all 13 links is extremely unlikely because of the highly probable discontinuous nature of the draw affecting the possibility of links on the smaller matrix.

    [0356] FIGS. 16F-16K show possible configurations with draw sizes either 12 or 16 numbers.

    [0357] FIG. 16L shows a card with two irregular playing areas, and the other card information omitted. The overall playing areas are essentially circular in layout with a number of adjoining cells each of a non-standard shape. Each of these cells has a number of adjoining cells and hence a number of possible links that can be created if the symbols located in the cells are drawn in sequence in the lottery draw.

    [0358] In this example, the playing area 102 on the right of the card has for example 9 cells but the odds of achieving the different number of links on each of these matrices will differ from that of the more regular 33 matrix described above in FIG. 9 or 13A.

    [0359] This drawing has been included to show that the game can be played with cards having unusual playing areas, so long as a majority of the cells in that playing area have three or more neighbours. The playing areas need not be the same shape or size and need not have the same number of cells.

    [0360] Card 100 shows only the two playing areas (as the other card information has been omitted for ease of explanation). It has two irregular playing areas 101 and 102. Area 101 has 12 cells one of which is labelled 105 (in this case irregular areas separated from other cells by boundary lines), and another 106. Each cell contains a symbol, in this case a numeral from 1-12.

    [0361] These numerals will be drawn at random during the lottery to determine if links can be recorded on the playing areas as described above. Playing area 102 has a different shape and different number of cells, one of which is labelled 105A and another is labelled 107. Most cells in each playing area have at least 3 neighbours. For example cell 105 is bounded by the cells containing numbers 2, 7, 8 and arguably the cell containing the numeral 1this shows a problem with these irregular layouts as the layouts need to be unambiguous in terms of neighbouring cellshence requiring more time in their preparation for printing than the much simpler rectangular matrices of cells described above.

    [0362] Cells 106 and 107 illustrate an advantage of this irregular layout in that these two cells around the periphery of the playing areas can potentially have a large number of neighbouring cells. For example cell 106 contains the number 4 and has neighbouring cells containing the numbers 2, 5, 11 (at one vertex of this cell), 12, 9 (at vertex), 3 and 10 (at one vertex of this cell). Cell 107 has fewer neighbours but still more than 3 neighbours.

    [0363] Since playing area 101 has more cells than playing area 102, 11 cells compared to 9 cells, this means that the numbers drawn are preferably from 1 to 11 allowing for a full contingent of links in area 101 but giving rise to discontinuities in play of area 102 when numbers 10 or 11 are drawn. Conversely the numbers drawn could be the smaller set of 9 numbers creating a discontinuity in the play of area 101.

    EXAMPLE 6

    [0364] FIGS. 17A-17C show a scratch to win card. FIG. 17A shows the card prior to the reveal state, i.e. with the draw revealed on the face of the card at the time of purchase, but the layout of the numbers on the matrices not disclosed.

    [0365] FIG. 17B shows the reverse of the card with the instructions on how to play the game and the resulting prize table.

    [0366] FIG. 17C is the reveal state after the player has removed the removable layer, typically by scratching off a rubberised ink, and then calculating the number of possible links. In this case the player has won a prize because they have achieved nine links and one lucky link.

    [0367] FIGS. 17D and 17E show another example of a scratch card, but instead of numbers, it uses symbols.

    EXAMPLE 7

    [0368] FIG. 18A shows a display of a Closed Loop Draw in place of the linear draw used on the cards in the other figures. The Closed Loop Draw has the advantage that there will be an additional link if the playing area has two adjacent cells matching the last number drawn and the first number drawn. In other words in this example of a Closed Loop Draw, it has the advantage of giving up to nine links for a 33 matrix, but the disadvantage that it takes up more space on the card.

    [0369] FIGS. 18B and 18C illustrate alternative loop configurations, in this case closed rectangular tracks as these are easier to fit on a card alongside a pair of matrices.

    ADVANTAGES

    [0370] The preferred set of cards allows the operation of a lottery with a small number pool (from 6 to 16 numbers) yet allows the complexity of different numbers of potential links as shown in the odds tables in the drawings.

    [0371] By producing cards with 2 or more matrices the number of permutations is multiplicative though the number of symbols drawn to complete the lottery remains the same, as the same symbols appear on each matrixalbeit in different locations. In addition by having two or more 33 matrices on the card the player cannot have an outcome of no links at allas the player will always have at least two links or above, which enhances player satisfaction, and the number of near win experiences (where the player achieves a significant number of the required links for a win) is increased, making the game more interesting and tantalising for players.

    [0372] In particular: [0373] i. the Most Frequently Attained Base Output Level of the Base Game Structure provided by the preferred set of cards may be at a level that is materially greater than in Base Game Structures of some conventional Lotto or Keno type games, and may be at a level that is at least 100% greater, or alternatively, greater by 4 or more Incremental Successes (whichever is the greater); and [0374] ii. there may be an overall and mathematically provable greater level of Incremental Successes; and [0375] iii. a much lower sized number pool may be used, preferably being no greater than 16 numbers, but more preferably, no greater than 9 numbers.

    INDUSTRIAL APPLICABILITY

    [0376] The set of cards of the invention are typically used in State Lotteries to raise funds for a State Government. They are a tangible and saleable commodity with an interaction between the different cards in a set, as each card in the set contains the same set of symbols but the layout of the symbols on each card is different and hence the number of links achieved by players in a link-lottery will be different. The use of two or more matrices enhances the player engagement by creating numerous near win experiences. In enhancing player engagement and hence promoting the popularity of the game provided by the present set of cards, the invention promises to be of significant use in raising funds alongside and/or independently of existing Government-run Lottery schemes and models. A system of storing card information and printing cars on demand is also described, as is the production and use of scratch to win cards. The invention can also be used in the manufacture of and form part of casino or slot machines.

    EQUIVALENTS

    [0377] The Invention may also broadly be said to consist in the parts, elements and features referred or indicated in the specification, individually or collectively, and any or all combinations of any of two or more parts, elements, members or features and where specific integers are mentioned herein which have known equivalents such equivalents are deemed to be incorporated herein as if individually set forth.

    [0378] The examples and the particular proportions set forth are intended to be illustrative only and are thus non-limiting.

    VARIATIONS

    [0379] The invention has been described with particular reference to certain embodiments thereof. It will be understood that various modifications can be made to the above-mentioned embodiment without departing from the ambit of the invention. The skilled reader will also understand the concept of what is meant by purposive construction.