Method of playing a combination game of bowling and random number matching

A game method of play combining the skill elements of bowling with the chance elements of bingo and lottery. The game method of play includes the steps of randomly arranging and displaying a set of numbers in an order in which the numbers are to be picked for the purposes of separately identifying a lottery-type arrangement or a bingo-type arrangement. The game play further involves a number of bowlers participating in a sequence of bowling flames such that the scores in the bowling flames are compared with the randomly arranged numbers previously displayed. As the randomly arranged numbers are sequentially stepped through in the comparison process, orderly patterns of matched scores and numbers are detected and identified as winning arrangements when acquired. Various sets of specific numbers, such as in a lottery game, or various orderly patterns such as those typically found in bingo, may be utilized to identify the winner of a particular game.

1. Field of the Invention 
The present invention relates generally to methods of game play associated 
with bowling pins, bowling balls, and bowling lanes. The present invention 
relates more specifically to a game play method that combines some of the 
game play steps normally associated with the basic game of bowling with 
the generation and selection of random numbers in a manner normally 
associated with the games of bingo and lottery. 
2. Description of the Related Art 
The standard rules of bowling have remained fairly consistent over time and 
have turned the game into what is predominantly one of skill versus a game 
of chance. Although the inexperienced bowler may on occasion enjoy a spare 
or a strike, the highest scores in the game are generally only achieved by 
those who have obtained a high level of skill. While this fact does not 
altogether discourage the inexperienced bowler from participating in the 
sport, it does confine the inexperienced bowler to competing against those 
that are at the same skill level. 
The basic rules of bowling consist of bowlers engaging in what are 
essentially two-ball frames for a sequence of ten frames to arrive at a 
final score that is compared with other bowlers who bowl at the same time. 
In most cases, the bowlers who are competing against each other are in 
adjacent bowling lanes in the same bowling alley. A perfect score, 
according to the standard rules of bowling, is 300 and involves a strike 
on each of twelve tries with the bowling ball. 
Each frame is nominally associated with the rolling of a first and then a 
second ball by each bowler. If the first ball is a strike, no second ball 
is thrown. A bowler may, therefore, throw as many as twenty-one balls 
during a complete game, or as few as twelve. In any event, scoring is 
accomplished by adding the number of pins knocked down in each frame to 
the total previously acquired in earlier frames. Spares involve a total of 
ten plus the sum of the next ball thrown, and strikes involve a total of 
ten plus the sum of the next two balls thrown. In every case, the goal is 
to knock down as many pins as possible with each ball thrown. The skills, 
therefore, involve appropriate targeting and placement of the ball when 
thrown such that the maximum number of pins will be knocked down. 
Some modifications of the apparatus associated with the play of a standard 
game of bowling have been implemented and have allowed the less 
experienced bowler to compete more directly with those whose skill level 
is higher. Applicant's co-pending applications Ser. Nos. 07/922,721 and 
08/242,309 describe and disclose a bowling system and method that 
incorporates bumpers in a manner that may alter the scoring procedure 
during a game of bowling. These bumper bowling systems and methods permit 
inexperienced players to acquire new skills at the same, or at an advanced 
rate, over those already skilled at the standard rules of bowling. Some 
aspects of applicant's bumper bowling systems also permit random factors 
to enter into the final score in any frame and thus, in any particular 
game of bowling. Despite this, it would be desirable to incorporate 
additional elements of randomness and chance into the play of bowling such 
that unskilled players might compete more directly against those skilled 
in the game. 
Two games commonly associated with randomness and chance, as opposed to 
skill are the games of bingo and of lottery. Lottery games generally 
involve the random selection of some set of numbers that may or may not be 
matched by those who participate in the game. The typical lottery game 
might involve a set of six numbers, each number having a value from 1-50, 
with no two of the numbers being the same. Participants in the lottery 
game guess and select six such numbers prior to some random number 
generating device selecting the six numbers. Many state lotteries are 
based upon a system such as this. 
Bingo is in many respects a more complex type of lottery game in that 
participants utilize a card with a random arrangement of numbers selected 
from the number group 1-100, organized in a two-dimensional matrix, 
typically 5 by 5. Individual numbers are then randomly selected and 
identified on each player's card matrix. The first player to acquire a 
specific pattern of matched numbers on his or her card is declared the 
winner. 
Heretofore, no effort has been made to combine the skill characteristics of 
the game of bowling with the chance characteristics of either a lottery 
game or the game of bingo. It would be desirable to incorporate some of 
the random aspects of the games of lottery and bingo into the game of 
bowling in a manner that would permit unskilled bowlers to compete against 
those more skilled in the field, either according to rules associated with 
the standard game of bowling, or rules associated with a bumper bowling 
system such as that described in applicant's co-pending applications 
referenced above. 
SUMMARY OF THE INVENTION 
It is therefore an object of the present invention to provide a game method 
of play that combines some of the skill elements associated with the 
standard game of bowling with some of the chance and randomness elements 
associated with the games of lottery and bingo. 
It is a further object of the present invention to provide a game method of 
play that permits the use of chance elements such as those found in bingo 
and lottery in conjunction with the play of a bowling game according to 
the standard rules of bowling. 
It is a further object of the present invention to provide a game method of 
play that permits the use of chance elements such as those found in bingo 
and lottery in conjunction with the play of a bowling game according to 
the modified rules of bumper bowling game play that involve the 
intentional direction of a bowling ball against a bumper to achieve a 
specific score distinct from that normally achieved in standard rules of 
bowling. 
It is a further object of the present invention to combine both skill and 
chance elements into a single game play format that permits unskilled 
bowlers to compete directly against skilled bowlers in a manner that 
increases the likelihood that an unskilled bowler might prevail in the 
competition. 
It is a further objection of the present invention to provide a combination 
of chance elements and skill elements in a game of bowling in a manner 
that permits bowlers to compete against other bowlers in the same bowling 
alley, at the same time, or to compete against bowlers in distinct bowling 
alleys at distinct times. 
In fulfillment of these and other objectives, the present invention 
provides a game method of play that progresses through a sequence of 
bowling flames, bowled by a number of bowlers at the same or different 
times, and involves a selected group of random numbers arranged in an 
array such as that typically found in the game of bingo, wherein the 
scores achieved by each bowler in each frame are compared with the 
randomly generated array such that when a bowler or group of bowlers 
acquires a set of scores, either in a sequence of flames or through a 
sequence of bowlers in a single frame, that matches a set of random 
numbers in the randomly generated array, that bowler or that set of 
bowlers is declared winner. 
The randomly generated array of numbers may have a single dimension such as 
one set of six numbers, so as to imitate a lottery system, or may be two 
dimensional such as five sets of five numbers, as is typical in a bingo 
card arrangement. Variations between the examples mentioned above and 
beyond such examples even to the point of three-dimensional arrays are 
considered plausible by the present invention. 
The present invention, generally speaking, provides a goal to be achieved 
according to standard or modified rules of bowling wherein the highest pin 
count does not necessarily win the game. The present invention provides a 
set of rules whereby specific pin counts, not necessarily the highest pin 
counts, are strived for in order to acquire a set of numbers randomly 
arranged and displayed for the bowlers to strive for.

DESCRIPTION OF THE PREFERRED EMBODIMENT 
1. Brief Description of Method of Game Play 
The game play method of the present invention can be briefly described as 
follows. Initially, numbers from 1-100 are randomly arranged and provided 
to all of the players before bowling actually begins. In this way, the 
order in which the numbers will come up is known ahead of time by each of 
the players. An object at this point in the play of the game is to look at 
the order of numbers and try to achieve scores that match the numbers 
closest to the beginning of the list (i.e., the first numbers that will be 
"called" in the bingo stage of the game). 
Bowling is then begun with scores being posted and displayed in ordinary 
fashion. In the preferred embodiment of the present invention, five 
bowlers will bowl five flames each to completion. This will create an 
array of scores 5 by 5 in size. This is the same size as the typical array 
of numbers found on a bingo card. 
As soon as five frames of five bowlers are complete, the randomly arranged 
numbers are compared against each frame's score for each of the five 
bowlers. Whenever a randomly arranged number matches a score in a 
particular frame, an indication is made on that frame. The random numbers 
are each sequentially compared with the frame scores until a specific 
pattern of matching indications is created on some team's score card. This 
usually occurs when a "bingo" or a row of indications results from a 
series of matched scores. 
2. Detailed Description of the Method of Play of the Present Invention 
In general, as described above, it can be seen that the game method of the 
present invention is a combination of the chance ordering of numbers from 
1-100 and the skill associated with being able to bowl a specific number 
of pins in a particular frame. The present invention is, therefore, a 
blend of both chance elements and skill elements into a single game 
format. 
The play of the game of the present invention lends itself to scoring by 
automatic means such as that provided by a computer. Since most bowling 
alleys incorporate computerized scoring systems, the implementation of the 
game play of the present invention is quite straightforward. 
Initially, an array, A(100), is created and is stored with a randomly 
ordered set of numbers from 1-100. Each number element in array A is 
different from every other number element and every number from 1-100 is 
represented. This randomly ordered array is then printed or displayed so 
that every bowler is aware of the order in which the numbers will be 
"called" in the bingo portion of the game play. This allows bowlers to 
control, to some extent, their ability to "mark" their score card to 
facilitate the acquisition of a bingo. 
With the order of the numbers displayed, bowlers proceed to bowl at least 
five frames. In general, a five game group of five frames is necessary in 
the preferred embodiment to establish a "bingo card" suitable for play. 
The five game, five frame structure may involve five separate bowlers or 
may involve fewer, with one or more bowlers repeating or playing twice. In 
this manner, a five game-by-five frame bingo card is created. 
FIG. 1 discloses a typical score sheet and set of scores for one group of 
bowlers, or team, in the game. FIG. 2 discloses the array of randomly 
ordered numbers from which the bowlers may anticipate the "bingo numbers" 
being derived. FIG. 2 discloses a typical method of arranging, in an 
easily discernable fashion, the numbers 1-100 in random order. Table (40) 
in FIG. 2, is comprised of 100 numerical cells (42), each bearing a 
randomly ordered number (46) and a sequential identifying cell number (48) 
that indicates the order in which the randomly ordered numbers will be 
called. Bowlers would anticipate that at least the first five numbers (in 
this case 21, 90, 64, 7, and 57) will be called, and in all likelihood, as 
many as 40-50 numbers will be called. 
Referring back to FIG. 1, and in combination with table (40) shown in FIG. 
2, a complete scoring of a typical game of the present invention can be 
described. FIG. 1 shows a standard bowling score sheet utilized in this 
case with the rules of play for the game method of the present invention. 
Whereas the typical bowling game might incorporate ten flames, the 
preferred game method of play of the present invention would utilize only 
five. Score card (10) in FIG. 1 shows the scores contained in five frame 
columns (12) for five bowler rows (14). Bowling among the five bowlers, 
Adams, Brown, Carson, Davis and Elder, proceeds as would normally occur in 
a standard game of bowling, with each bowler paying attention to the 
randomly ordered set of numbers in Table (40) shown in FIG. 2. Typically, 
table (40) would either be displayed on a video monitor such that all 
bowlers could refer to it during the game, or would be printed on a form 
available to each bowler during the game. 
In any event, the five bowlers would continue to accumulate scores through 
five flames as indicated in FIG. 1. Once five flames for five bowlers have 
been completed, a comparison is made between the randomly ordered numbers 
in table (40) of FIG. 2 with the scores achieved and recorded on score 
card (10) in FIG. 1. An indication means is used to show those scores that 
match numbers in table (40) as they are sequentially compared. In other 
words, as the example in FIGS. 1 and 2 shows, the first number randomly 
ordered in table (40) is the number 21. On score card (10), the score for 
Carson in frame 2 is 21. Thus, this score is circled as an indication that 
it matches a score in table (40). 
It is necessary that the numbers disclosed in table (40) be taken and 
compared with the scores on score card (10) one at a time in the order in 
which they have been arranged. It can be clearly seen that every score 
entered on score card (10) will be found at some point in table (40) so 
the order in which the numbers are arranged in table (40) is determinative 
of how early in the process a particular score on score card (10) is 
circled or indicated as matching. 
The numbers in table (40) continue to be stepped through and compared with 
the scores on score card (10). It is anticipated that a number of score 
cards (10) would be compared with the numbers in table (40) at the same 
time. They may, for example, be as many as 20-25 teams bowling at a time 
and creating score cards (10) similar to that shown in FIG. 1. Indications 
of matching scores in FIG. 1 are shown on the assumption that this 
particular score card would be the first to create a bingo-type pattern 
among the scores. In this case, indications (16) on score card (10) are 
implemented progressively until a bingo pattern is established. In this 
case, bingo pattern (18) is established when each of the frame scores for 
bowler Carson are circled. It is noted that this bingo pattern was 
achieved only after number elements (42) in table (40) up to the number 
element containing the number 30 are stepped through. Once a bingo 
arrangement is identified on any one of the score cards (10) being 
compared with table (40), the process is stopped and a winner is declared. 
It is noted that in many cases, two frames on an individual score card (10) 
might contain the same numerical score. This is shown in FIG. 1 at flames 
(20) and (22), which both include the numerical score 9. Variations of the 
rules of the game of the present invention could permit both such scores 
to be circled and utilized to create a bingo pattern or may permit only a 
first of such scores to be utilized. In the preferred embodiment shown in 
the present case, only the first of such scores is utilized, thus 
preventing a bingo pattern from occurring that utilizes the first frame of 
bowler Elders' game. A reason for incorporating this limitation would be 
to prevent the not unlikely event that all five bowlers on a particular 
team might score the same score in the first frame intentionally, so as to 
possibly acquire a bingo pattern with only one or two numbers called from 
table (40). 
A similar concern is raised when it becomes evident that an individual 
bowler could attempt to duplicate a score in as many as five consecutive 
frames by continuously throwing gutter balls. If, for example, the number 
8 appeared as one of the early numbers in table (40), a bowler participant 
may score an 8 in the first frame and thereafter decide to retain that 
score in each subsequent frame through the fifth frame. If each of these 
frame scores counted, that bowler would automatically acquire a bingo with 
little effort on his part. In order to prevent this, the preferred 
embodiment of the present invention incorporates a rule wherein a gutter 
ball on the first ball of a frame must be given some non-zero score. This 
non-zero score could simply have a value of 1 or might be a randomly 
generated score from 1-10. In any event, such a rule is necessary to 
prevent the inappropriate result described above. 
Once again, it is important to note that table (40) in FIG. 2 is displayed 
so that bowlers might review it prior to beginning the game and attempt to 
acquire some of the "earlier" selected numbers in the table. 
As an example, referring again to FIG. 2, bowlers might look at the first 
ten numbers listed in the display as an indication of what numbers they 
might best be shooting for. In FIG. 2, the first five numbers are 21, 90, 
64, 7, and 57, respectively. Bowlers could likely assume that the number 
90 will be difficult to obtain in five frames and may dismiss it as 
unimportant. Likewise, in the earlier flames, bowlers would recognize that 
the numbers 64 and 57 will be unattainable until the fourth or fifth 
frame. Of the first few numbers, therefore, 7 and 21 may provide the best 
goals for bowlers to shoot for in the early flames. 
In FIG. 1, it can be seen that bowler Adams, was able to bowl a 3 and a 4 
for a total score of 7 in frame 1. The result could have been due to Adams 
skill in rolling a 7, or could have simply been by chance contact and 
scoring of pins. 
A better example may be Davis in frame 1. Davis might note that the twelfth 
randomly ordered number is the number 9, and having bowled a 9 on the 
first ball of the first frame, may choose to intentionally gutter the 
second ball to retain 9 as a score. Carson in frame 1, having made a 
spare, might have tried to bowl a 3 on the first ball of frame 2, 
specifically to obtain the number 13 in the first frame, which came up 
seventh in the order of random numbers shown in FIG. 2. 
In this way, bowlers can benefit both from their own skill and ability to 
generate specific scores on a flame-by-frame basis, and benefit from the 
randomness associated with the order in which these scores come up. 
In its preferred form, the method of play of the present invention would 
involve the random ordering of numbers from 1-100 as indicated above, and 
the bowling of five frames in five games. Even without an automatic 
scoring system, bowlers could circle, or otherwise indicate that a 
particular number as it comes up in the orderly random arrangement shown, 
matches a number on the scoring sheet. When a preselected set of 
indications exists on a scoring sheet, a bingo is declared. The example 
shown in FIG. 1, five scores are matched for bowler Carson, in each of the 
five frames bowled. Five in a row, across, down, left-to-right diagonally, 
right-to-left diagonally, might also be "bingos" in this basic play. 
Likewise, a "home-run" bingo might be declared when a circle of scores are 
matched, or a complete "wipe out", wherein all scores are matched. 
Finally, a "strike", which is a combination of two diagonals, might also 
be defined as accomplishing a bingo. 
A method for determining the existence of a bingo as the game proceeds 
could be accomplished through the use of the computer-based scoring 
system. In such a case, it is preferable to create three arrays that the 
computer constantly updates and compares. Array "A" is a one-dimensional 
array with 100 elements that will contain the randomly ordered set of 
numbers 1-100. Array "B" is a two-dimensional array 5 by 5 in size, and 
will incorporate the scores as they accumulate by the five players through 
five frames. Array "C" is also a 5 by 5 array with each element having a 
value of 0 or 1, depending upon whether a match indicator has been placed 
on that particular element. 
As bowling progresses, array "B" is filled with the scores from each 
player, each frame. After five players and games of five flames are 
completed, array "A" is compared with array "B", one element at a time, 
stepping through array "A" in order. Thus, element A(1) is compared with 
element B(1, 1). If they are equal, element C(1, 1) in array "C" is set 
equal to 1. Every element in array "B" is checked against element A(1) and 
the corresponding element in array "C" is set if they are equal. The next 
element in array "A" is then compared with every element in array "B" and 
appropriate elements in array "C" are set as before. 
As each element in array "A" is compared to elements in array "B", a check 
of array "C " is made to determine if any bingos exist. In this manner, 
the very first bingo will be identified and array "A" will be stepped 
through only to the point at which a bingo occurs. 
Various configurations for array "C" would exhibit a bingo. For example, if 
elements C(x, 1-5), x equal to any number, are all equal to 1, then a 
bingo across exists. If elements C(1-5,y), y equal to any number, are all 
equal to 1, then a bingo down exists. If array elements C(n,n), n equal to 
any number, are all equal to 1, then a left-to-right diagonal bingo 
exists. If array elements C(n,6-n), n equal to any number, all equal to 1, 
then a right-to-left diagonal bingo exists. 
A "home-run" bingo exists if elements C(1,1-5) are all equal to 1, C(5,1-5) 
all equal to 1, C(2-4,1) all equal to 1, and C(2-4,5) all equal to 1. 
A "wipe-out" bingo exists if elements C(1-5,1-5) all equal to 1. A "strike" 
bingo exists if elements C(n,n) are all equal to 1 and elements C(n,6-n) 
are all equal to 1. 
In any event, the computer scoring system checks each of the possible bingo 
combinations in array "C " prior to progressing to the next randomly 
ordered number in array "A". In this manner, the first bingo among all 
those playing is identified. 
Reference is now made to FIGS. 4A and 4B for a description of the typical 
implementation of an automatic scoring system utilizing the game method of 
play of the present invention. In FIG. 4A, the first step (80) involves 
the creation of array "A", a single dimensional array with 100 elements. 
Step (82) involves setting each element in array "A" equal to some number 
from 1-100 in random order. In step (84), array "B", which in the 
preferred embodiment is a two-dimensional array, 5 by 5 in dimensions, is 
created. Step (86) involves the creation of array "C", which is a mirror 
image of array "B", being two-dimensional and 5 by 5 in the preferred 
embodiment. Step (88) involves zeroing out array "C" in preparation for 
use of array "C" as an indication of matching scores and numbers. 
Array "A" is displayed, step (90) in some manner such that the bowling 
participants are aware of the numbers and the order in which they will be 
called. Step (92) involves the bowling of a specific flame by a particular 
bowling participant. Step (94) includes storing the frame score achieved 
in step (92) in array "B", at B(x,y), where x is equal to the bowler 
number and y is equal to the frame number. Decision step (96) asks the 
question if all five bowlers (in the preferred embodiment) have bowled for 
a particular frame, if so, decision step (98) asks if all five frames have 
been bowled. 
If all five bowlers have not bowled a particular frame, then from decision 
step (96), the bowler number is incremented in step (100) and step (92) is 
repeated for the next bowler. If in decision step (96) all five bowlers in 
the preferred embodiment have bowled a particular frame, and in decision 
step (98) it is not the fifth frame, then in step (102) the frame number 
is incremented and the bowler number is reset to 1. Step (92) for bowling 
the next frame is thus repeated. After all five bowlers have bowled all 
five frames, decision step (98) continues to connection step (104). 
FIG. 4A thus shows the accumulation of frame scores in array "B" through a 
series of bowlers and a series of a preset number of frames. Once again, 
in the preferred embodiment, this combination involves five bowlers 
bowling for five frames to create a 5 by 5 "bingo card" for use in the 
second half of the game. All along, bowlers as they proceed through step 
(92) by bowling each frame, have the array "A" displayed in from of them 
such that they might, to some extent, control the scores that they 
achieve. 
Reference is now made to FIG. 4B for the second half of the game wherein 
the scores accumulated in array "B" are compared with the randomly ordered 
numbers in array "A". In step (106), array "A" is compared to array "B" by 
stepping through array "A" incrementally according to the order that the 
numbers are positioned in the array and additionally stepping through 
array "B" through the entire two-dimensional array. If any score in an 
element in array "B" is equal to the number stepped through in array "A", 
then the corresponding element in array "C" is set equal to 1. This, in 
step (108), is a mechanism for marking a particular position within array 
"C" that designates a match. As elements in array "C" are marked to 
indicate matches, step (110) involves checking for patterns in these 
arrangements in array "C " as described in more detail above, that qualify 
for bingo configurations. Decision step (112) determines if a bingo has 
occurred. If so, step (114) involves displaying the bingo on a monitor or 
other method for signaling the participants that such has occurred. Once a 
bingo has occurred, step (116) quits the automatic scoring program. If no 
bingo occurs from decision step (112), decision step (118) determines if 
all five bowlers' scores have been stepped through in the process of 
comparing a particular number from array "A" with scores from array "B". 
If all five bowlers' frame scores have been checked, decision step (120) 
then determines if all five frames have been stepped through. If so, 
decision step (122) determines if all 100 elements in array "A" have been 
stepped through to compare to the scores in array "B" If so, the program 
is terminated at step (130). 
Back at decision step (118), if all five bowlers' scores have not been 
checked, step (124) involves incrementing the bowler number and proceeding 
in array "B" to the next score. Comparison in step (106) and the 
identification of a match in steps (108) and (110) progress as described 
above. In decision step (120), if all five frames have not been stepped 
through for a particular element number in array "A", then in step (126) 
the frame number is incremented, the bowler number is reset to 1 and, once 
again, a comparison is made with a particular element in array "A" as in 
step (106). If all five frames for all five bowlers have been compared 
with a particular element in array "A", but all elements in array "A" have 
not been checked, then from decision step (122), in step (128), the count 
in array "A" is incremented, the bowler number is reset to 1, the frame 
number is reset to 1 and a new bingo call number is compared from array 
"A" to each of the scores in array "B". In this manner, all of the scores 
in array "B" are compared incrementally to each of the numbers in sequence 
from array "A". As the numbers are compared, matches are identified and 
tagged by setting a particular element in array "C" equal to 1. Bingo 
configurations are continuously checked in array "C" as the comparison is 
being made. 
As described above, the present invention lends itself to the combination 
of bowling rules with a variety of rules associated with games of chance. 
It can be seen that in many respects, lottery games of chance and bingo 
games of chance are related in their structure. A lottery pick, for 
example, may be seen as nothing more than a single bowler bowling a 
sequence of five or six flames, trying to match a selected set of numbers. 
In the case of a lottery-type play of the game of the present invention, 
however, a variety of rules might apply. In a first version of the 
preferred embodiment, a bowler would complete a typical bowling game, 
bowling all ten rounds through to completion and then utilize the scores 
from each of the frames as picks to be compared against a selected set of 
six randomly generated numbers. In a second version of the preferred 
embodiment of a lottery-type game of the present invention, the 
configuration of bowling scores shown in FIG. 1 might be utilized and 
compared against a similar set of six randomly generated numbers. The 
first team that acquires all six of these randomly generated numbers at 
some point in the scores for their bowling would be declared the winner. 
This is somewhat distinct from the above-described bingo bowling method 
since a winner may potentially be declared prior to the completion of all 
five flames by all five bowlers. 
In addition, the game methods of the present invention lend themselves to 
various forms of tournament play within bowling alleys and between bowling 
alleys in different locations. Further, it can be seen that there is no 
requirement that competing teams bowl at the same time against each other. 
Many levels of tournament play are possible, where qualifying rounds 
involve lottery-type games of the present invention and higher level 
tournament rounds involve the more complete 5 by 5 bingo version of the 
game of the present invention. 
Although a score card showing a 5 by 5 bingo version of the game has been 
described, primarily because it is this configuration that is most common 
in standard bingo play, any of a variety of bingo score card 
configurations can be utilized. In many cases where it is difficult to 
arrange for a group of five bowlers to bowl as a team for the purposes of 
a 5 by 5 bingo score card, individual bowlers might attempt to acquire 
bingos by simply scoring five in a row in any set of five consecutive 
frames during a five, seven, or even ten frame game. Thus, a bingo, or 
five in a row, could be scored by an individual player without support 
from either subsequent games bowled by that bowler or separate games 
bowled by team members. 
In any case, it can be seen that a variety of different games can be played 
utilizing the basic precepts of the rules of the present invention. The 
incorporation of bumper bowling rules as described in applicant's 
co-pending applications referenced above and incorporated by reference 
here, permit individual frame scores to be of a greater variety thus, 
facilitating the acquisition of numbers for use in the bowling bingo or 
the bowling lottery-type game. That is, where a bowler might normally be 
limited to modifying his score in a particular frame by only 1-9 pin 
counts, the bumper bowling systems described by applicant's previous 
applications permit individual frames to acquire scores over a 
significantly greater range. A bowler, for example, who holds a 32 score 
in a particular frame may only accomplish scores in the next frame that 
would range from 33 to 42 or the like. With the bumper bowling systems 
described, multiples of the pin count, or numbers added to the pin count, 
as a result of contact with specific bumpers in the bowling lane system, 
would permit the bowler to increase the range of potential scores two or 
three-fold. In this way, the bumper bowling systems and methods of 
applicant's co-pending applications provide more access to the higher 
numbers that may have been randomly generated early on in the ordering of 
array "A". 
Clearly an additional modification of the present invention that in many 
respects nearly eliminates the skill element involved would be to withhold 
displaying array "A" until the completion of the bowling sequence of 
frames. In this manner, no participant would be aware of the numbers that 
would be called in the final steps of the game so no effort could be made 
to specifically bowl a particular score other than to perhaps bowl as many 
different scores as possible in a sequence of flames. 
A modification of the above rule in which array "A" is not displayed to the 
bowlers could involve a partial display of the array. After randomly 
ordering the numbers in array "A", some portion of the numbers could be 
withheld from display so that mixed elements of skill and chance remain in 
the game. Alternating numbers could be blacked out so that game 
participants know some of the numbers that would be called in the order in 
which they would be called, and would not know the remaining numbers. 
Other groups of numbers in blocks of five or more (for example) could be 
withheld to vary the chance elements within the game. Variations of the 
rules along these lines could be dependent upon the skill level of the 
particular game participants. The greater the disparity in skill between 
game participants, the more advantageous it would be to withhold 
displaying some or all of the numbers and the order in which they appear 
in array"A". 
Other variations of the rules described above are anticipated by the 
disclosure of the present invention. The claims that follow are intended 
to cover these and other variations of the game. The fundamental rules of 
the game involve utilizing the scores acquired on a frame-by-frame basis, 
according to standard bowling rules or bumper bowling rules, and comparing 
those scores with randomly generated numbers for the purpose of matching 
each of a selected set of numbers or for the purpose of matching and 
creating patterns in the matched sets of numbers.