Abstract:
A method for controlling a game comprising randomly selecting a first set of four items from a second set of fourteen items using a processor. Randomly selecting a third set of four items from a fourth set of thirteen items using a processor. Randomly selecting a fifth set of four items from a sixth set of thirteen items using a processor. Randomly selecting a seventh set of four items from an eighth set of fourteen items using a processor. Generating a game card displaying the first set of four items, the third set of four items, the fifth set of four items and the seventh set of four items on a user display.

Description:
TECHNICAL FIELD 
       [0001]    The present disclosure relates generally to gaming systems, and more specifically to an online loteria gaming system and method of operation. 
       BACKGROUND OF THE INVENTION 
       [0002]    Loteria is a traditional game that is similar to bingo. The loteria game card typically includes 16 playing spaces arranged in a 4 by 4 matrix, where each playing space includes one of 54 items. The items are also included in a deck of cards, and the cards are drawn and displayed to the players, who mark the corresponding item if it appears on the player&#39;s card. 
       SUMMARY OF THE INVENTION 
       [0003]    A method for controlling a game using a processor is provided. The method includes randomly selecting four items from a set of fourteen items, such as to select a first column of items for a loteria tabla playing card. A second set of four items is randomly selected from a set of thirteen items, such as to select a second column of items for the loteria playing card. A third set of four items is randomly selected from a second set of thirteen items, such as to select a third column of four items for the loteria playing card, and a fourth set of four items is selected from a second set of fourteen items, such as to select a fourth column of items for the loteria playing card. A game card displaying the first set of four items in a first column, the second set of four items in a second column, the third set of four items in a third column and the fourth set of four items in a fourth column is generated on a user display, to create a virtual loteria gaming card that includes additional structure not present in existing loteria gaming cards. 
         [0004]    Other systems, methods, features, and advantages of the present disclosure will be or become apparent to one with skill in the art upon examination of the following drawings and detailed description. It is intended that all such additional systems, methods, features, and advantages be included within this description, be within the scope of the present disclosure, and be protected by the accompanying claims. 
     
    
     
       BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS 
         [0005]    Aspects of the disclosure can be better understood with reference to the following drawings. The components in the drawings are not necessarily to scale, emphasis instead being placed upon clearly illustrating the principles of the present disclosure. Moreover, in the drawings, like reference numerals designate corresponding parts throughout the several views, and in which: 
           [0006]      FIG. 1  is a diagram of a loteria game display in accordance with an exemplary embodiment of the present disclosure; 
           [0007]      FIG. 2  is a diagram of an algorithm for controlling a game in accordance with an exemplary embodiment of the present invention; 
           [0008]      FIG. 3  is a diagram of a system for controlling a game in accordance with an exemplary embodiment of the present invention; and 
           [0009]      FIG. 4  is a diagram of an algorithm for controlling a game in accordance with an exemplary embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0010]    In the description that follows, like parts are marked throughout the specification and drawings with the same reference numerals. The drawing figures might not be to scale and certain components can be shown in generalized or schematic form and identified by commercial designations in the interest of clarity and conciseness. 
         [0011]      FIG. 1  is a diagram of a loteria game display  100  in accordance with an exemplary embodiment of the present disclosure. Loteria game display  100  provides an online gaming environment for playing a loteria game. 
         [0012]    Loteria game display  100  can be generated using a web browser or other suitable user display systems. In one exemplary embodiment, the components of loteria game display  100  can be implemented as one or more objects, where each object has associated graphical properties, data properties and functional properties. Loteria game display  100  includes a virtual game card having 16 spaces  102  through  132 , arranged in four columns and four rows. Prior to the start of play, a user can select one or more patterns for purchase. In one exemplary embodiment, a predetermined set of patterns can be provided to the user without any additional user selection, such as a four corner pattern, where the user wins the game when each of the four corners of the user&#39;s game card (such as spaces  102 ,  108 ,  126  and  132 ) are marked by the user after virtual cards having images that match the images shown in each of the four spaces of the game card are drawn from a virtual deck during game play. In addition, the user can purchase additional patterns, such as vertical lines (such as spaces  102 ,  110 ,  118  and  126 ), horizontal lines (such as spaces  102 ,  104 ,  106  and  108 ), diagonal lines (such as spaces  102 ,  112 ,  122  and  132 ), or four by four blocks or stamps (such as spaces  102 ,  104 ,  110  and  112 ). In this manner, the user&#39;s odds of winning can be increased by purchasing additional winning patterns. The user can select patterns by interfacing with the game card display using one or more user controls. In one exemplary embodiment, the user can use a touch screen control, a mouse, a stylus, voice commands or other suitable controls to select or deselect the patterns that the user would like to purchase, such as where each space has separate user selection controls. As the user completes a pattern selection, the cost for purchasing the selected patterns can be displayed in the pattern purchase control  140 , which can then be selected by the user until a predetermined time, such as the start of the next game. In another exemplary embodiment, one or more preselected groups of patterns can be displayed and can be animated, such as to show the various patterns in each group, or other suitable pattern selection functionality can also or alternatively be used. Pattern purchase control  140  can be implemented as an object or objects having data, graphical and control parameters, such as an object that interfaces with the patterns selected on the object or objects of the player&#39;s game card display to recognize the selected patterns, a pattern selection control (not specifically shown), or in other suitable manners. In one exemplary embodiment, pattern purchase control  140  can generate one or more user-selectable controls that allow the user to cycle through patterns that are available for purchase, and can generate associated user displays that show the associated patterns. 
         [0013]    At the start of play, the 16 spaces of the virtual game card can be populated with randomly selected images corresponding to 16 of 54 possible items. In one exemplary embodiment, a relational database can be used to store image data for each of the 54 items, sixteen random numbers between 1 and 54 can be generated and used to select the 16 items and associated image data to be displayed in the user&#39;s game card. 
         [0014]    In another exemplary embodiment, the 54 items can be grouped to be associated with predetermined columns of the user&#39;s game card, such as where items 1 through 14 are associated with column 1, items 15 through 27 are associated with column 2, items 28 through 40 are associated with column 3, and items 41 through 54 are associated with column 4, such that the 4 items for each column of the game card are randomly selected from the 13 or 14 available items for that column. In this manner, the distribution of items within the spaces of the game card can be more uniformly implemented. 
         [0015]    After the start of play, virtual cards are randomly selected from the virtual card deck of 54 virtual cards, where each virtual card displays one of 54 items. In one exemplary embodiment, the deck of 54 cards can be implemented as a relational database having a plurality of data fields for each card, such as a status data field that indicates whether the card has been played, an image data field containing a graphic image for that card, and other suitable data. For the first draw, a random number between 1 and 54 can be generated, and the status data field for the corresponding database entry can be updated to reflect that the card has been played. The image data associated with the database entry can then be generated in current card display  138 , so as to allow the user to determine whether the image displayed in current card display  138  matches any of the images shown on the user&#39;s virtual game card. The user can then mark the matching image, such as by executing a graphical control associated with the corresponding space in the user&#39;s game card. In this exemplary embodiment, each space  102  through  132  of the user&#39;s game card can be implemented as separate object having data, functions and graphical attributes, such as a graphical control that allows the user to select the space by activating a touch screen interface at a location corresponding to the space, by using a selector control of a mouse or other cursor movement device, by using a stylus, a voice command or in other suitable manners. When the user has selected the space to be marked, a verification procedure associated with the object can be activated to confirm that the image associated with the space matches one of the cards that have been drawn. If the verification procedure determines that there is no match, then an error message can be generated, the action by the user can be ignored or other suitable actions can be performed. If the verification procedure determines that a match exists, status data for the space can be updated to indicate that the space has been marked, image data associated with the space can be modified to graphically indicate that the space has been marked, or other suitable status changes can be implemented. 
         [0016]    After a predetermined period of time, the next virtual card is drawn. In one exemplary embodiment, the next card can be drawn even if the user has not marked a space on the user&#39;s game card that matches the current card. In another exemplary embodiment, such as for a mobile game, the user can select a control to cause the next card to be shown, the next card can be shown after the user marks a space on the user&#39;s game card that matches the current card, or other suitable processes can also or alternatively be used. The user can then mark the space on the user&#39;s game card that matches the next card. This process is repeated until the user completes a pattern or the game ends, such as when one or more other players have completed a pattern and activated a win control. 
         [0017]    After four spaces have been marked in one of the patterns that the user has purchased, the user can select win control  142 . In one exemplary embodiment, the user may have purchased a pattern for the four corners of the game card, and after cards have been drawn with images that match the items in each of the four corners and the corners have been marked by the user, the user can activate the win control. If the user activates win control  142  prior to completion of a pattern, the user can be penalized, such as by “freezing” the user&#39;s card for a predetermined period of time, by deducting time from a countdown clock, or in other suitable manners. Likewise, if there is more than one winning pattern present, then it can be determined whether the last space that was marked completed more than one pattern. In one exemplary embodiment, if a user completes a pattern but does not activate win control  142  until after additional cards have been called and one or more additional space has been marked on the user&#39;s game card to complete a second pattern, then the first pattern can be ignored for the purpose of awarding in game awards or for other purposes, or one of the two or more winning patterns can be randomly selected for the purpose of awarding collection items. Likewise, if the user completes more than one pattern by marking a space with the most current drawn card, then the user can receive an in game award for all completed patterns, or other processes can be used to award in game awards, as described further herein. 
         [0018]    As described herein, an in game award can be a suitable incentive or award for a player of the loteria game, such as additional experience points, additional in game currency, additional collection items, additional power-up awards (as described herein), or other suitable incentives or awards. Likewise, other suitable awards can be provided, such as currency, where allowed by law. However, loteria game display  102  can be used in conjunction with an online game that does not award currency (but where currency can be used to purchase game cards, patterns, credits for use within the game or other suitable in game items), for an online game that awards both currency and non-currency awards, an online game that awards only currency, or other suitable awards. 
         [0019]    After a user has properly activated win control  142 , a win can be awarded to the user. In one exemplary embodiment, the first user to properly activate win control  142  can receive a first or highest prize amount, with subsequent wins being awarded smaller prize amounts until the last prize amount has been awarded, at which point the game terminates for all players. In another exemplary embodiment, a predetermined number of wins can be allocated for the game as a function of the number of players. In this exemplary embodiment, one win can be allocated for every N players, where N is an integer greater than one, such that the number of wins that are available is determined by the number of players. Other suitable processes can also or alternatively be used. 
         [0020]    When a player properly activates win control  142 , in addition to any prize amount, the user can also receive in game awards. In one exemplary embodiment, the in game awards can include collection items that match the images shown in the marked spaces that form the winning pattern. In this exemplary embodiment, when a player collects a predetermined number of collection items, the player can be awarded additional game features or awards, such as an experience multiplier, additional free games, or other suitable in game awards. The collection items can be tracked on a user display shown as history/profile  134 , which can include a space for each available card in the deck, where each space contains an image of one of the cards in the deck. The images can initially be shown in “shadow” form with limited detail and color, and after a user is awarded one of the items, the image for that item can change to a full color, full feature image, so as to allow the user to readily ascertain which collection items the user has been awarded, or in other suitable manners. 
         [0021]    In addition to displaying collection items, history/profile  134  can display the cards that have been played during the game. In one exemplary embodiment, history/profile  134  can display the collection items when a game is not in progress, and can display the cards that have been played during a game while the game is in progress. In another exemplary embodiment, the user can toggle history/profile  134  during play to select the display of the collection items or the called cards, or can perform other suitable functions. 
         [0022]    In another exemplary embodiment, a “power-up” in game award can be awarded when the user has marked a predetermined number of spaces. In this exemplary embodiment, the power-up can be activated by the user after it has fully charged, such as after the predetermined number of spaces have been marked. In another exemplary embodiment, in order to activate the power-up, the user can be required to own one or more power-up awards, such as by purchasing the power-up awards prior to the start of the game, by winning the power-up awards, by receiving free power-up awards for daily play, or in other suitable manners. After the power-up is activated, a unique in game award can be awarded, such as an in game award that highlights one or more of the unmarked spaces on the user&#39;s game card. When the highlighted space is subsequently marked, the user can be awarded additional experience points, collection items or other suitable in game awards. 
         [0023]    In operation, loteria game display  100  can be used in conjunction with a loteria gaming system to provide multi-player loteria gaming functionality, single player loteria gaming functionality or other suitable functionality. 
         [0024]      FIG. 2  is a diagram of an algorithm  200  for controlling a game in accordance with an exemplary embodiment of the present invention. Algorithm  200  can be implemented in hardware or a suitable combination of hardware and software, and can be one or more software systems operating on a general purpose processing platform. 
         [0025]    As used herein, “hardware” can include a combination of discrete components, an integrated circuit, an application-specific integrated circuit, a field programmable gate array, or other suitable hardware. As used herein, “software” can include one or more objects, agents, threads, lines of code, subroutines, separate software applications, two or more lines of code or other suitable software structures operating in two or more software applications or on two or more processors, or other suitable software structures. In one exemplary embodiment, software can include one or more lines of code or other suitable software structures operating in a general purpose software application, such as an operating system, and one or more lines of code or other suitable software structures operating in a specific purpose software application. As used herein, the term “couple” and its cognate terms, such as “couples” and “coupled,” can include a physical connection (such as a copper conductor), a virtual connection (such as through randomly assigned memory locations of a data memory device), a logical connection (such as through logical gates of a semiconducting device), other suitable connections, or a suitable combination of such connections. 
         [0026]    Algorithm  200  begins at  202 , where a game card or “tabla” is displayed. In one exemplary embodiment, the tabla can be implemented as one or more objects having graphical attributes, data attributes and associated functionality, and the user can instantiate the tabla object or objects by selecting a suitable control, such as a graphic user interface prompt to play a loteria game. In addition to the tabla, other suitable game controls can also be generated in a graphic user interface, such as by executing a start-up sequence that executes a plurality of associated display objects to generate loteria game display  100  or other suitable user interfaces. The algorithm then proceeds to  204 . 
         [0027]    At  204 , it is determined whether the user has selected one or more patterns. In one exemplary embodiment, the tabla object or objects or other suitable objects can include one or more user-selectable controls that allow the user to select additional patterns for purchase, such as where the user can play the game with a first pattern for a base fee, and can purchase additional patterns for extra fees. In this exemplary embodiment, the first pattern can be a “four corners” pattern, where the user wins the game if matches are marked in the four corner spaces of the tabla, and additional patterns can include four spaces of the tabla that are in a horizontal row, a vertical row, a diagonal row, a square of four spaces or other suitable patterns. In addition, as each extra pattern or group of patterns is selected by the user, the cost for the selected patterns can be displayed, and the user can deselect the selected patterns to reduce the cost. Likewise, the user can receive a predetermined number of in game credits each day that can be used to play the loteria game, and can purchase additional credits to play additional games. If it is determined that no additional patterns have been selected at  204 , the algorithm proceeds to  210 , otherwise the algorithm proceeds to  206  where the selected patterns are received and processed, such as by setting one or more control data fields of the tabla object or objects or in other suitable manners. The algorithm then proceeds to  208 , where the cost for the selected patterns is displayed, such as to provide the user with a final notification of the cost. The algorithm then proceeds to  210 . 
         [0028]    At  210 , it is determined whether the user has selected a purchase control. If the user has not selected the purchase control, the algorithm returns to  202 , otherwise, the selected patterns are purchased. In one exemplary embodiment, the cost for the selected patterns can be deducted from a user&#39;s account balance, and if the purchase would result in a negative account balance, the user can be prompted with the option to purchase more credits or to perform other suitable processes. After the patterns are purchased, the algorithm proceeds to  212 . 
         [0029]    At  212 , items are selected for the tabla. In one exemplary embodiment, the items can be selected from a set of 54 available items that correspond to virtual cards that may be drawn during the game. In this exemplary embodiment, a set of 16 random numbers from 1 to 54 can be generated, and the items corresponding to the 16 numbers can be retrieved from a relational database and used to populate the 16 tabla spaces with image data, text data and other suitable data. In another exemplary embodiment, each space of the tabla can be implemented as an object, where the random number associated with each tabla space is used to set a data field associated with the tabla space to display associated image and text data. Other suitable processes can also alternatively be used. In another exemplary embodiment, each column of the tabla can have 13 or 14 predetermined available items, and the entries for the 4 tabla spaces for that column can be randomly selected by generating a set of 4 random numbers from 1 to 13 or 14. In addition, one or more items can be given a different priority for selection, such as to make some items harder to obtain. In this exemplary embodiment, a first item of the set of 14 items can be drawn less frequently than the other 13 items, such that other suitable combinations of random numbers can be selected in accordance with the selection frequency for that item. For example, 4 random numbers from a set of 27 numbers can be selected, where the first item is selected for the first number of the set, the second item is selected for the second and third numbers of the set, the third item is selected for the fourth and fifth numbers of the set and so forth. In this exemplary embodiment, the first item will have a selection probability of 1/27, and the remaining items will have a selection probability of 2/27. Likewise, other suitable integer or non-integer selection probabilities can be assigned to each item, and suitable selection algorithms can be used to randomly select the items for the table spaces. 
         [0030]    In another exemplary embodiment, the items for the tabla spaces can be generated prior to the pattern selection step, so as to allow the user to see the items that will be available on the game card prior to making pattern selections. In this exemplary embodiment, the user may choose to select additional patterns in order to have a chance at winning one or more items that the user does not presently own, as described herein. The algorithm then proceeds to  214 . 
         [0031]    At  214 , a first card is drawn and displayed. In one exemplary embodiment, drawing cards from a virtual deck of 54 cards or other suitable numbers of cards) can be simulated by randomly generating an integer between 1 and 54, where the generated random integer is used to select from a table entry containing text, status and image data corresponding to a deck of 54 cards. For example, the randomly generated integer can be used as an index number, and the text and image data in the corresponding table entry can be extracted and used to generate an image on a user display of the first drawn card. In addition, a status field associated with the table entry can be modified to indicate that the selected card has been drawn and is no longer available to be drawn again. Likewise, other suitable processes can also or alternatively be used. The algorithm then proceeds to  216 . 
         [0032]    At  216 , a simulation of a next card being drawn from the deck of cards is generated. In this exemplary embodiment, a random integer from 1 to 53 can be generated, where the generated number is used as an index to the table data, and where the card or cards that have previously been selected are not included in the index for the table, such as by deselecting a field associated with that card or cards and sorting the remaining table entries that have not yet been selected, or in other suitable manners. The algorithm then proceeds to  218 . 
         [0033]    At  218 , it is determined whether a pattern has been marked. In one exemplary embodiment, a user can activate a win control if the user believes that a pattern has been marked, such as where the game does not generate a user notification after a pattern has been marked. Likewise, user notification of a pattern completion or other suitable processes can also or alternatively be used. If it is determined that a pattern has not been marked, the algorithm returns to  216 , otherwise, the algorithm proceeds to  220 . 
         [0034]    At  220 , it is determined whether the marked pattern has been called by the user. In one exemplary embodiment, the user can activate a win control when the user believes that a valid pattern has been marked, or other suitable processes can also or alternatively be used. If the marked pattern has not been called by the user, a status flag can be set to prevent the user from subsequently calling the pattern, such as after a second pattern has been marked. In another exemplary embodiment, if the user does not activate a win control after completing a first pattern until a second pattern or additional patterns have been completed, then the winning pattern can be randomly selected from the available completed patterns, or other suitable processes can also or alternatively be used. The algorithm then proceeds to  228 . Otherwise, if the win control has been selected or activated and a pattern has been marked, the algorithm proceeds to  222  where it is determined whether multiple patterns have been marked. In one exemplary embodiment, a user can win multiple times when a single marker placement results in more than one matched pattern. If it is determined that multiple patterns have not been marked, the algorithm proceeds to  224  where the user is awarded collection items for each of the unowned marked items in the pattern. In one exemplary embodiment, the user can collect items in order to obtain additional in game awards or to unlock game features. For example, the user can be provided with access to a second virtual room upon completion of a collection of items for a first virtual room, where the collection items include each of the 54 different items that are used to mark the tabla, additional bonus collection items or other suitable collection items. Likewise, other suitable in game awards can be provided as some or all collection items are awarded, such as additional experience points, additional power-up awards, additional in game currency for purchasing gaming cards or other items, or other suitable in game awards. After the collection items have been awarded, the algorithm proceeds to  228 . 
         [0035]    If it is determined at  222  that multiple patterns have been formed by the placement of the last marked space, or if one or more patterns have previously been marked but have not been called and that pattern is available to be used for selecting items, the algorithm proceeds to  226  where collection items are randomly selected to be awarded. In one exemplary embodiment, four of the items on the spaces that have been marked to form the winning patterns can be selected to be awarded as collection items out of the total available marked spaces. In another exemplary embodiment, collection items can be selected from the marked spaces that the user does not presently have in the user&#39;s collection. Other suitable processes can also or alternatively be used. The algorithm then proceeds to  228 . 
         [0036]    At  228 , it is determined whether the game has ended. In one exemplary embodiment, a game can end after a predetermined number of patterns have been marked in a multiple player game, which can happen at any time during the processing of algorithm  200 , in which case the algorithm terminates at that point, regardless of which step of the algorithm is being processed. In another exemplary embodiment, in a single player game (such as a mobile version of the game), the game can end when a timer has timed out, after a predetermined number of cards have been played, or in other suitable manners. If it is determined that the game has ended at  228 , the algorithm proceeds to  230  where a game status display that shows the cards that have been played during the game can convert into a collection items display, which shows the user&#39;s collection items that have been obtained. Likewise, in game awards can be presented to winning players of a multiple player game, graphics can be generated that identify the winning players, or other suitable processes can also or alternatively be performed. If it is determined that the game has not ended at  228 , the algorithm returns to  216 . 
         [0037]    In operation, algorithm  200  provides functionality for a multiplayer or mobile loteria game, such as to allow players to compete against other players to score points, win in game awards or for other suitable purposes. 
         [0038]      FIG. 3  is a diagram of a system  300  for controlling a game in accordance with an exemplary embodiment of the present invention. System  300  includes power up system  302 , item selection system  304 , game control system  306  and item award system  308 , each of which can be implemented in hardware or a suitable combination of hardware and software, and which can be one more software systems operating on a general purpose processing platform. 
         [0039]    Power up system  302  provides power up functionality for a game. In one exemplary embodiment, a power up can be an in game award that allows a user to obtain additional in game awards, such as additional experience points, an experience point multiplier, in game currency (such as to buy additional game cards for future games or to buy personalization items), a payout multiplier for winning the game, or other suitable in game awards. In this exemplary embodiment, a user can purchase or be awarded a power up award, which can then subsequently be used during play after the power up award is enabled, such as by properly marking a predetermined number of spaces. In addition, suitable graphics (such as a power up meter) can be generated to allow the user to see when the next opportunity for using a power up will occur, to allow the user to see that a power up can be activated, or for other suitable purposes. In this exemplary embodiment, the power up meter can be implemented as an object having graphical, data and control parameters that are used to activate the power up meter and to modify the appearance of the power up meter, such as by increasing a fill of a meter bar as additional tabla spaces are marked, by increasing a meter reading as additional tabla spaces are marked, or in other suitable manners. For use in a loteria-type game, power up awards can be implemented to award additional collection items, to convert a space having a collection item to a “free” space (i.e. a space that is counted as marked without requiring a collection to have been called), to convert an item on a space from an existing uncalled item to a called item, or in other suitable manners. 
         [0040]    Item selection system  304  selects items for tabla and during game play. In one exemplary embodiment, each player&#39;s tabla is populated with items that correspond to items in the deck of game cards, such that the tabla can be marked during play as each card is drawn if the tabla has the image shown on the drawn card in one of the corresponding spaces of the tabla. Item selection system  304  can select items for each space on the player&#39;s tabla in a manner so as to simulate “hard to get” items. By determining the actual percentage of when an image will be used during a generation of a tabla, the speed at which users are able to complete a collection (i.e. as measured by the number of games that must be played on average before a user can complete a collection) can be controlled. In one exemplary embodiment, each column can have one item that is drawn at a lower percentage than other items, in order to create an additional level of difficulty. For example, column 1 of a player&#39;s tabla can contain 14 items to choose from, and one of the items (such as item number 2 of a standard loteria deck, “El Diablito,”) can be designated as a ‘hard to get’ item. In this exemplary embodiment, 13 of the 14 items can be assigned a 7.5% chance of being drawn and one (El Diablito) can be assigned a 2.5% chance of being drawn. Likewise, column 2 can contain 13 items to choose from, where item number 26 of a standard loteria deck (“El Gato”) can be been designated as a ‘hard to get’ item, where 12 of the 13 items will have a 7.9% chance of being drawn and one (El Gato) will have a 5.2% chance of being drawn. Column 3 can contain 13 items to choose from, where item number 35 of a standard loteria deck (“La Estrella”) can be designated as a ‘hard to get’ item, such that 12 of the 13 items can have a 7.9% chance of being drawn and one (La Estrella) can have a 5.2% chance of being drawn. Finally, column 4 can contain 14 items to choose from, item 46 of a standard loteria deck (“El Sol”) can be designated as a ‘hard to get’ item; such that 13 of the 14 items can have a 7.5% chance of being drawn and one (El Sol) can have a 2.5% chance of being drawn. All of these values/odds are exemplary, and other suitable deck items, values or other items can also or alternatively be used. 
         [0041]    Game control system  306  controls a sequence of play for one or more players of a loteria game. In one exemplary embodiment, game control system  306  can provide a multi-player gaming environment, where a plurality of players can each purchase one or more patterns for their own virtual game card, and can then mark spaces on the game card after cards are drawn from a virtual deck in order to try and complete one or more patterns. In this exemplary embodiment, the first players to complete a pattern can be awarded in game awards, up to a predetermined number of patterns, after which play for that round of the game is terminated and the players can be provided with another opportunity to purchase one or more patterns for their game cards for another round of the game. In another exemplary embodiment, game control system  306  can be used to control a mobile loteria game, where individual players compete against a countdown timer or other suitable metrics to try and achieve a high score. 
         [0042]    Item award system  308  generates one or more collection items for players as a function of gaming parameters. In one exemplary embodiment, item award system  308  can determine the items corresponding to spaces that have been marked on a virtual loteria game card, and can simulate an award of those items to the player, such as after a player has marked a fourth space in a pattern and has activated a win control. In this exemplary embodiment, players can acquire collection items that match the game cards that are used in a loteria game, and can obtain in game awards and advantages as the number of collection items increases or once the collection items have been completed. 
         [0043]    In operation, system  300  can be used to generate a virtual gaming environment for a loteria game and to control a sequence of play for a plurality of players, so as to provide a multiple player virtual gaming environment for a loteria game. System  300  allows players to compete against each other to win loteria games by completing patterns, to acquire collection items and to perform other suitable functionality. 
         [0044]      FIG. 4  is a diagram of an algorithm  400  for controlling a game in accordance with an exemplary embodiment of the present invention. Algorithm  400  can be implemented in hardware or a suitable combination of hardware and software, and can be one or more software systems operating on a general purpose processing platform. 
         [0045]    Algorithm  400  begins at  402 , where a player enters a virtual lobby. In one exemplary embodiment, the player can select a control from a first graphic user interface to activate the virtual lobby, such as generate a second graphic user interface that simulates a lobby of a gaming area, from which the user can select one or more rooms in which to play a loteria game or other suitable games, or to perform other suitable functions, such as accessing a user account graphic user interface, accessing an online store graphic user interface, accessing a personalization graphic user interface or accessing other suitable functionality. In this exemplary embodiment, each different graphic user interface can provide additional user-selectable functionality. If the user selects a control to play the loteria game, the algorithm proceeds to  404 . 
         [0046]    At  404 , the user is provided with one or more user controls to allow the user to choose one or more patterns to purchase on a loteria gaming card. In one exemplary embodiment, the user can receive a first pattern or set of patterns for a basic fee, and can purchase additional patterns for extra fees to increase the user&#39;s odds of winning the loteria game by matching items on the user&#39;s gaming card to complete one of the patterns. After it is determined that the user has completed purchasing patterns, the algorithm proceeds to  406 . 
         [0047]    At  406 , the user participates in the loteria game, such as by marking spaces on the user&#39;s virtual game card that match cards drawn from a virtual deck having images that match the items in the spaces of the user&#39;s virtual game card. If the user selects a control to leave the loteria game prior to completion of the game, the algorithm proceeds to  408 , where a graphic user interface is generated advising the user that leaving the game will result in a loss of any in game credits that the user has spent to purchase patterns and initiate game play. If the user elects to continue, the algorithm returns to  402 , otherwise, the algorithm returns to  406  and the user continues play. 
         [0048]    At  410 , it is determined whether the user has won, such as by matching one or more patterns on the users virtual game card. If it is determined that the user has not won and the game has completed, the algorithm returns to  404 , otherwise, the algorithm proceeds to  412 , where it is determined whether the user has matched multiple patterns, such as by marking a single space on the user&#39;s virtual game card. If multiple patterns have not been marked, the algorithm proceeds to  414 , where the items that formed the matching pattern are awarded to the user as collection items if the user has not already obtained those items. In one exemplary embodiment, the user account can include one or more data table entries that store data defining the user&#39;s characteristics, such as a total of earned experience points, a total of in game credits, an identification of rooms that the user has obtained access to and other suitable user characteristic data. In this exemplary embodiment, data defining the collection items that the user has acquired for each of a plurality of rooms can be stored, and the algorithm can compare the items that were marked on the user&#39;s virtual game card to complete a pattern with the items that have previously been acquired by the user. For each item that has not previously been acquired, a status flag in the data table can be updated to reflect that the user has acquired the item, on-screen graphic displays can be generated to simulate the collection items being transferred to the user, and other suitable processes can also be implemented. 
         [0049]    Likewise, if it is determined that the user has won multiple time by matching two or more patterns, the algorithm proceeds to  416 , where four collection items are randomly selected from the five or more items that were used to complete the two or more patterns. The algorithm proceeds from  414  or  416  to  418 , where it is determined whether the user has acquired all collection items and completed the collection, such as for a virtual room in the gaming environment. If it determined that the collection item set has been completed, the algorithm proceeds to  420  where additional in game awards are provided, such as an experience point multiplier, additional free games that can be used each day, or other suitable in game awards. The algorithm then returns to  404 . 
         [0050]    In operation, algorithm  400  is used control game play in a multiplayer online loteria virtual gaming environment, such as to allow users to purchase patterns for a virtual loteria game card, to allow users to mark items on their virtual game cards in order to complete patterns, and to award users for being the first to complete a pattern or patterns. 
         [0051]    As used herein, various physical objects, such as decks of cards, collection items, rooms and other physical objects, are implemented in a virtual environment. In one exemplary embodiment, the virtual environment can be a computer-generated environment where physical objects are modeled using computer-implemented modeling techniques, and where the data that is used to model the physical objects is persistent and has predetermined attributes so as to simulate the associated physical objects. In this exemplary embodiment, each virtual object can be implemented as one or more computer programming objects that each have data, state and one or more associated methods for processing or accessing the data or changing the state of the object. 
         [0052]    It should be emphasized that the above-described embodiments are merely examples of possible implementations. Many variations and modifications may be made to the above-described embodiments without departing from the principles of the present disclosure. All such modifications and variations are intended to be included herein within the scope of this disclosure and protected by the following claims.