Patent Publication Number: US-11651662-B2

Title: Grid-based gaming system and method operable to generate primary and secondary winning outcomes

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation-in-part of, and claims the benefit and priority of, U.S. patent application Ser. No. 16/564,761 filed on Sep. 9, 2019, which is a continuation-in-part of U.S. patent application Ser. No. 15/968,253 filed on May 1, 2018 (now U.S. Pat. No. 10,410,478), which is a continuation of U.S. patent application Ser. No. 15/585,585 filed on May 3, 2017 (now U.S. Pat. No. 9,965,926), which is a continuation of U.S. patent application Ser. No. 14/950,088 filed on Nov. 24, 2015 (now U.S. Pat. No. 9,679,446), which is a continuation of U.S. patent application Ser. No. 14/142,143 filed on Dec. 27, 2013 (now U.S. Pat. No. 9,218,711), which is a continuation-in-part of U.S. patent application Ser. No. 13/606,705 filed on Sep. 7, 2012 (now U.S. Pat. No. 8,992,296). The entire contents of such applications are hereby incorporated by reference. 
    
    
     COPYRIGHT NOTICE 
     A portion of the disclosure of this patent document contains or may contain material which is subject to copyright protection. The copyright owner has no objection to the photocopy reproduction by anyone of the entire patent document in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyrights whatsoever. 
     BACKGROUND 
     Many casinos have tables for playing the conventional game of Craps. The conventional Craps game has a game layout with various betting spots and betting chips. The player rolls the dice, and the outcome determines a loss or win. The rules for the conventional Craps game specify the various betting options. 
     Players are attracted to the conventional Craps game, in part, because they enjoy rolling the dice and the physical interaction with the game. However, many players find it difficult to understand and remember the layout, game rules and betting options. As a result, some of the players only play in a limited capacity by placing limited bets. Other players decline to play at all. 
     Many entities that host and publish sports games and other events, such as stadium operators and TV stations, have challenges with maintaining the interest of attendees and viewers over a prolonged period of time. 
     Therefore, there is a need to overcome, or otherwise lessen the effects of, the foregoing disadvantages. 
     SUMMARY 
     Part I 
     The gaming system, in one embodiment, includes a game layout which displays a grid. The grid includes a plurality of rows and columns. One of the outer rows displays a plurality of initial outcome symbols, for example, the six values of a blue die. One of the outer columns displays a plurality of initial outcome symbols, for example, the six values of a red die. The central area of the grid displays a plurality of grid outcome symbols, for example, the thirty-six possible values of dice roll outcomes. 
     In one example, the gaming system includes blue die and red die which are rolled together to determine the initial outcome symbols or values. Before the roll, the player can place a wager on an initial outcome, for example, whether the value of the blue die will be higher than the red die. In addition, the player can select, and place an additional wager on, one of the grid outcome symbols or values. 
     In this example, the game procedures involve the following steps:
         (a) determining whether the initial outcome, wagered upon by the player, occurs;   (b) determining a win evaluation column in line with the determined initial outcome symbol of the outer row;   (c) determining a win evaluation row in line with the determined initial outcome symbol of the outer column;   (d) determining the intersection of the win evaluation column with the win evaluation row;   (e) providing a payout based, at least in part, on whether the the initial outcome, wagered upon by the player, occurred; and   (f) providing a payout based, at least in part, on whether the grid outcome symbol at the intersection, is the same as the grid outcome symbol selected by the player.
 
Part II
       

     In one embodiment, the method for operating the game includes the following steps: 
     (A) Enabling the player to select a first outcome generator to compete against a second outcome generator, wherein: (i) the first and second outcome generators have identical outcome probabilities; and (ii) the first and second outcome generators differ by at least one visible characteristic; 
     (B) Receiving a bet from the player, wherein the bet corresponds to a streak quantity for a streak of a designated competition outcome based on multiple competitions between the first and second outcome generators; 
     (C) Determining whether the designated competition outcome occurs or a non-designated outcome occurs after the first and second outcome generators are operated; and 
     (D) In response to the occurrence of the designated competition outcome:
         (i) repeating step (C); and   (ii) providing an award in response to the streak quantity being achieved; and       

     (E) Ending the game without providing an award in response to the occurrence of the non-designated competition outcome before the streak quantity is achieved. 
     In one embodiment, the bet includes a base bet, and the method includes the following steps: (a) receiving a bonus bet from the player, wherein the bonus bet corresponds to a streak extension quantity for an extension of the streak, wherein the streak extension quantity comprises at least one; (b) determining whether the streak extension quantity is achieved; and (c) providing a bonus award in response to the streak extension quantity being achieved. 
     In one embodiment, the first and second outcome generators include dice, and the dice are of a suitable form such as a physical form or a graphical form. In one embodiment, the visible characteristic is a color, a color pattern, a shade, a marking, a symbol, a name, a logo, a sports logo, a team logo, a country symbol, a country flag, a state symbol, a state flag, a city symbol, a city flag, a school logo, a school symbol, a graphical differentiation, a graphical animation, a size, a shape or a material type. 
     In one embodiment, the gaming system includes a betting area and a plurality of game procedures associated with the betting area. The game procedures are associated with a plurality of different outcome generators. Each one of the outcome generators is operable to indicate one of a plurality of different outcomes. The game procedures include the following: 
     (a) Receiving a bet, where the bet specifies:
         (i) a win which would occur after one of the outcome generators indicates one of the outcomes which outranks another one of the outcomes indicated by another one of the outcome generators; and   (ii) a consecutive quantity of times that the win must occur during a plurality of consecutive operations of the outcome generators;       

     (b) Operating a plurality of the outcome generators; 
     (c) Determining whether the win has occurred after the operation stops; 
     (d) In response to the occurrence of the win, operating a plurality of the outcome generators again; and 
     (e) Providing an award depending, at least in part, upon whether the win has occurred the specified consecutive quantity of times. 
     In one embodiment, the gaming system has an overlay which displays the betting area. The overlay has a structure selected from the group consisting of a felt material, a layer, and a board. In one embodiment, the gaming system has a table which supports the overlay, and the overlay displays the betting area. 
     The game procedures, in one embodiment, have a computer-readable form, and the gaming system has: (a) a display device accessible by a processor; and (b) a data storage device which stores the game procedures. The game procedures are executable by the processor to cause the display device to display the betting area, indicate the bet, display the outcome generators, and indicate the award. 
     The gaming system, in one embodiment, is configured so that the bet specifies at least one additional consecutive time that the win could occur. The game procedures include the step of providing an additional award in response to the win occurring the additional consecutive time. In one embodiment, the outcomes associated with the different outcome generators comprise identical outcome probabilities of occurrence. 
     In one embodiment, the gaming system has a game layout and a plurality of game procedures associated with the game layout. The game procedures are associated with first and second multi-sided objects. The first and second multi-sided objects differing by at least one characteristic, and each one of the first and second multi-sided objects is rollable to indicate one of a plurality of outcomes. The outcomes include a superior outcome which outranks an inferior outcome. The game procedures include the following: 
     (A) Receiving at least one of a plurality of bets, where the bets include:
         (i) a first bet which can be placed, where the first bet specifies: (a) a win which would occur after the first multi-sided object indicates the superior outcome and the second multi-sided object indicates the inferior outcome; and (b) a consecutive quantity of times that the win could occur during a plurality of consecutive rolls of the first and second multi-sided objects;   (ii) a second bet which can be placed, where the second bet specifies at least one additional consecutive time that the win could occur:       

     (B) Rolling a plurality of the multi-sided objects; 
     (C) In response to the first bet:
         (i) determining whether the win has occurred after the rolling stops;   (ii) in response to the occurrence of the win, rolling a plurality of the multi-sided objects again; and   (iii) providing a first award depending, at least in part, upon whether the win has occurred the consecutive quantity of times specified for the first bet; and       

     (D) In response to the second bet:
         (i) rolling the first and second multi-sided objects again in response to the win occurring the consecutive quantity of times; and   (ii) providing a second award in response to the win occurring the additional consecutive time.       

     In one embodiment, the multi-sided objects include dice, the outcomes include values, and the outranking occurs as a result of one of the indicated values being greater than another one of the indicated values. 
     In one embodiment, the gaming device or gaming system includes a data storage device. The data storage device stores a plurality of instructions which are executable by a processor to perform the following steps: 
     (A) Receive a wager input; 
     (B) Start a game, such as a primary game; 
     (C) Cause a plurality of reels to rotate during the game; 
     (D) Determine whether a bonus triggering event occurs; 
     (E) After the bonus triggering event occurs:
         (i) cause a first movement, or first rolling, of first and second dice, wherein:
           (a) the first and second dice differ by at least one visible characteristic;   (b) the first die has been selected by the player to compete against the second die;   
           (ii) cause a second movement, or second rolling, of the first and second die in response to a first win of the first die against the second die; and   (iii) provide an award in response to the second movement resulting in a second win of the first die against the second die.       

     The gaming system, in one embodiment, has a bonus game, a display device and the processor. The processor controls the display device to display the reels and the first and second dice. The processor controls the reels are part of the primary game controlled by the processor. The processor controls the movement or rolling of the first and second dice as part of the bonus game. 
     In another embodiment, the processor executes the instructions to provide a primary award based on award-winning events in the primary game related to combinations of reel symbols on the reels. 
     In one embodiment, the processor executes the instructions to cause the display device to display an animation related to the first and second dice. The animation involves a first symbol related to the first die and a second symbol related to the second die. The animation comprises: (a) a first interaction of the first and second symbols after the first movement; and (b) a second interaction of the first and second symbols after the second movement. Depending upon the embodiment, such symbols can include characters or icons. 
     Part III 
     In an embodiment, a gaming system includes one or more data storage devices having a plurality of instructions. A first portion of the instructions is executable by a primary processor, and a second portion of the instructions is executable by each one of a plurality of mobile processors. The primary processor is configured to process a plurality of status updates related to an entertainment matter. The entertainment matter occurs during an entertainment period at a facility occupied by a plurality of attendees. The second portion of the instructions is executable by each of the mobile processors to perform a plurality of steps, including receiving an activation signal associated with a gaming session and causing a mobile display device to display a grid having a play area. The play area has a plurality of grid columns intersected by a plurality of grid rows. Each of the grid columns intersects with of the grid rows at a location within a grid space. 
     The steps also include causing the mobile display device to display a plurality of unique identification symbols; and receiving an identification input from the attendee. The identification input is associated with one of the identification symbols selected by the attendee, and the identification symbol identifies the attendee. The steps include receiving a selection of one of the grid spaces by the attendee, causing the mobile display device to display the identification symbol at the grid space selected by the attendee, and causing the mobile display device to display a base row outside of the play area and a base column outside of the play area. The steps include receiving a plurality of the status updates from the primary processor during the entertainment period. Each of the status updates is associated with a variable status of the entertainment matter. The steps include receiving a base triggering signal from the primary processor during the gaming session and, in response to the base triggering signal, causing the mobile display device to display a plurality of base column symbols in the base column so that each one of the base column symbols is aligned with one of the grid rows. 
     The steps also include: displaying a plurality of base row symbols in the base row so that each one of the base row symbols is aligned with one of the grid columns; indicating one of the grid spaces, wherein the indication of the grid space depends on whether there is a base relationship between the status, one of the base column symbols, and one of the base row symbols; and receiving a bonus triggering signal from the primary processor during the gaming session, wherein the bonus triggering signal is associated with a bonus win characteristic. Also, the steps include, in response to the bonus triggering signal, causing the mobile display device to: display a bonus row outside of the play area; display a bonus column outside of the play area; display a plurality of bonus column symbols in the bonus column so that each one of the bonus column symbols is aligned with one of the grid rows; display a plurality of bonus row symbols in the bonus row so that each one of the bonus row symbols is aligned with one of the grid columns; and indicate at least one of the grid spaces. The indication of the at least one grid space depends whether at least one of the bonus column symbols and at least one of the bonus row symbols share the bonus win characteristic. Also, the steps include causing the mobile display device to indicate a base benefit as a result of the identification symbol being located within one of the grid spaces that is indicated based on the base relationship, wherein the base benefit is accessible to the attendee, and the steps include causing the mobile display device to indicate a bonus benefit as a result of at least one of the bonus column symbols and at least one of the bonus row symbols sharing the bonus win characteristic, wherein the bonus benefit is accessible to the attendee. 
     In another embodiment, a gaining system includes one or more data storage devices having a plurality of instructions that are executable by a processor. A plurality of the instructions are executable by the processor to perform a plurality of steps. The steps include causing a display device of an output device to display a play area. The play area has a plurality of grid columns intersected by a plurality of grid rows. Each of the grid columns intersects with one of the grid rows at a location within a grid space. The steps also include receiving a selection of one of the grid spaces; receiving a status of an entertainment matter; and in response to a base triggering signal, causing the display device to: display a plurality of base column symbols in a base column located outside of the play areas, wherein each one of the base column symbols is aligned with one of the grid rows; display a plurality of base row symbols in a base row located outside of the play area, wherein each one of the base row symbols is aligned with one of the grid columns; and indicate one of the grid spaces, wherein the indication of the grid space depends on whether there is a base relationship between the status, one of the base column symbols, and one of the base row symbols. 
     The steps also include receiving a bonus triggering signal, wherein the bonus triggering signal is associated with a bonus win characteristic, and in response to the bonus triggering signal, causing the display device to display: a plurality of bonus column symbols in a bonus column located outside of the play areas, wherein each one of the bonus column symbols is aligned with one of the grid rows; and a plurality of bonus row symbols in a bonus row located outside of the play area, wherein each one of the bonus row symbols is aligned with one of the grid columns. 
     Also, the steps include: causing the output device to indicate a base benefit as a result of the selected grid space being the grid space that is indicated based on the base relationship; and causing the output device to indicate a bonus benefit as a result of at least one of the bonus column symbols and at least one of the bonus row symbols sharing the bonus win characteristic. 
     In yet another embodiment, a control method involves a plurality of steps, including: controlling a display device of an output device to display a play area, wherein the play area has a plurality of grid columns intersected by a plurality of grid rows, wherein each the grid columns intersects with one of the grid rows at a location within a grid space; controlling a processor to receive a selection of one of the grid spaces; and controlling the processor to receive a status of an entertainment matter. 
     The steps also include, in response to a base triggering signal, controlling the display device to: display a plurality of base column symbols in a base column located outside of the play areas, wherein each one of the base column symbols is aligned with one of the grid rows; display a plurality of base row symbols in a base row located outside of the play area, wherein each one of the base row symbols is aligned with one of the grid columns; and indicate one of the grid spaces, wherein the indication of the grid space depends on whether there is a base relationship between the status, one of the base column symbols, and one of the base row symbols. 
     In addition, the steps include controlling the processor to receive a bonus triggering signal, wherein the bonus triggering signal is associated with a bonus win characteristic. The steps include, in response to the bonus triggering signal, controlling the display device to display: a plurality of bonus column symbols in a bonus column located outside of the play areas, wherein each one of the bonus column symbols is aligned with one of the grid rows; and a plurality of bonus row symbols in a bonus row located outside of the play area, wherein each one of the bonus row symbols is aligned with one of the grid columns. 
     Also, the steps include controlling the output device to indicate a base benefit as a result of the selected grid space being the grid space that is indicated based on the base relationship, and the steps include controlling the output device to indicate a bonus benefit as a result of at least one of the bonus column symbols and at least one of the bonus row symbols sharing the bonus win characteristic. 
     Additional features and advantages of the present disclosure are described in, and will be apparent from, the following Brief Description of the Drawings and Detailed Description. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG.  1    is a schematic block diagram illustrating one embodiment of the gaming system and device. 
         FIG.  2    is a set of tables illustrating one embodiment of the initial outcomes and initial outcome combinations. 
         FIG.  3    is a top plan view of one embodiment of the grid. 
         FIG.  4    is a schematic block diagram illustrating the relationship between the initial outcome combinations and grid outcomes in one embodiment. 
         FIG.  5    is an isometric view of one embodiment of the initial outcome generators. 
         FIG.  6    is a top plan view of one embodiment of the grid, illustrating an example of an initial outcome combination, intersection evaluation and grid outcome. 
         FIG.  7    is a schematic flow diagram illustrating embodiments of the initial outcome generator X and initial outcome generator Y. 
         FIG.  8    is a schematic flow diagram illustrating one embodiment of the initial outcome system. 
         FIG.  9    is an isometric view of one embodiment of the grid cube. 
         FIG.  10    is a schematic flow diagram illustrating the initial bet options, initial payout schedule and initial awards of one embodiment. 
         FIG.  11    is a schematic flow diagram illustrating the grid bet options, grid payout schedule and grid awards of one embodiment. 
         FIG.  12    is a top plan view of the game layout of one embodiment. 
         FIG.  13    is a top plan view of the game layout of another embodiment. 
         FIG.  14    is an enlarged, fragmentary view of the left side of the game layout of  FIG.  13   . 
         FIG.  15    is a top plan view of one embodiment of the game layout illustrating randomly placed dice on the outer die column and outer die row. 
         FIG.  16    is a top plan view of one embodiment of the game layout illustrating randomly placed dice on the outer die column and outer die row, further illustrating the dice betting areas for wagering on the randomly placed dice. 
         FIG.  17    is a top plan view of one embodiment, which includes a square-shaped version of the game layout of the embodiment of  FIG.  16   . 
         FIG.  18    is a top plan view of one embodiment illustrating randomly placed dice on the outer die column and outer die row, further illustrating the dice betting areas for wagering on the randomly placed dice and static dice arranged in numerical order for the outer die column and outer die row. 
         FIG.  19    is an isometric, front view of one embodiment of the gaming table with an attention display device. 
         FIG.  20    is a top view of the embodiment of  FIG.  19   , illustrating the game play overlay or felt. 
         FIG.  21    is an isometric, front view of one embodiment of the gaming table having a single play area with an attention display device. 
         FIG.  22    is an isometric, front view of one embodiment of the attention display device illustrating an example of displayed information. 
         FIG.  23    is an isometric, front view of one embodiment the gaming device. 
         FIG.  24    is a schematic block diagram illustrating the electronic configuration of one embodiment of the gaming system or device. 
         FIG.  25    is a schematic block diagram illustrating the electronic configuration of another embodiment of the gaming system or device. 
         FIG.  26    is an isometric, schematic view of one embodiment of the gaming system. 
         FIG.  27    is an isometric, schematic view of another embodiment of the gaming system. 
         FIG.  28    is an isometric, schematic view of yet another embodiment of the gaming system. 
         FIG.  29    is a table illustrating competing color examples of one embodiment of the gaming system. 
         FIG.  30    is a table illustrating competing symbol examples of one embodiment of the gaming system. 
         FIG.  31    is a table illustrating competing image examples of one embodiment of the gaming system. 
         FIG.  32    is a front, isometric view of one embodiment of the gaming device or gaming system. 
         FIG.  33    is a top, isometric view of another embodiment of the gaming device or gaming system. 
         FIG.  34    is a top view of an embodiment of a roulette betting layout. 
         FIG.  35    is a schematic diagram illustrating an embodiment of the gaming system in relation to a server, mobile devices and users. 
         FIG.  36    is a schematic diagram illustrating an embodiment of a mobile device and server that are operable with the gaming system of  FIG.  35   . 
         FIG.  37    is a schematic diagram illustrating a facility that is usable in cooperation with the gaming system of  FIG.  35   . 
         FIG.  38    is a schematic diagram illustrating a jumbotron of the facility of  FIG.  37   . 
         FIG.  39    is a top plan view of an embodiment of a mobile display device displaying an embodiment of an interface that is producible in accordance with the gaming system of  FIG.  35   . 
         FIG.  40    is a top plan view of an embodiment of a base grid module that is producible in accordance with the gaming system of  FIG.  35   . 
         FIG.  41    is a top plan view of an embodiment of a plurality of identification symbols that are displayable and selectable in accordance with the gaming system of  FIG.  35   . 
         FIG.  42    is a top plan view of an embodiment of the base grid module of  FIG.  40   , illustrating a user&#39;s selection of one of the grid spaces. 
         FIG.  43    is a top plan view of an embodiment of the base grid module of  FIG.  40   , illustrating the losing outcome of the user&#39;s selection of one of the grid spaces. 
         FIG.  44    is a top plan view of an embodiment of a bonus grid module that is producible in accordance with the gaming system of  FIG.  35   , illustrating a winning outcome of the user&#39;s selection of one of the grid spaces, including the corresponding bonus benefit and the bonus benefits to other users. 
         FIG.  45    is a top plan view of an embodiment of the base grid module of  FIG.  40   , illustrating the winning outcome of the user&#39;s selection of one of the grid spaces, including a base benefit. 
         FIG.  46    is a top plan view of an embodiment of a base-bonus grid module that is producible in accordance with the gaming system of  FIG.  35   . 
         FIG.  47    is a top plan view of an embodiment of the base-bonus grid module of  FIG.  46   , illustrating a plurality of winning outcomes of the user&#39;s selection of one of the grid spaces, including the corresponding base benefit and the corresponding bonus benefit and the bonus benefits to other users. 
         FIG.  48    is a top plan view of an embodiment of a base grid module that is producible in accordance with the gaining system of  FIG.  35   . 
         FIG.  49    is a top plan view of the base grid module of  FIG.  48   , illustrating a winning outcome of a user&#39;s selection of one of the grid spaces. 
         FIG.  50    is a top plan view of the base grid module of  FIG.  48   , illustrating a plurality of winning outcomes of a plurality of users&#39; selections of a plurality of the grid spaces, including a primary winning grid spaces and a plurality of secondary winning grid spaces. 
         FIG.  51    is a top plan view of an embodiment of a base-bonus grid module that is producible in accordance with the gaming system of  FIG.  35   . 
         FIG.  52    is a top plan view of an embodiment of the base-bonus grid module of  FIG.  51   , illustrating a plurality of bonus winning outcomes of a plurality of users&#39; selections of a plurality of grid spaces. 
         FIG.  53    is a top plan view of an embodiment of a mobile display device displaying an embodiment of an interface that is producible in accordance with the gaming system of  FIG.  35   . 
         FIG.  54    is a top plan view of an embodiment of a grid module that is producible in accordance with the gaming system of  FIG.  35   , illustrating a winning outcome of the user&#39;s selection of one of the grid spaces, including the corresponding benefit and the benefits to other users. 
         FIG.  55    is a fragmentary, top plan view of an embodiment of a grid module having a grid space sharing configuration, illustrating an example of three users sharing a single grid space. 
         FIG.  56    is a schematic diagram illustrating an embodiment of a gaming system involving or operable with a plurality of factors and event data, resulting in a grid space determination. 
         FIG.  57    is a schematic diagram illustrating a plurality of gaming system embodiments, including a gaming system embodiment involving a non-wager game, and a gaming system embodiment involving a non-wager mode and a wager mode. 
     
    
    
     DETAILED DESCRIPTION 
     Part I 
     Gaming System 
     Referring to  FIG.  1   , in one embodiment, the game logic  10  is incorporated into a gaming device or gaming system  12 , including, but not limited to, a gaming table, gaming machine, gaming kit with game play instructions or gaming accessory. In one embodiment, the gaming system  12  includes a table which is structurally the same as, or similar to, the structure of a conventional Craps game table as described below. It should be appreciated that the gaming system  12  can include other types of casino gaming tables and gaming surfaces, including, but not limited to, a Roulette table, Blackjack table, Poker table, or Baccarat table. In another embodiment, the gaming system  12  includes a gaming accessory, including, but not limited to, a game play overlay (including, but not limited to, a game layout felt, game layout sticker or label, game layout sheet, game layout template, or other game layout medium) or a game board. Depending upon the embodiment, each of these gaming accessories can be used alone for the operation of the game logic  10  or can be laid on, or attached to, a table or other structure for the implementation and operation of the game logic  10 . 
     As illustrated in  FIG.  1   , the game logic  10  includes an initial outcome system  14  and a secondary outcome system  16 . The initial outcome system  14  generates initial outcomes  15 . In one embodiment, the initial outcome system  14  includes one or more initial sub-outcome generators  18 . The initial sub-outcome generators  18  are operable to randomly select, determine or otherwise generate a plurality of initial sub-outcomes  20 . Depending upon the embodiment, the initial sub-outcome generators  18  can include dice or other multi-sided objects, wheels, a computerized random number generator or other devices as described below. In one example, one of the sub-outcome generators  18  is one color, such as blue, and the other sub-outcome generator  18  is a different color, such as red. The secondary outcome system  16  includes an intersection evaluation  26  and grid outcomes  27  described in detail below. 
     In the example illustrated in  FIG.  2   , the X pool of initial sub-outcomes  20 , includes X 1 , X 2  and X 3 . The Y pool of initial sub-outcomes  20 , includes Y 1 , Y 2  and Y 3 . The X initial sub-outcomes are combinable with the Y initial sub-outcomes to produce a plurality of different, initial sub-outcome combinations  22 , as illustrated in  FIGS.  1  and  2   . 
     Referring to  FIG.  3   , the game logic  10  includes a grid  28  of columns  30  and rows  32 , including at least one outer column  34  and at least one outer row  36 . The outer column  34  extends parallel to the Y-axis. In the example shown, the outer column  34  provides three initial sub-outcome spaces for the initial sub-outcomes Y 1 , Y 2  and Y 3 . The outer row  36  extends parallel to the X-axis. In the example shown, the outer row  36  provides three initial sub-outcome spaces for the initial sub-outcomes X 1 , X 2  and X 3 . The outer column  34  and outer row  36  define a partial boundary for a plurality of centrally-located grid outcome spaces occupied by a plurality of grid outcome symbols  38 . In the example shown, the grid outcome symbols  38  include the symbols A, B, C, D, E, F, G, H and I. Each of the initial sub-outcome combinations  22  is associated with one of the grid outcomes  48 , as illustrated in  FIG.  4   . 
     Though the example grid  28  has four columns and four rows, it should be appreciated that the grid of the game logic  10  can include any suitable quantity of rows and any suitable quantity of columns. Also, depending upon the embodiment, the outer column for the initial sub-outcome spaces, can be located to the far left of the grid (as shown) or to the far right of the grid. In one embodiment, the grid includes both of such outer columns. Depending upon the embodiment, the outer row for the initial sub-outcome spaces, can be located to the far bottom of the grid (as shown) or to the far top of the grid. In one embodiment, the grid includes both of such outer rows. 
     Referring to  FIG.  5   , the game logic  10 , in this example, includes an X die  40  as one initial sub-outcome generator and a Y die  42  as another initial sub-outcome generator. In this example, X die  40  has six faces bearing X 1 , X 1 , X 2 , X 2 , X 3 , and X 3 . Similarly, the Y die  42  has six faces bearing Y 1 , Y 1 , Y 2 , Y 2 , Y 3 , and Y 3 . In one embodiment, the dice  40  and  42  are differently colored as illustrated in  FIG.  5   . For example, the die  40  can be red, and the die  42  can be blue. 
     In the example illustrated in  FIG.  6   , the player placed an initial wager (not shown), betting that the initial outcome will include sub-outcomes X 3  and Y 3 . The player also placed a grid wager, betting that the grid outcome will be outcome B. For the grid wager, the player exercised his/her judgment by selecting outcome B based on its value and location on the grid. Then, the player tossed or rolled the dice  40  and  42  for the play of the game. The red die  40  landed with X 2  face-up, and the blue die  42  landed with Y 3  face-up. 
     The win evaluation row  44  extends across the grid, in line with the Y 3  outcome. The win evaluation column  46  extends up the grid, in line with the X 2  outcome. The win evaluation row  44  and win evaluation column  46  intersect at the outcome space  47  of the grid outcome B. In this example, the player lost the initial bet on X 3 , won the initial bet on Y 3 , and won the grid bet on the grid outcome B. 
     Depending upon the embodiment, the win evaluation row can be a non-straight line, such as a curved line or a line with bends or steps, extending across different rows in different places. Likewise, the win evaluation column can, depending upon the embodiment, be a non-straight line, such as a curved line or a line with bends or steps, extending across different columns in different places. In this example, the win evaluation row  44  and win evaluation column  46  are indicated by dotted rectangles, the initial outcomes are indicated by dotted circles, and the grid outcome is indicated by a star. These indicators are used for illustrative purposes. It should be understood that, depending upon the embodiment, the game logic  10  may or may not include such indicators. 
     Referring to  FIG.  7   , depending upon the embodiment, the initial sub-outcome generator X and initial sub-outcome generator Y can include a variety of different types of random outcome generators  49  and  51 , respectively. In one embodiment, the initial sub-outcome generators include a plurality of multi-sided objects  48 , each of which has a plurality of differently-marked faces. The player can toss or roll the multi-sided objects  48 , enabling them to land with sides face-up. The face-up values of the objects  48  include, or otherwise form the basis for, the initial outcome of the system. 
     In one embodiment, the multi-sided object  48  is a conventional, six-sided playing die. The sides are marked with one or more dots to indicate the six different outcomes. In another embodiment, the multi-sided object  48  has a different quantity of sides or sides of different sizes or different shapes. 
     In another embodiment, each of the initial sub-outcome generators X and Y includes a ball and track assembly  50 . The track identifies different ball sub-outcomes adjacent to different positions along the path. The ball rolls in the track, and the stopping position of the ball indicates one of the ball sub-outcomes. The indicated ball sub-outcomes of generators X and Y include, or otherwise form the basis for, the initial outcome of the system. 
     In one embodiment, each of the initial sub-outcome generators X and Y includes a reel or wheel  52 . The wheel  52  displays a plurality of different wheel outcomes. The wheel spins relative to a line or marker. When the wheel stops spinning, the line or marker indicates one of the wheel sub-outcomes. The indicated wheel sub-outcomes of generators X and Y include, or otherwise form the basis for, the initial outcome of the system. 
     In one embodiment, the initial sub-outcome generator X is one video reel of a slot machine, and the initial sub-outcome generator Y is another video reel of the slot machine. The slot machine has an outcome line which extends through the two video reels. In play, the video reels spin, come to a stop, and display two reel sub-outcomes at the outcome line. The indicated reel sub-outcomes of generators X and Y include, or otherwise form the basis for, the initial outcome of the system. 
     In another embodiment, each of the initial sub-outcome generators X and Y includes a spinnable pointer  54 . Each pointer  54  spins, clockwise or counterclockwise, adjacent to differen sub-outcome symbols. When each pointer  54  stops spinning, the pointer indicates one of the initial sub-outcome symbols. The indicated spinner sub-outcomes of generators X and Y include, or otherwise form the basis for, the initial outcome of the system. 
     In one embodiment, where the gaming system  12  is electronic, the initial sub-outcome generator is a computerized sub-outcome generator  56 . The computerized sub-outcome generator  56  includes random outcome generator software and associated data which enable a processor to output a plurality of initial sub-outcomes. The random outcome generator software includes a computer program, having one or more algorithms, which is executable by the processor to randomly or pseudo-randomly generate the initial sub-outcomes. It should be appreciated that other suitable devices  58  can be used to generate the initial sub-outcomes of the system. 
     In one embodiment illustrated in  FIG.  8   , the initial sub-outcomes are the results of the initial outcome system  60 . The player plays a game according to the initial outcome system  60 , and the end result of the game yields an X sub-outcome and a Y sub-outcome. The X and Y sub-outcomes include, or otherwise form the basis for, the initial outcome of the system. 
     In the examples illustrated in  FIG.  8   , the initial outcome system  60  involves a contest or competition between at least two symbols or competing entities. For example, in the dice throw game  62 , the competing entities include dice with different characteristics, such as different colors (i.e., blue and red). The player throws the dice and compares the outcome of one die to the other die. In one embodiment, the comparison between the dice forms the basis for the initial outcome of the system. 
     In another embodiment, the initial outcome system  60  includes a ball and multi-disk assembly  64 . The assembly  64  has a track for a ball and several disks. At least one of the disks rotates independently of the track. Each disk identifies different ball sub-outcomes adjacent to different positions along the track. The ball rolls in the track, and the stopping position of the ball indicates an initial sub-outcome of one disk and an initial sub-outcome of the other disk. 
     In one embodiment, the initial outcome system  60  includes a wheel or reel unit  66 . The wheel or reel unit has a plurality of wheels or reels, each one displaying a plurality of different initial sub-outcomes. The wheels or reels spin relative to a line or marker. When the wheels or reels stop spinning, the line or marker indicates an initial sub-outcome of each of the wheels or reels. 
     In an alternative embodiment, each wheel  66  has a vertical orientation with a plurality of values on the edge of the wheel as it spins. To start play, the player depresses and holds down an input device, such as a button. This activates the wheel  66 , and the wheel spins, increasing in speed until reaching a maximum number of revolutions per minute (RPM) speed. When reaching the maximum RPM, the wheel  66  continues to spin at that speed until the player releases the input device, at which time the wheel gradually slows to randomly designate a particular sub-outcome, as indicated by a pointer or suitable illumination. In one embodiment, once the player releases the input device, the game rules prevent the player from restarting for that betting round. 
     In another embodiment, the initial sub-outcome system  60  includes a stop game  68 . The stop game  68  includes at least two movable symbols or objects which are moving along separate paths. Depending upon the embodiment, the paths can be straight, curved, circular or of any other suitable shape. The stop game  68  displays a plurality of different initial sub-outcome symbols adjacent to each path. When a designated event occurs, such as the player providing a stop input, the moveable symbols begin to gradually stop. The stopping location of the moveable symbols indicates a plurality of the initial sub-outcome symbols. 
     In one embodiment, the initial outcome system  60  includes a race game  70 . The race game  70  includes at least two movable symbols or objects which race against each other along one or more racetracks. Depending upon the embodiment, the racetracks can be straight, curved, circular or of any other suitable shape. The race game  70  has clocks or time displays which display the different race times of the moveable symbols. The race times, winner and loser are the initial sub-outcomes. 
     In another embodiment, the initial outcome system  60  includes a sports game  72 . The sports game  72  includes at least two competing teams, symbols or competing entities, including, but not limited to, baseball teams, basketball teams, football teams, soccer teams, golfers, boxers, wrestlers, swimmers, runners or bicyclists. During the sports game  72 , the competing entities compete. At the end of the game, the sports game displays the final scores of the competing entities. The final scores, winner and loser are the initial sub-outcomes. Depending upon the embodiment, the sports game  72  can include a computerized animation or video-based representation displayed by the gaming system  12 . It should be appreciated that the initial outcome system  60  can include any other suitable type of initial game. 
     In one embodiment illustrated in  FIG.  9   , the game logic  10  includes a three-dimensional grid unit or grid cube  106  associated with an X, Y and Z axis. The grid cube  106  includes a plurality of miniature cubes  108 . In one embodiment, each of the six faces of the grid cube  106  has forty-nine miniature cubes  108  arranged in a seven by seven grid fashion. 
     The grid cube  106  includes an outer column  110  displaying initial outcome symbols Y 1  through Y 6 , an outer row  112  displaying initial outcome symbols X 1  through X 6 , and an outer row  114  displaying initial outcome symbols Z 1  through Z 6 . The other miniature cubes  108  of grid cube  106 , display grid outcome symbols (not shown). Accordingly, each face of the grid cube  106  displays thirty six different grid out come symbols. In one example, the six faces of the grid cube  106  display the numerals one through two hundred sixteen as the grid outcome symbols. 
     For the grid cube  106  embodiment, the game logic  10  includes three dice, for example, an X die, a Y die, and a Z die which are colored red, blue and green, respectively. When the player throws these three dice, the up-facing sides indicate three initial sub-outcomes. These initial sub-outcomes are located on outer row  112 , outer row  114  and outer column  110 . Similar to the win evaluation method described above with respect to  FIG.  6   , two win evaluation rows extend across the grid cube in line with the outcomes of the X and Y dice. A win evaluation column extends across the grid in line with the outcome of the Z die. The win evaluation rows and win evaluation column intersect at the space of one of the grid outcome symbols. Such intersection indicates that grid outcome symbol as the grid outcome. 
     In one example, the grid cube  106  is openable or otherwise provides visibility to the inner faces of the miniature cubes  108 . Here, the inner faces also display grid outcome symbols. Depending upon the embodiment, the grid cube  106  can be a structural object or a computerized animation or graphical representation, including, but not limited, to an image generated on a display screen or an image projected in the air or on a surface. 
     In one embodiment, a three-dimensional (3D) image of the grid cube  106  is generated by a video projector or other suitable image generator. In this embodiment, the 3D image of the grid cube  106  appears to float in the air. The image generator includes one or more light sensors, audio sensors or other suitable input devices which enable the player to rotate the 3D image and manipulate or separate the images of the miniature cubes  108 . In this embodiment, the game logic  10  enables the player to wager upon grid outcomes within the grid cube  106 . 
     In one embodiment, the 3D image of the grid cube  106  has a transparent or translucent characteristic. The image generator illuminates the grid outcome wagered upon by the player. In one embodiment, the illumination includes a faint glow of the selected grid outcome or the addition of a translucent color to the selected grid outcome. 
     In one embodiment, the structure of gaming system  12  includes a conventional, casino-style Craps game table configured to display a plurality of betting areas, as described below. In this embodiment, the image generator produces the 3D image of the grid cube  106  above the table surface. 
     The game logic  10 , combined with the grid cube  106 , enables multiple players to wager upon the same grid outcome at the same time. In one example, play of the grid cube  106  is accessible online, over a data network, such as the Internet. Online players may simultaneously wager upon the same or different grid outcomes. In another example, players within the same casino or different casinos may, at different times, progressively wager upon the same or different grid outcomes. This progressive play provides each player with the opportunity of receiving a relatively large progressive award or jackpot payout. 
     Referring to  FIG.  10   , the game logic  10  includes a plurality of initial outcome wager options or bet options  76 . For example, the game logic  10  enables the player to bet on one, more or all of the initial sub-outcomes  78  and  80 . The player may also wager upon one, more or all of the initial outcomes  82 ,  84 ,  86 ,  88 ,  90  and  92 . If the game play results in one of the wagered-upon outcomes, the game logic applies a predetermined initial outcome system payout table or payout schedule  93 . The payout schedule  93  includes a plurality of different payout rates, for example, the odds against winning being 1 to 1, 7 to 6, and 9 to 5, associated with different initial bet options  76 . Based on the payout schedule  93 , the game logic  10  provides, reserves or allocates an initial outcome system award  94  to the player. 
     As illustrated in  FIG.  11   , the game logic  10  includes a plurality of grid outcome wager options or bet options  96 . For example, the game logic  10  enables the player to bet on one, more or all of the grid outcomes  98 ,  100  and  102 . If the game play results in one of the wagered-upon outcomes, the game logic applies a predetermined secondary outcome system payout table or payout schedule  103 . The payout schedule  103  includes a plurality of different payout rates, for example, the odds against winning being 1 to 1, 4 to 5, 5 to 11 and 7 to 6, associated with different bet options  96 . Based on the payout schedule  103 , the game logic  10  provides, reserves or allocates a secondary outcome system award  104  to the player. 
     In one embodiment illustrated in  FIG.  12   , the game logic  10  is incorporated into game layout  114 . Game layout  114  is configured for the play of the initial outcome system  60  and secondary outcome system  22 . The layout  114  includes a left game area  116 , a central betting area  118  and a right game area  120 . The left game area  116  includes one or more left betting areas, such as left betting area  122 . Likewise, the right game area  120  includes one or more right betting areas, such as right betting area  124 . 
     Dice-Based Gaming System 
     In one embodiment illustrated in  FIG.  13   , the gaming system  101  includes the game layout  126  for playing a dice game based on six-sided playing dice. This dice game includes an initial outcome system and secondary outcome system, which have the logic of the initial outcome system  60  and secondary outcome system  22 , respectively, described above. The initial outcome system involves wagering upon the initial outcomes, which include the various outcomes of the dice, for example, odd, even, or doubles. The secondary outcome system involves wagering upon the grid outcomes, which include the values and locations of the dice sum on the grid described below. 
     The layout  126  includes a left game area  128 , a central betting area  130  and a right game area  132 . The left game area  128  includes a left game grid  134  and left betting areas  136 ,  138 ,  140  and  141 . The right game area  132  is the mirror image of the left betting area  128 . Likewise, the right game area  132  includes a right game grid  142 , and right betting areas  144 ,  146 ,  148  and  149 . 
     The central betting area  130  provides proposition bet options for the play of the gaming system  101 . The layout  126  is configured with a size which is the same as or similar to the layout size of a full-sized, casino Craps table. Therefore, the left game area  128  enables a group of players to play on the left side of the table, and the right game area  132  enables another group of players to play on the right side of the table. 
     Since the right game area  132  is the mirror image of the left game area  128 , the following description focuses on the left game area  128  and the central betting area  130 . It should be understood that the structure, logic and functionality of the right game area  132  are the same as that of the left game area  128 . Referring to  FIG.  14   , the initial sub-outcome generators of this dice game include a pair of dice for a play of the game. In the example shown, the dice include a red-colored die and a blue-colored die. The left game grid  134  includes a seven by seven grid or matrix, including a right, outer column  150  and an upper, outer row  152 . The outer column  150  has a blue color pattern and is associated with the blue die. The outer row  152  has a red color pattern and is associated with the red die. The outer column  150  displays the six initial sub-outcomes  151  associated with the blue die, including face-up values of 1, 2, 3, 4, 5 and 6. The outer row  152  displays the six initial sub-outcomes  153  associated with the red die, including face-up values of 1, 2, 3, 4, 5 and 6. The initial sub-outcome value, 1, of the outer column  150  and outer row  152  are located adjacent to each other. For each of the outer column  150  and outer row  152 , the initial sub-outcome values are sequentially ordered by increasing magnitude. 
     It should be appreciated that any suitable color system can be used for the dice and grid, including, but not limited to, blue and red. Depending upon the embodiment, the dice can be differentiated by characteristics other than color, including, but not limited to, artwork, symbols, texture, shape, size and weight. 
     The grid outcomes are centrally located below the outer row  152  and to the left of the outer column  150 . In this embodiment, each grid outcome is the sum of the face-up value of the blue die and the face-up value of the red die. Since each of the die has six sides, there are thirty-six possible grid outcomes. The central area of the grid  134  displays these grid outcomes, numbered one through thirty-six. 
     The player places a grid wager upon one of the grid outcomes. For example, the player may place his/her betting chip on the space of the grid outcome, twenty-six. In this example, the blue die lands face-up with a value of five, and the red die lands face-up with a value of two. The win evaluation row, represented by dotted line  154 , extends through the blue die value five. The win evaluation column, represented by dotted line  156 , extends through the red die value two. Since the grid outcome, twenty-six, is located at the intersection of lines  154  and  156 , the player would have won the grid bet. It should be understood that the dotted lines  154  and  156  are shown for illustrative purposes and are not displayed to the players in this embodiment. In this embodiment, the grid  134  is large enough to facilitate the player&#39;s evaluation of intersection wins and losses without visual aids. 
     Because of the arrangement of the initial sub-outcome values  151  and  153  described above, the identical red and blue dice values are the same number of spaces from the associated intersection space. For example, the red die value of three and the blue die value of three correspond to an intersection at grid outcome fifteen. The red die value of three is three spaces from the grid outcome fifteen, and the blue die value of three is three spaces from the grid outcome fifteen. Therefore, the grid  134  is associated with a doubles win diagonal line  158 . If the player achieves doubles, the doubles grid outcome is displayed at one of the spaces along the doubles win diagonal line  158 . 
     The left betting area  136 , illustrated in  FIG.  14   , includes a plurality of blue die group betting areas  160 ,  162 ,  164 ,  166  and  168 . As provided in the following table, each blue die group betting area displays a group of grid outcomes and the payout rate, or odds against winning, associated with achieving any one of the outcomes in the group, and each of these groups is related to designated rows in the grid as follows: 
     
       
         
           
               
               
               
               
             
               
                 TABLE A 
               
               
                   
               
               
                 Blue 
                   
                   
                   
               
               
                 Group 
               
               
                 Betting 
                   
                   
                 Payout 
               
               
                 Area 
                 Related Rows 
                 Blue Group of Grid Outcomes 
                 Rate 
               
               
                   
               
             
            
               
                   
               
            
           
           
               
               
               
               
            
               
                 160 
                 Top two rows 
                 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 
                 5 to 14 
               
               
                   
                 of grid outcomes 
                 11, 12 
               
               
                 162 
                 Middle two rows 
                 13, 14, 15, 16, 17, 18, 19, 20, 
                 5 to 14 
               
               
                   
                 of grid outcomes 
                 21, 22, 23, 24 
               
               
                 164 
                 Bottom two rows 
                 25, 26, 27, 28, 29, 30, 31, 32, 
                 5 to 14 
               
               
                   
                 of grid outcomes 
                 33, 34, 35, 36 
               
               
                 166 
                 Top three rows 
                 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 
                 5 to 9  
               
               
                   
                 of grid outcomes 
                 11, 12, 13, 14, 15, 16, 17, 18 
               
               
                 168 
                 Bottom three rows 
                 19, 20, 21, 22, 23, 24, 25, 26, 
                 5 to 9  
               
               
                   
                 of grid outcomes 
                 27, 28, 29, 30, 31, 32, 33, 34, 
               
               
                   
                   
                 35, 36 
               
               
                   
               
            
           
         
       
     
     The left betting area  138  also includes a plurality of red die group betting areas  170 ,  172 ,  174 ,  176  and  178 . As provided in the following table, each red die group betting area displays a group of grid outcomes and the payout rate, or odds against winning, associated with achieving any one of the outcomes in the group, and each of these groups is related to designated columns in the grid as follows: 
     
       
         
           
               
               
               
               
             
               
                 TABLE B 
               
               
                   
               
               
                 Red 
                   
                   
                   
               
               
                 Group 
               
               
                 Betting 
                   
                   
                 Payout 
               
               
                 Area 
                 Related Columns 
                 Red Group of Grid Outcomes 
                 Rate 
               
               
                   
               
             
            
               
                   
               
            
           
           
               
               
               
               
            
               
                 170 
                 Right two columns 
                 1, 2, 7, 8, 13, 14, 19, 20, 
                 5 to 14 
               
               
                   
                 of grid outcomes 
                 25, 26, 31, 32 
               
               
                 172 
                 Middle two columns 
                 3, 4, 9, 10, 15, 16, 21, 22, 27, 
                 5 to 14 
               
               
                   
                 of grid outcomes 
                 28, 33, 34 
               
               
                 174 
                 Left two columns 
                 5, 6, 11, 12, 17, 18, 23, 24, 
                 5 to 14 
               
               
                   
                 of grid outcomes 
                 29, 30, 35, 36 
               
               
                 176 
                 Right three columns 
                 1, 2, 3, 7, 8, 9, 13, 14, 15, 19, 
                 5 to 9  
               
               
                   
                 of grid outcomes 
                 20, 21, 25, 26, 27, 31, 32, 33 
               
               
                 178 
                 Left three Columns 
                 4, 5, 6, 10, 11, 12, 16, 17, 18, 
                 5 to 9  
               
               
                   
                 of grid outcomes 
                 22, 23, 24, 28, 29, 30, 34, 35, 
               
               
                   
                   
                 36 
               
               
                   
               
            
           
         
       
     
     The proposition bets include the bet options displayed in the central betting area  118  as well as the bet options displayed in the left betting area  140 . The left betting area  140  provides a space for placing an initial bet that the red die will be higher than the blue die. The right betting area  141  provides a space for placing an initial bet that the blue die will be higher than the red die. Referring to  FIG.  14   , the central betting area  118  includes areas  180 ,  182 ,  184 ,  186 ,  188 ,  190 ,  192 ,  194 ,  196 ,  198 ,  200 ,  202 ,  206 ,  208  and  210  for betting on initial outcomes as follows: 
     
       
         
           
               
               
               
             
               
                 TABLE C 
               
               
                   
               
               
                 Betting 
                   
                   
               
               
                 Area 
                 Initial Outcome 
                 Payout Rate 
               
               
                   
               
             
            
               
                   
               
            
           
           
               
               
               
            
               
                 180 
                 Three consecutive doubles 
                 200 to 1 
               
               
                   
                 outcomes of dice rolls 
               
               
                 182 
                 Dice sum: three 
                 16 to 1 
               
               
                 184 
                 Dice sum: four 
                 10 to 1 
               
               
                 186 
                 Dice sum: five 
                 15 to 2 
               
               
                 188 
                 Dice sum: six 
                 6 to 1 
               
               
                 190 
                 Any doubles outcome of a dice roll 
                 5 to 1 
               
               
                 192 
                 Dice sum: eight 
                 6 to 1 
               
               
                 194 
                 Dice sum: nine 
                 15 to 2 
               
               
                 196 
                 Dice sum: ten 
                 10 to 1 
               
               
                 198 
                 Dice sum: eleven 
                 15 to 1 
               
               
                 200 
                 Dice sum: odd 
                 15 to 9 
               
               
                 202 
                 Dice sum: even 
                 15 to 9 
               
               
                 206 
                 High: dice sum of eight, nine, 
                 Suitable, 
               
               
                   
                 ten, eleven, or twelve 
                 predetermined 
               
               
                   
                   
                 rate 
               
               
                 208 
                 Dice sum: seven 
                 5 to 1 
               
               
                 210 
                 Low: dice sum of two, three, 
                 Suitable, 
               
               
                   
                 four, five or six 
                 predetermined 
               
               
                   
                   
                 rate 
               
               
                   
               
            
           
         
       
     
     In one embodiment, the gaming system  101  includes the following additional proposition bets, each of which is associated with a suitable, predetermined payout rate: 
     
       
         
           
               
               
             
               
                 TABLE D 
               
               
                   
               
               
                 Initial Outcome 
                 Example 
               
               
                   
               
             
            
               
                 Streak of consecutive, 
                 A) Two consecutive rolls of the dice 
               
               
                 identical outcomes of 
                 result in red being higher than blue. 
               
               
                 dice rolls 
                 B) Four consecutive rolls of the dice 
               
               
                   
                 result in value six of the red die and value 
               
               
                   
                 six of the blue die. 
               
               
                 Doubles outcome of 
                 A roll of the dice results in value four of 
               
               
                 a specified value 
                 the red die and value four of the blue die. 
               
               
                   
               
            
           
         
       
     
     In one embodiment, the gaming system  101  includes the following additional grid bets, each of which is associated with a suitable, predetermined payout rate: 
     
       
         
           
               
               
             
               
                 TABLE E 
               
               
                   
               
               
                 Grid Outcome 
                 Description 
               
               
                   
               
             
            
               
                 Odd Winner 
                 Winning number on the grid will be odd. 
               
               
                 Even Winner 
                 Winning number on the grid will be even. 
               
               
                 The Field 
                 Wagering on numbers designated as part of “The Field.” 
               
               
                 Row 
                 Winning number on the grid will be within a selectable 
               
               
                 Combination 
                 combination of rows. 
               
               
                 Column 
                 Winning number on the grid will be within a selectable 
               
               
                 Combination 
                 combination of columns. 
               
               
                 Line Wager 
                 Winning number on the grid will be one of several grid 
               
               
                   
                 numbers which are positioned adjacent to each other, 
               
               
                   
                 similar to the game of Roulette. The numbers are 
               
               
                   
                 collectively selectable by placement of a single betting 
               
               
                   
                 chip on the line that separates the grid numbers. 
               
               
                 Corner Wager 
                 Winning number on the grid will be one of the four 
               
               
                   
                 numbers in the four corners of the grid, similar to the 
               
               
                   
                 game of Roulette. 
               
               
                   
               
            
           
         
       
     
     In one embodiment, the gaming system includes non-standard, multi-sided dice instead of the standard six-sided dice. For example, each non-standard multi-sided die may have four, six, eight, ten, twelve, twenty or one hundred sides, or any other suitable number of sides. In another embodiment, the gaming system includes dice with different geometries. For example, a green die may have six sides, and a yellow die may have eight sides. In each such embodiment, the layout and grid would be altered to accommodate the outcomes of such non-standard or irregular multi-sided dice. Likewise, the odds and payouts would change accordingly. In one example, the gaming system includes a ten-sided red die and a six-sided blue die. In this example, the grid has ten red columns and six blue rows. 
     For certain grid outcomes, such as those with relatively low odds of winning, the gaming system includes a progressive award or jackpot award. For example, if the player wagers on a four-time streak of doubles with the value of six, the player may have the opportunity to win a predetermined jackpot award. In one embodiment, the layout of gaming system  101  includes a bonus dollar area (not shown). In this bonus dollar area, each player can make a side bonus bet associated with a particular, and relatively low odds outcome. If such outcome occurs, the gaming system  101  provides an additional payout for the players who placed side bonus bets in the bonus dollar area. In one embodiment, the layout of the gaming system includes a payout table displaying the payout rate for this side bonus bet. In an electronic embodiment, the computer code of the gaming system includes the payout rate associated with the side bonus bet. 
     It should be understood that the streak quantity can be two, four or any other suitable quantity. In one example, the player places a ten dollar wager on the proposition betting area  180 . For the duration of three consecutive rolls of the dice, the player keeps a five dollar wager on the bet of red being higher than blue. The player wins those three wagers, and the gaming system awards the player with a payout based on the five dollar wagers in addition to a payout based on the ten dollar wager. 
     In one example, several players approach the playing table. The playing table has the same dimensions as a standard casino Craps table, and it has a gaming felt or overlay with the layout  126 . The gaming system  101  requires the same number of people running the table as a standard Craps game, that is, two croupiers to assist with betting and providing payouts, a dealer or pitman to make final decisions on rules and standard play, and a stickman or croupier to deliver and clear the dice and to also assist with proposition bets. 
     At the beginning of a new game, the player begins to place wagers. For example, the player may place an initial wager of five dollars on the “Higher Blue” proposition bet. In this example, the player may place his/her five dollar chip on the “Higher Blue” bet space  204 . At the same time, the player may place a grid wager of ten dollars on a desired one of the thirty-six numbers in the grid  134 . In this example, the player may place his/her ten dollar chip on the desired number. 
     After this, the dealer passes a set of six dice to the player, three of blue color and three of red color. In one embedment, it is a requirement that the dice or pips within the dice, or a combination of both characteristics, be of two distinctly different colors as determined by the house. The player selects two of the six dice, one red and one blue. The dealer clears the remaining dice, pulling them back to the table reservoir in front of the dealer, near the house chip stack on the table. The dealer allows for the placing of final wagers, and upon doing so, closes the betting with a sweeping motion of his/her arm and a declaration of “no more bets.” 
     At this time, the player throws or rolls his/her selected dice, aiming to hit, and preferably rebound off of, the bombardment wall at the end of the table furthest from the player. The croupier marks the outcome number with a designated marker placed at the intersection of the X and Y axes. If, in the example set forth above, the outcome were the blue die being higher than the red die, the player would additionally receive a payout based on his/her five dollar “Higher Blue” proposition wager. If the player had wagered upon the outcome number, the player would receive a payout based on his/her ten dollar wager. In this way, the winnings of both the initial wager and secondary, grid wager are determined by a single roll of the dice. 
     After the player receives his/her payouts, if any, the dealer clears the table and then passes the dice in a clockwise fashion around the table to the next player immediately to the left of the current player. The exception to this rule is if the player rolls a “double,” in which case the current player would have the option to maintain control of the dice and make the subsequent roll. Regardless of whether the player rolls a double, he/she has the option of passing the dice to the next player. That player may elect to pass his/her roll on to the next person, rather than take his/her turn at rolling the dice. Once the next player is determined, game play resumes. 
     In one embodiment illustrated in  FIG.  15   , the gaming system 212  includes an electronic display device, a processor which controls the display device, an outer column  214  associated with the blue die, an outer row  216  associated with the red die, and a six by six grid  217 , displaying numbers one through thirty-six. 
     In the configuration of gaming system  212 , the columns are approximately twice as wide as the height of the rows. This configuration provides space for the use of standard denominational chips utilized by most casinos. The intermediate space  213  between the numbered rectangles on the playing grid may be used for the placement of line bets and corner bets as in Roulette. The wide columns provide space for chips of multiple players, and the locations of the chips correspond to the positions of the players at the table. 
     For example, player A is standing to the left of player B. Player A&#39;s chip is placed at grid outcome twenty-two. Player B&#39;s chip is placed at grid outcome twenty-two, positioned to the right of player A&#39;s chip. The wider columns provide the space for this function. This type of player-position wagering, which is similar to the manner in which bets are made in the game of Craps, facilitates the tracking of the players with their bets. In one embodiment, with the benefit of this player-position wagering, the gaming system  212  is operable for multiple players with a single color of chips of the same denomination. In another embodiment, the gaming system  212  has different colored chips of the same denomination for use by multiple players. 
     The display device of system  212  displays the red initial sub-outcomes or red die values  218 . The display device also displays the blue initial sub-outcomes or blue die values  219 . In one embodiment, the display device includes one display screen which displays the red die values  218  and the blue die values  219 . In another embodiment, the display device includes multiple display screens. One of the screens displays the red die values  218 , and another screen displays the blue die values  219 . In yet another embodiment, the display device includes six miniature display screens for each of the red die values  218 , and the display device includes six miniature display screens for each of the blue die values  219 . In this embodiment, the display device has twelve miniature display screens. 
     Depending upon the embodiment, the display device can include a liquid crystal display (LCD) panel which a backlight, including, but not limited to, a fluorescent light module or a light emitting diode (LED) light module. The LCD panel generates images of dice or die values by activating pixels. Alternatively, the display device can include an array, grid or matrix of relatively small LEDs or light sources. The processor controls the activation and deactivation of the light sources to generate predetermined dots or symbols representing the different die values. 
     In one embodiment, the screens of the display device are touch-enabled to receive touch inputs from players. The gaming system  212  enables the player to touch and activate the initial sub-outcome spaces  221  of the dice values  218  and  219 . 
     In one embodiment, the gaming system  212  includes a play button or keypad which is operable to receive player inputs for the generation of die values at the initial sub-outcome spaces  221 . In one embodiment, the gaining system  212  includes one or more battery-powered, mobile input devices, such as a button module. The mobile input device includes a transceiver operable to wirelessly communicate with the processor of the gaming system  212 . The player can hold the mobile input device when pressing the play button. After use, the player or dealer can pass the mobile input device to the next player at the table. 
     In one embodiment, the play button has a light source and is configured to display different colors at different states of the game. For example, before game play starts, the play button may display a green color indicating a readiness state. After the button is pressed and game play begins, the play button may display a red color indicating an off state. 
     In one example, the player pushes a play button, and the processor receives a play start signal. In response to the start signal, the processor causes the display device to display the dice values one through six at the initial sub-outcome spaces  221 . Depending upon the embodiment, the display device can dynamically display various outcome numbers, randomly or in any suitable order. After a period of time elapses, the processor stops the dynamic display, and the display device displays the blue dice values along the Y-axis and the red die values along the X-axis. In the example shown in  FIG.  15   , the final, red die values, from left to right, are five, two, three, four, one and six. The final, blue die values, from bottom to top, are two, five, four, three, six, and one. Now that the die values are set, the players are ready to place their wagers. 
     To facilitate wagering, the gaming system  212  includes a plurality of bet areas for wagering on the initial outcomes, including a doubles streak bet area  218 , a high-low bet area  220 , a high red bet area  222 , and a high blue bet area  224 . In the example shown in  FIG.  15   , the doubles streak area  218  enables the player to place a wager on the following possible outcomes: (a) a doubles of the dice roll; (b) a two-time streak of sequential doubles of the dice roll; and (c) a three-time streak of sequential doubles of the dice roll. 
     The high-low bet area  220  enables the player to place a wager on the following possible outcomes: (a) the dice sum being high, that is, a value of eight, nine, ten, eleven or twelve; (b) the dice sum being low, that is, a value of two, three, four, five and six; and (c) “big 7,” that is, the dice sum being seven. 
     The high red bet area  222  enables the player to place a wager on the following possible outcomes: (a) the red die value being higher than the blue die value after one roll; (b) the red die value being higher than the blue die value in a streak of two sequential rolls; and (c) the red die value being higher than the blue die value in a streak of three sequential rolls. 
     The high blue bet area  224  enables the player to place a wager on the following possible outcomes: (a) the blue die value being higher than the red die value after one roll; (b) the blue die value being higher than the red die value in a streak of two sequential rolls; and (c) the blue die value being higher than the red die value in a streak of three sequential rolls. 
     The gaming system  212  has a plurality of blue die group betting areas  160 ,  162 ,  164 ,  166  and  168  as described above. Gaming system  212  has red die group betting areas  170 ,  172 ,  174 ,  176  and  178  as described above. 
     In one embodiment illustrated in  FIG.  16   , the gaining system  248  is the same as gaming system  212  except that gaming system  248  has red initial sub-outcome wager areas  250  and blue initial sub-outcome wager areas  252 . Each red initial sub-outcome wager area  250  is located adjacent to one of the sub-outcome spaces  221  at the top of one of the outer columns of grid  217 . Each blue initial sub-outcome wager area  252  is located adjacent to one of the outcome spaces  221  the left of one of the rows of grid  217 . 
     In the example illustrated, each of the wager areas  250  and  252  displays or otherwise indicates the six possible outcomes of the roll of a die, that is, the six die values. Each of the wager areas  250  and  252  provides the space for a betting chip or marker associated with a wager. In one embodiment, the wager areas  250  and  252  are images generated by the electronic display device. 
     In operation of one example, the following steps are performed:
         (a) The player places a five dollar chip on the die value, three, of the red initial sub-outcome wager area  250  of the far right column;   (b) The player places a ten dollar chip on the high blue bet area  224 ;   (c) The player presses a game start button, and the gaming system  248  randomly generates red and blue die values for the grid  217  and displays the die values at the spaces  221 ;   (d) The player places a twenty dollar chip on the grid outcome, twenty-eight, in the grid  217 ;   (e) The player rolls the red and blue dice;   (f) If the gaming system  248  generates die value, three, at space  221  of the far right column, the player receives a payout based on the five dollar wager and a suitable payout rate;   (g) If the dice roll results in the blue die being higher in value than the red die, the player receives a payout based on the ten dollar wager and a suitable payout rate; and   (h) If the column of the resulting red die and the row of the resulting blue die intersect at the grid outcome, twenty-eight, the player receives a payout based on the twenty dollar wager and a suitable payout rate.       

     As illustrated by this example, the gaming system  248  provides three levels of wagering. First, the player can wager on which die values will be generated for the outer row along the X-axis and which ones will be generated for the outer column along the Y-axis. Second, the player can wager on the initial outcomes of the dice roll, for example, whether the red die will be higher than the blue die. Third, the player can wager on the grid outcome, for example, whether the row and column of the dice values will intersect at any given grid number. 
     In one embodiment illustrated in  FIG.  17   , the gaming system  254  is the same as the gaming system  248  except that gaming system  254  has a square-shaped grid  256  as opposed to the rectangular-shaped grid  217 . 
     In one embodiment illustrated in  FIG.  18   , the gaming system  258  is the same as the gaming system  248  except that gaming system  258  has the addition of the outer column  150  and outer row  152 , as described in  FIG.  14    for gaming system  101 . The outer column  150  has a blue color pattern and is associated with the blue die. Likewise, the outer row  152  has a red color pattern and is associated with the red die. The outer column  150  displays the six initial sub-outcomes associated with the blue die, including face-up values of 1, 2, 3, 5 and 6. The outer row  152  displays the six initial outcomes associated with the red die, including face-up values of 1, 2, 3, 4, 5 and 6. The initial outcome value, 1, of the outer column  150  and outer row  152  are located adjacent to each other. For each of the outer column  150  and outer row  152 , the initial outcome values are sequentially ordered by increasing magnitude. 
     The die values displayed in outer column  150  and outer row  152  are static in that they remain unchanged before and during game play. Accordingly, the player has the option to play using the static die values for the grid or the dynamically generated die values for the grid. If the player choses to play with the dynamically generated die values, the player presses button, and the processor causes the display device to randomly generate the six dice values at the initial sub-outcome spaces  221 . 
     Gaming Device 
     In one embodiment, the game logic  10  and each of the gaming systems  101 ,  212 ,  248 , and  254  can be fully or partially incorporated into one or more devices. In the description provided below, the term “gaming system” may be used to refer to either and each of the game logic  10 , gaming system  101 , gaming system  212 , gaming system  248 , and gaming system  254 . Likewise, in the description provided below, the term “gaming device” is used to refer to any suitable device, whether structural, electromechanical or electronic, which includes or incorporates part or all of the gaming system. 
     In one embodiment illustrated in  FIGS.  19  and  20   , the gaming device  260  includes a table  261 , the gaming system and an attention display device  262  mounted to the table  261 . The game table  261  has the shape and size of a conventional, casino-type Craps game table. 
     In one embodiment illustrated in  FIG.  21   , the gaming device  263  includes a table  265 , the gaming system and the attention display device  262  mounted to the table  265 . The game table  265  has the shape and size of a conventional, casino-type Roulette game table, which is smaller than the conventional Craps-based table. In the embodiment shown, the Roulette-based table  265  is a modified or converted version of a conventional, casino-type Roulette game table. Through the modification or conversion, the Roulette wheel is removed from the table, leaving a dice throw area  267 . Depending upon the embodiment, the Roulette-based table  265  can have the wall extender  269 . The wall extender  269  is attachable to the table wall to extend the height of the table wall. As a result, the wall extender  269  provides additional dice bombardment surface area for the dice. 
     In this embodiment, the game layout  271  is the same as the layout  126  shown in  FIG.  13    excluding the left game area  128 . Consequently, the layout  271  requires less space than the layout  126 . The smaller layout  271  is suitably sized to fit onto the tabletop of the Roulette-based table  265 . Referring to  FIG.  21   , this embodiment has different colored sets of chips  273  at a single denomination level for the different players. For example, three players may play with the colors blue, green and red. The game may include three sets of ten dollar chips in the colors of blue, green and red for the three different players. The different colors facilitate the tracking of the different plays of the different players. 
     In the embodiments illustrated in  FIGS.  19 ,  20  and  21   , the gaming device table includes the attention display device  262  mounted to the table. The attention display device  262  includes a screen which controls pixels to produce images. In another embodiment, the attention display device  262  includes a grid or matrix of light emitting diodes (LEDs) or light sources. In either embodiment, the processor of the gaming system controls the attention display device  262  to generate images, symbols and messages for the players and passersby. The attention display device  262  displays, represents or otherwise indicates a variety of types of information related to the gaming system and the play of the gaming system. This information encourages players and passersby to play, and this information is useful to aid players in playing. 
     The following sets forth the information provided by one embodiment of the attention display device: 
     
       
         
           
               
               
               
               
             
               
                 TABLE F 
               
               
                   
               
               
                 Type of 
                   
                   
                   
               
               
                 Information 
                 Purpose 
                 Example 
               
               
                   
               
             
            
               
                   
               
            
           
           
               
               
               
            
               
                 Grid 
                 To display the 
                 Last 10 Grid Outcomes 
               
               
                 Historical 
                 history of 
                 at Left Side 
               
               
                 Information 
                 winning grid 
                 5 
               
               
                   
                 outcomes 
                 7 
               
               
                   
                   
                 23  
               
               
                   
                   
                 7 
               
               
                   
                   
                 30  
               
               
                   
                   
                 7 
               
               
                   
                   
                 6 
               
               
                   
                   
                 3 
               
               
                   
                   
                 14  
               
               
                   
                   
                 28  
               
               
                 Grid Recent 
                 To display 
                 Bet On: 30 
               
               
                 Information 
                 the results 
                 Outcome: 5     
               
               
                   
                 of the most 
                 Result: Loss 
               
               
                   
                 recent grid 
               
               
                   
                 outcome wager 
               
               
                 Dice 
                 To display 
                 Last 10 Die Rolls at Left Side 
               
            
           
           
               
               
               
               
               
            
               
                 Historical 
                 the history 
                 Red 
                   
                 Blue 
               
               
                 Information 
                 of dice 
                 3 
                   
                 6 
               
               
                   
                 roll outcomes, 
                 2 
                 DOUBLES! 
                 2 
               
               
                   
                 differentiated 
                 1 
                   
                 4 
               
               
                   
                 by die color 
                 3 
                 DOUBLES! 
                 3 
               
               
                   
                   
                 2 
                   
                 5 
               
               
                   
                   
                 2 
                   
                 3 
               
               
                   
                   
                 6 
                   
                 1 
               
               
                   
                   
                 4 
                   
                 2 
               
               
                   
                   
                 1 
                 DOUBLES! 
                 1 
               
               
                   
                   
                 5 
                   
                 4 
               
            
           
           
               
               
               
            
               
                 Dice Recent 
                 To display 
                 Just Rolled 
               
            
           
           
               
               
               
               
               
            
               
                 Information 
                 the results 
                 Red 
                   
                 Blue 
               
               
                   
                 of the most 
                 3 
                   
                 6 
               
               
                   
                 recent dice 
               
               
                   
                 roll 
               
            
           
           
               
               
               
            
               
                 Dice 
                 To display 
                 Red Won 7 of Last 10 Rolls 
               
               
                 Competition 
                 the winning 
                 Blue Won 3 of Last 10 Rolls 
               
               
                 Information 
                 fraction or 
               
               
                   
                 percentage 
               
               
                   
                 of the red 
               
               
                   
                 die versus 
               
               
                   
                 the blue die 
               
               
                 Attract 
                 To attract 
                 An animation or video, run in 
               
               
                 Information 
                 the attention 
                 loop cycle, showing combative 
               
               
                   
                 of passersby and 
                 dice with different graphical 
               
               
                   
                 players 
                 themes, such as two 
               
               
                   
                 To entice and 
                 anthropomorphic animated 
               
               
                   
                 entertain 
                 dice with graphical similarities 
               
               
                   
                 players and 
                 to two Victorian-era 
               
               
                   
                 passersby. 
                 adversaries engaged in a pistol 
               
               
                   
                   
                 duel. The depicted winner, the 
               
               
                   
                   
                 red die, coincides with the 
               
               
                   
                   
                 most recent outcome of the roll 
               
               
                   
                   
                 of the dice in which the red die 
               
               
                   
                   
                 was higher than the blue die. 
               
               
                 Two-Time 
                 To display the die 
                 Last Doubles 
               
               
                 Streak 
                 values of the most 
                 Twice 
               
               
                 Historical 
                 recent two-time 
                 3 &amp; 3 
               
               
                 Information 
                 streak of doubles 
               
               
                   
                 outcome 
               
               
                 Award 
                 To display the 
                 Progressive 
               
               
                 Information 
                 current amount of the 
                 Jackpot for Streak 
               
               
                   
                 progressive jackpot 
                 of Ten Doubles 
               
               
                   
                 award for achieving a 
                 $1,404,780 
               
               
                   
                 streak of ten doubles 
               
               
                   
                 dice outcome 
               
               
                   
               
            
           
         
       
     
     In one embodiment illustrated in  FIG.  22   , the attention display device  262  has a front display panel  275 , a back display panel (not shown) and a pole  263  for mounting to the table. The back display panel displays the same visual output as the front display panel  275 . Therefore, patrons can see the displayed information from more than one direction as they approach the table. The lower section  277  displays red column  279 , green column  281  and blue column  283  corresponding to the red die outcome, grid outcome, and the blue die outcome, respectively. Each column shows the history of the applicable outcome in chronological order. The most recent outcome appears at the top of the column, and the oldest outcome appears at the bottom of the column. The example shown displays ten outcomes in each column. It should be appreciated that, depending upon the embodiment, each column can display more than ten outcomes, such as twenty outcomes. Depending upon the embodiment, the order of the columns may change from the example shown. 
     Upon completion of a dice roll, the winning numbers, including the red die number, the blue die number and the grid number, flash for a period of time on the upper section  285  to alert people as to what has taken place. After a period of time, the flashing numbers are displayed without the flashing effect at their respective places at the top of the three columns in the lower section  277 . 
     At this time, the display device  262  displays an animation depicting a struggle or bout between anthropomorphic dice. The animation reveals the most recent outcome as it pertains to the blue or red die. If, for example, the blue die is greater than the red die, the animation depicts a victorious blue die. In one embodiment, the system includes one set of different, humorous combative cartoon sequences depicting red die victorious over blue die, and the system includes another set of different, humorous combative cartoon sequences depicting blue die victorious over red die. The display device  262  randomly displays one of the sequences to coincide with the winning red or blue die. 
     From time to time, or when a designated event occurs, the upper section  285  displays text or graphics providing additional information, including, but not limited to, an alert about the occurrence of a doubles roll, an alert about a back to back doubles roll, an alert about a triple doubles roll, a current progressive jackpot total, an odd or even dice total winner or winning number, and an odd or even grid number winner or winning number. In one embodiment, the upper section  285  displays a replay of a live reaction of players actually playing the game and winning, highlighting the level of excitement experienced by players. 
     Once the current winning number information makes its way to the columns below the main screen, this information maintains the top position and is moved further down the column once the next roll has been made and the new information takes the place of the old thus moving older information further down the column with each subsequent roll. 
     In the example shown in  FIG.  22   , the red column depicts the value of the red die rolled by the player in the form of a numeral. If the outcome of the red die is higher than the outcome of the blue die of the same roll, the display device  262  displays the red die value with a size greater than the blue die value. Depending upon the embodiment, the display device  262  can further distinguish the winning red die with a suitable form of distinguishing graphics, such as a large star, multiple stars, a glow effect or a form of eye-catching movement. If the red die outcome is lower than the blue die outcome of the same roll, the display device  262  displays the red die value with a size smaller than the blue die, and the red die value has no graphical distinguishing enhancement. 
     The blue column depicts the value of the blue die rolled by the player in the form of a numeral. If the outcome of the blue die is higher than the outcome of the red die of the same roll, the display device  262  displays the blue die value with a size greater than the red die value. Depending upon the embodiment, the display device  262  can further distinguish the winning blue die with a suitable form of distinguishing graphics, such as a large star, multiple stars, a glow effect or a form of eye-catching movement. If the blue die outcome is lower than the red die outcome of the same roll, the display device  262  displays the blue die value with a size smaller than the red die, and the blue die value has no graphical distinguishing enhancement. 
     In one embodiment, the display device  262  displays the winning grid outcomes relatively large in size to draw attention. This grid number may be displayed over a grid graphic which represents a grid, or the grid number may be animated to appear as though it is flying off of the gaining grid, growing in size until it reaches its maximum size and placement within the column. 
     In the event of a special outcome, such as a doubles roll, a double doubles roll or a triple doubles roll, not only will this occurrence be visible on the upper section  285  for a period of time, but it will be further indicated as part of the recent history of play on the columns in the lower section  277 . The indication may include: (i) the text, “double stars” behind the number in the red and blue columns, (ii) the text, “doubles,” “double doubles.” or “triple doubles” below the numbers in all three columns, or (iii) a suitable symbol representing such outcomes. 
     Referring back to  FIG.  20   , in one embodiment, the top of table  261  of gaming device  260  includes a relatively large display device, such as an LCD, having a touch screen. The large display device displays the layout and symbols of the gaming system. Depending upon the embodiment, the dice can be actual objects to be rolled on the large display device, or the dice can be dynamic images generated by the large display device. 
     Depending upon the embodiment, the gaming system can be incorporated a variety of different types of gaming devices, including, but not limited to, a game play overlay for a table (including, but not limited to, a game layout felt, game layout sticker or label, game layout sheet, game layout template, or other game layout medium), a game board, a game table, a data storage device, such as a compact disk, hard drive or memory chip, a computer, an electronic tablet, a server, a webserver, a website, a smart phone, mobile phone, handheld communication device, mobile game station, video game machine or slot machine. 
     Referring to  FIG.  23   , in one embodiment the gaming system has an electronic form or software form incorporated into the gaming device  264 . In this embodiment, the grid and entire game layout is a computer-generated graphical representation displayed by the gaming device  264 . Gaming device  264  has a support structure, housing or cabinet  266  which supports a display device  268 . The gaming device  264  has a plurality of input devices  270 , specifically depressible buttons, including a play button, bet buttons and a cash-out button. The gaming device  264  includes a payment receiver  272  configured to receive cash bills or data cards which store game credits. As shown, the gaming device  264  includes a plurality of speakers  274  to provide audio output related to the game. The base  276  and top  278  of the cabinet  266  include display panels which display illuminated game art and game information. 
     In one embodiment, the gaming device  264  includes a topper device (not shown) mounted to the top  278 . The topper device includes an electromechanical apparatus including moveable, mechanical dice or other multi-sided objects. In operation, the topper device moves or rotates the mechanical dice or objects to draw attention to the gaming device  264 . 
     In one embodiment, the gaming device  264  has a base game and a bonus game. The base game has a plurality of video reels  287  displayed by the display device  268 . In one embodiment, the base game includes a video poker game, video blackjack game, video keno, video bingo or any other suitable primary or base game. In the embodiment illustrated in  FIG.  23   , the base game of the gaming device  264  is a slot game with one or more paylines. The paylines may be horizontal, vertical, circular, diagonal, angled or any combination thereof. 
     In this embodiment, the gaming device includes a plurality of five reels  287  in video form with simulated reels and movement thereof. In an alternative embodiment of an electromechanical slot machine, the reels are in electromechanical form with mechanical rotating reels, which are operably coupled with an electronic display of any suitable type. Each reel displays a plurality of indicia or symbols, such as bells, hearts, fruits, numbers, letters, bars, or other images which preferably correspond to a theme associated with the gaming device. In another embodiment, one or more of the reels are independent reels or unisymbol reels. In this embodiment, each independent or unisymbol reel generates and displays one symbol to the player. In one embodiment, the gaming device awards prizes after the reels of the base game stop spinning if specified types and/or configurations of indicia or symbols occur on an active payline or otherwise occur in a winning pattern, occur on the requisite number of adjacent reels and/or occur in a scatter pay arrangement. 
     When the player reaches a predetermined bonus triggering event during the base game, the gaming device  264  starts the bonus game. The bonus game includes the gaming system described above. During the bonus game, the gaming device  264  receives wagers and resolves the wagers according to the logic of the gaming system. 
     In one embodiment, the gaming device  264 , gaming device  261  or another suitable gaming device  301  has the electronic configuration  280  illustrated in  FIG.  24   . The electronic configuration  280  includes a central processing unit or processor  282  operatively coupled to a data storage device  284 , input/output (I/O) devices  286  and peripherals  288 . The data storage device  284  includes operating system software  290  and game logic computer code  292 . The gaming system computer code  292  includes game logic  294  and payout data  296 . In one embodiment, the data storage device  284  stores image data, event data, player input data, random or pseudo-random number generators, paytable data or information, and applicable game rules that relate to the play of the gaming system. The processor  282  executes the gaming system computer code  292  to operate the game play and regulate wins, losses and payouts. The I/O devices  286  include a plurality of buttons  270  for placing wagers, initiating play and cashing-out. The display device  298  may include, without limitation, a monitor, a television display, a plasma display, a liquid crystal display (LCD) a display based on light emitting diodes (LEDs), a display based on a plurality of organic light-emitting diodes (OLEDs), a display based on polymer light-emitting diodes (PLEDs), a display based on a plurality of surface-conduction electron-emitters (SEDs), a display including a projected and/or reflected image, or any other suitable electronic device or display mechanism. In one embodiment, the display device  298  has a touch module, such as an optical touch module, capacitive touch panel or resistive touch panel. The touch module is controlled by the touch screen controller  300  to receive touch inputs from the player. 
     In one embodiment in which the gaming device includes a table, the gaming device includes a video projector or image projector. The projector is aimed at the surface of the table. In one embodiment, the projector is mounted to the ceiling of the casino, above the table. In another embodiment, the tabletop is clear, and the projector is mounted below the tabletop. In yet another embodiment, an arm is connected to the table, and the projector is mounted to the arm, located above the tabletop. 
     In either such embodiment, the projector generates an image on the tabletop. The image is a colorful representation of the game layout of the game logic. In one embodiment, the projector is operatively coupled to a database or data storage device. The data storage device stores data files related to a plurality of different game layout images. The different images correspond to the different embodiments of the game logic. Also, the different images include versions associated with different game themes. For example, the different themes can include the colors or mascots of different sports teams, symbols associated with different types of sports, and the characters and scenery associated with different movies or television shows. From time to time, the casino can change the game layout of the table by providing an input to the image projector. 
     The speakers  274 , described above, provide audio output, including alert sounds and music, generated during, before and after the play of the game. The peripherals  288  include a data card reader  302 , printer  304 , one or more sensors  306 , and a currency acceptor  308 . The data card reader  302  receives data cards from players and manages the game credits on the cards. The printer  304  prints receipts or slips with purse values for players, after they cash-out. The sensors  306 , depending on the embodiment, include cameras, photo sensors, light sensors, motion detectors, speech recognition sensors or microphones, or biometric sensors. In one embodiment, a motion detector triggers an audiovisual output of the gaming device when a passerby enters an area within a designated number of feet from the gaming device. 
     In the embodiment illustrated in  FIG.  25   , the gaming device  310  has the processor  282  operatively coupled to data storage device  305 , peripherals  288  and I/O devices  286 . In this embodiment, the gaming device  310  includes none, or less than all, of the gaming system computer code  292 . Instead, part or all of the gaming system computer code  292  is stored within a remote database or server  312  located physically away from the gaming device  310 . The server  312  stores the gaming system computer code  292 . The processor  282  is operatively coupled to the server  312  through a data network, such as a local area network, a wide area network or the Internet. 
     It should be appreciated that a gaming device or gaming machine as disclosed herein may be a device that has obtained approval from a regulatory gaming commission or a device that has not obtained approval from a regulatory gaming commission. In one embodiment, the gaming device with the gaming system randomly generates awards or other game outcomes based on probability data. In one such embodiment, this random determination is provided through utilization of a random number generator (RNCi), such as a true random number generator, a pseudo random number generator, or other suitable randomization process. In one embodiment, each award or other game outcome is associated with a probability and the gaming device generates the award or other game outcome to be provided to the player based on the associated probabilities. In this embodiment, since the gaming device generates outcomes randomly or based upon one or more probability calculations, there is no certainty that the gaming device will ever provide the player with any specific award or other game outcome. 
     In another embodiment, the gaming device with the game logic employs a predetermined or finite set or pool of awards or other game outcomes. In this embodiment, as each award or other game outcome is provided to the player, the gaming device flags or removes the provided award or other game outcome from the predetermined set or pool. Once flagged or removed from the set or pool, the specific provided award or other game outcome from that specific pool cannot be provided to the player again. This type of gaming device provides players with all of the available awards or other game outcomes over the course of the play cycle and guarantees the amount of actual wins and losses. 
     In another embodiment, a plurality of gaming devices at one or more gaming sites may be networked to the central server  312  in a progressive configuration, wherein a portion of each wager to initiate a game may be allocated to one or more progressive awards. In one embodiment, a progressive game logic host site computer is coupled to a plurality of the central servers  312  at a variety of mutually remote gaming sites for providing a multi-site linked progressive automated game logic. In one embodiment, a progressive game logic host site computer may serve gaming devices distributed throughout a number of properties at different geographical locations including, for example, different locations within a city or different cities within a state. 
     Game of Craps 
     In one embodiment, the gaming system includes some or part of the game rules, layout, logic or data of the conventional, casino Craps game. In another embodiment, the gaming system includes a simplified, reduced, augmented or modified version of some, part or all of the game rules, layout, logic and data of the conventional, casino Craps game. 
     Basic Play of Craps 
     The Craps game is played with two dice. Both dice are simultaneously thrown. The player throwing the dice is called the shooter. The following are the dice outcomes for Craps:
         (a) Outcomes of 4, 5, 6, 8, 9, 10, called the “place;”   (b) Outcomes of 2, 3, 7, 11, 12, having a special meaning;   (c) The most important outcome, 7;   (d) A Hard Roll, occurring when both dice have the same value; and   (e) A Soft Roll, occurring when the dice values are different.       

     The basic Craps bets are the “pass line” bet and the “don&#39;t pass line” bet. In play, the player makes a “pass line” or “don&#39;t pass line” bet. Next, the player throws the dice. This is called the initial or “come out” roll. If the outcome is seven or eleven, the “pass line” bet wins. If the outcome is two or three, the “don&#39;t pass line” bet wins. If the outcome is twelve, it is considered a tie and the “don&#39;t pass line” bets return to the player. The “pass line” loses and the “don&#39;t pass line” is pushed. 
     An outcome of 4, 5, 6, 8, 9, 10 is referred to as “the point.” Once the point is established, a “pass line” bet can be won only if the player or shooter rolls the point again. If the shooter&#39;s roll is a seven, then the “pass line” bet loses. The dice are rolled by the shooter until seven or the point is hit. 
     Craps Table Personnel 
     At the casino Craps table, there is an individual seated at the center of the table on the pit side. This person is known as the “Boxman,” and he/she is in charge of the game. The Boxman settles disputes which may arise. Among the Boxman&#39;s other duties is watching the dealers to ensure that they make correct payoffs, and the Boxman monitors for potential cheaters. 
     Flanking the Boxman on both his/her right and left is a dealer who handles the betting action on his/her half of the table. In the center of the table, opposite the Boxman, is the “Stickman.” The Stickman calls out the result of each roll of the dice and retrieves the dice with a long stick which is curved on the end. The Stickman also has the responsibility of booking the proposition bets which are on the layout in the center of the table. When a proposition bet wins, the Stickman authorizes the amount of payment and to whom the bet is paid. 
     Craps Basic Procedures 
     Casino Craps tables have various sizes ranging from eight feet to fourteen feet. The maximum number of people who can be accommodated at a Craps table varies, ranging from twelve to twenty. Each player at the table can take a turn at shooting the dice if he/she so desires, and the dice move around the table in a clockwise fashion. When it comes to be a player&#39;s turn, if the player wants to throw the dice, he/she must place a bet either on the Pass Line or the Don&#39;t Pass Line. It is not mandatory for the player to throw the dice. 
     The minimum bet for Craps in most casinos is $5 although there are some smaller venues which may have minimum bets as low as $1. As with other casino table games, the minimum bet may vary from table to table. Normal table minimums are $5, $10, $25 and $100. The minimum bet amount is posted on the inside wall of each Craps table. 
     If a player opts to shoot the dice, then he/she continues to throw them until he/she “seven&#39;s out.” This term is described below. Then, the dice are offered to the next player to his/her left. 
     Craps Come Out Roll 
     When a new shooter gets the dice, his/her first roll is called the “Come Out” roll. Also, if the shooter makes his/her point, the first roll after a made point is also a Come Out roll. If the shooter&#39;s Come Out roll is a 2, 3, 7, 11 or 12, then another Come Out roll is made. Come Out rolls continue to be made until a shooter rolls a 4, 5, 6, 8, 9 or 10. When this happens, the shooter is said to have established a point and is no longer making Come Out rolls. 
     Craps Pass Line 
     One of the most prominent bets is the “Pass Line.” Pass Line bet is placed squarely in the middle of the area marked “Pass Line” on the layout. It is important to place this bet in the center of this area so that it is not touching a line. Bets placed on the inner line or outside the outer line are different bets. 
     A Pass Line bet wins if the Come Out roll is a 7 or 11. The player is paid even money or one to one odds on any winning Pass Line bet. When a 7 or 11 is rolled on the Come Out roll, the dice are said to have “Passed.” if a 2, 3, or 12 is rolled on the Come Out roll, this constitutes a Craps Roll, and the Pass Line automatically loses, but the shooter does not forfeit the dice. 
     When something other than a 2, 3, 7, 11 or 12 is rolled on the Come Out roll, that number becomes the shooter&#39;s point. The point will always be one of the six. “box numbers” (4, 5, 6, 8, 9, 10). If the shooter can then roll his point before rolling a 7, the dice have passed, and he/she wins the Pass Line bet. However, if the player rolls a 7 before rolling the established point, the Pass Line bet loses. The shooter has “sevened out,” and his/her roll has ended. Note that other than on the Come Out roll, dice rolls of 2, 3, 11 or 12 have no effect on the Pass Line bet. 
     Craps Come Bet 
     A Come Bet is placed in the large area marked “Conic.” A Come Bet works the same way as a Pass Line bet, but it is made after a Pass Line bet. In other words, the player can only make a Pass Line Bet on a Come Out roll. However, if the player wants to continue to make a Pass Line type bet after a point has been established, then he/she can place his/her bet in the Come area. Just like a Pass Line bet, a Come Bet wins on a roll of 7 or 11 and loses on 2, 3 or 12. If any other number is rolled (4, 5, 6, 8, 9 or 10), the dealer moves the Come Bet to that number on the layout. If that number is rolled again before a 7 is rolled, the Come Bet wins, but if a 7 is rolled first, it loses. Therefore, a Come Bet functions the same as a Pass Line bet except it is made after a point has been established. The Come Bet also pays even money like a Pass Line bet. 
     Pass Line bets and Come Bets are said to be “contract bets,” which means that once the player makes those bets, he/she is not allowed to pick them up. The player is under contract to leave that bet on the table until it is either won or lost. 
     Pass Line and Come bets are called “do side” bets because the player is betting with the shooter. The player is betting that he/she will either win on his come out roll by rolling a 7 or 11 or subsequently win by making his/her point. 
     Craps Don&#39;t Pass Line Bet and Don&#39;t Come Bet 
     A Don&#39;t Pass Line Bet is the opposite of a Pass Line Bet. The Don&#39;t Pass Line is the next area inside the Pass Line, and that is where the player places his/her bet if he/she wants to bet against the shooter. 
     A Don&#39;t Pass Line bet loses if the Come Out roll is a 7 or 11, but it wins when the Come out roll is a Craps roll of 2 or 3. The layout displays, “Bar  12 ,” which means that if the Come Out roll is a 12, the Don&#39;t Pass Line Bet does not win, but it does not lose either. For the player betting on Don&#39;t Pass or Don&#39;t Come, it is as if the roll did not happen. By not paying the Don&#39;t Pass or Don&#39;t Come bettor on a Craps roll of 12, the house gains its advantage over a Don&#39;t player. Otherwise, a player could just bet Don&#39;t Pass or Don&#39;t Come all of the time and be assured of winning long term since he/she would have an advantage. 
     After a point is established, the Don&#39;t Pass Line Bet wins if a 7 is rolled before the point, and the Don&#39;t Pass Line Bet losses if the point is rolled before a 7. So, once a point is established, the odds are in favor of a Don&#39;t Pass bettor but are 22% against him/her on the Come Out roll. 
     Don&#39;t Come bets are placed in the little box marked “Don&#39;t Come” located in the corner of the layout next to the dealer. The Don&#39;t Come bet is exactly like the Don&#39;t Pass bet except it is made after the Conic Out roll. It wins on a roll of 2 or 3, is barred on a roll of 12, and losses to a 7 or 11. Otherwise, it moves to whatever number is rolled and is placed behind that number on the layout instead of on the number like a regular Come bet. Once a Don&#39;t Come bet goes to a number, if that number is rolled again, it losses. If a 7 is rolled before that particular number is rolled again, the Don&#39;t Come bet wins. For example, if a Don&#39;t Come bet is placed and a 5 is roiled, the dealer places the bet behind the 5. If another 5 rolls before a 7 is rolled, the dealer announces “down behind” and removes the Don&#39;t Come bet because it has lost. If the shooter rolls a 7 before another 5 has rolled, the Don&#39;t Come Bet wins, and the Don&#39;t Come bettor is paid. 
     Neither the Don&#39;t Come bet nor the Don&#39;t Pass bet is a contract bet. Therefore, they can be picked up at any time between rolls. However, once a Don&#39;t Pass or Don&#39;t Come bet has made it past the 7 and 11 and has been established on a box number, the odds are heavily in favor of the Don&#39;t player. 
     Taking and Laying Odds 
     The laying odds bet is a separate bet which can be made after the point has been established on a Pass Line Bet, Come Bet, Don&#39;t Pass Line Bet, or Don&#39;t Come Bet. The laying odds bet is paid off at correct odds. 
     On a Pass Line bet, after the point has been established, the odds bet is placed behind the Pass Line Bet (outside the Pass Line area between the wall oldie table and the outer line of the Pass Line area). When a Come bet goes to a box number (4, 5, 6, 8, 9, 10), the dealer stacks the odds bet on top of the Come Bet but slightly askew to differentiate between the original Come bet and the odds bet added afterwards. 
     It is not mandatory for the player to take odds on his/her Pass Line and Come bets, but it can decrease the house percentage against the player, especially if the casino allows the player to take 5 times odds or 10 or even 20 times odds. By the term 5, 10, or 20 times odds, what is meant is that most casinos allow the player to take odds in the range of 5 to 20 times the amount of the player&#39;s original Pass Line or Conte Bet. In other words, if the player&#39;s Pass line bet is $5, then with 5 times odds, the player would be able to take odds of up to $25 on that bet. If a casino offers 20 times odds, the player could place an odds bet of up to $100 with only a $5 Pass Line or Come bet. 
     When placing an odds bet after a point has been established or after a Come bet goes to a number, the player is said to be “taking” odds. All odds bets pay according to the odds of a 7 being rolled before that particular number. When playing the do side, the odds of any box number being rolled before a 7, are against the player. Therefore, all odds bets associated with box numbers, pay better than even odds. 
     A six or an eight box number pays odds of 6 to 5 because the odds are 6 to 5 that a seven will roll before a six or art eight. So, all odds bets placed on six or eight can be in multiples of 5. For example, if the point established on a Pass Line bet is eight, then the player can place the odds bet behind the Pass Line bet with $5, $10, $20 or another multiple of 5. If the player has a $5 Pass Line bet on the eight along with a $20 odds bet, and the shooter rolls the eight and makes his/her point, the player would get paid even money ($5) for his/her Pass Line bet. The player would receive $24 for his/her $20 odds bet. 
     A winning odds bet placed on the 5 or 9 pays 3 to 2 because there are four combinations that make up a 5 or 9, and there are six combinations that result in a 7. Therefore, six divided by four is 1.5 or 3 to 2. Odds bets for the 5 and 9 can be made in multiples of two. 
     The odds paid on a four or en are 2 to 1 since there are three combinations which make up a 4 or 10, and there are six combinations which make a 7. 
     If the player makes a Don&#39;t Pass or Don&#39;t Come bets, the player is said to be playing the “Don&#39;t Side” because he/she is betting against the shooter. As described above, when playing the “Do Side,” the player “takes” the odds, but when playing the “Don&#39;t Side,” the player “lays the odds” or gives them. Once a shooter has established a point, the odds are in favor of a 7 rolling before any box number. Therefore, the don&#39;t bettor must give the odds or else he/she would be assured of being a winner over the long term. 
     If a player makes a Don&#39;t Pass bet, he/she can lay odds by placing his odds bet beside his original Don&#39;t Pass bet on the Don&#39;t Pass Line. If a player wants to lay odds on a Don&#39;t Come bet, he/she simply gives his odds bet to the dealer and tells the dealer that he/she is laying odds on the Don&#39;t Come bet, sometimes referred to as a “DC” bet. 
     Odds on Don&#39;t bets are laid in the exact opposite proportions as Do side bets. If the point is six or eight, a player must lay $6 to win $5. The reason is that there are six combinations that produce a 7 and five combinations that produce a 6 or 8. Once a 6 or 8 is established as the point, the odds are 6 to 5 in favor of the Don&#39;t bettor that a 7 will roll before a 6 or 8. 
     Likewise, the player must bet three units to win 2 when laying odds against the 5 or 9. For example, the player must lay $15 to win $10. If the player is laying against a 4 or 10, the player must lay two units to win 1. 
     All odds bets, whether they are Pass, Don&#39;t Pass, Come or Don&#39;t Come, are non-contract bets and can be picked up at any time between rolls of the dice. They can also be increased or decreased as long as the increase does not take them above the maximum allowable odds bet or below the minimum. Odds bets may also be turned off, or turned on, at any point between rolls by telling the dealer to turn the player&#39;s odds bets on or off. However, if an odds bet is “Off” or not working when its associated box number is rolled, the player only gets paid even money on the associated Pass or Come bet. The player does not get paid on the odds bet. If a 7 rolls, the player does not lose a non-working odds bet on the Pass Line or on a Come bet. 
     In general, odds bets lose or win, when a 7 rolls. Pass and Come odds lose, and Don&#39;t Pass and Don&#39;t Come odds win, when a 7 rolls. The exception is when a come out 7 is rolled. In this case, Come bet odds are returned to the player while the Come Bet itself loses. However, a player can tell the dealer to “work” his/her odds on the Come Out. In this case, the Come bet odds will also lose if a 7 rolls, but, conversely it will win and pay correct odds if the Come bet number is rolled. 
     Place Bets 
     A “Place Bet” is another type of bet which is considered a Do Side bet because it pays the player better than even money. A Place Bet is made on the box numbers (4, 5, 6, 8, 9 or 10) and can be made at any time by giving the dealer the proper amount of chips and telling the dealer which numbers the player wants to place. A Place Bet is somewhat like a Come bet in that it wins if the number placed is rolled before a 7, and it loses if it is still on the table when a 7 is rolled. The exception is on the Come Out roll. If a come out seven is rolled, it does not affect a Place Bet. There is no win or loss since Place Bets are automatically considered to be “Off” or “Not Working” on Come Out rolls. The player does have the option of instructing the dealer to “Work” his Place Bets on the Come Out. In that case, if any number placed, rolls, it wins but if a 7 is rolled, all of the player&#39;s Place Bets lose. 
     Place Bets are paid at different rates from odds bets. A winning Place Bet on the 6 or 8 pays 7 to 6. Therefore, Place Bets on the 6 or 8 should normally be made in multiples of six while Place Bets on the other box numbers are normally made in multiples of five. Winning Place Bets on the 5 and 9 pay 7 to 5 while the 4 and 10 pay 9 to 5. 
     Buy Bets 
     A “Buy Bet” is exactly the same as a Place bet, and all rules that apply to Place bets apply to Buy bets. The difference is that a winning Buy Bet pays correct odds (i.e., 3 to 2 for a Buy bet on the 5 or 9 and 2 to 1 for the 4 and 10). A 5% commission must be paid on all winning Buy bets. It is advantageous to buy the 5 and 9 if the player is making a bet of $25 or more. 
     Lay Bets 
     Lay Bets are somewhat like the Don&#39;t Side equivalents of Place Bets or Buy Bets. The player may make a Lay Bet against any box number at any time, even on the Come Out roll. Lay Bets are understood to be working at all times unless they are called off or picked up. Lay Bets, like any other Don&#39;t bet, may be picked up at any time. 
     A Lay Bet wins when the 7 rolls before the box number being laid against rolls. However, if the player lays against a number, and that number rolls before a 7, the dealer will announce “down behind,” and the player will lose his/her lay bet. For instance, if the player lays against a 9, and the next three rolls are 5, 6, and 7, the player would win his/her lay bet because the 7 rolled before a 9 rolled. However if the next three rolls were 5, 6, and 9, the player would lose the lay bet because a 9 rolled before a 7. 
     Winning Lay bets pay the proper odds less a 5% commission. So, Lay Bets against the 4 or 10, pay 1 to 2. Bets against the 5 or 9, pay 2 to 3, and bets against the 6 and 8, pay 5 to 6. Therefore, Lay Bets against the 6 and 8 can be made in multiples of six (i.e. $12, $18, $24). 
     Big 6 and 8 
     In the corner of the layout next to the Pass Line and the Don&#39;t Pass Line, there is a large red 6 and 8. This is sometimes called “Big 6 and 8.” It works exactly like a Place bet on the 6 or 8 but instead of paying off at 7 to 6 odds, a winning bet only pays even money. 
     Field Bets 
     There is a large area on the layout between the Come area and the Don&#39;t Pass Line marked “Field.” This is a one roll bet that covers the 2, 3, 4, 9, 10, 11 and 12. If any of those numbers hit on the next roll after the player places his/her Field bet, the player wins. A winning Field bet pays even money except for the 2 and the 12 which pay double. Some casinos pay triple in the Field when a 12 is rolled. 
     C and E 
     Further toward the center of the layout, there are two little circles joined by a line. Within these circles are the letters E and C. The “E” is a symbol for the number 11. A one roll bet on the number 11, pays 15 to 1. An often used slang term for this bet is “Yo.” When a yo bet is made, the Stickman places it in one of the circles marked E, which corresponds to the player&#39;s position at the table. 
     The small circle marked “C” is where a general bet on Craps is placed. This bet is sometimes called a “Craps Check” or “Any Craps,” and it is for one roll. The player is betting that the next roll will be a Craps roll of some kind (i.e., 2, 3, or 12). If the bet wins, it pays 7 to 1. 
     Any Seven 
     At the top of the rectangular area in the center of the layout, which contains images of dice combinations, is an area marked “Seven.” A player may make a bet that the next roll will be a 7, and it will be placed in this area by the Stickman. If the next roll is a 7, the winning bet will pay 4 to 1. This bet is also known in Craps slang as a “Big Red.” 
     More Proposition. Bets 
     The bets in the center of the layout, some of which have been described above, are known as proposition bets. They carry the highest house edge. Beneath the Any Seven bet in the center of the layout, there are several images of dice combinations which represent special bets that can be made at any time. 
     Hardways 
     The first four dice combinations beneath the Any Seven area are the Hardway bets. There is a pair of three&#39;s, a pair of four&#39;s, a pair of two&#39;s, and a pair of five&#39;s. They represent the hard six, hard eight, hard four and hard ten, respectively. 
     Hardway bets are automatically off on the Come Out, so a Come Out 7 does not affect them unless the player calls his hardways “on” or “working” before the Come Out roll. As an example of how hardway bets work, a bet on hard 6 will win if a pair of three&#39;s rolls before any other combination of six (4-2 or 5-1) or before the shooter sevens out. If the shooter rolls any other combination adding up to six other than the 3-3, or if he/she sevens out, the hardway bet loses. A lost hardway bet may be replaced at any time. 
     All of the other hardway bets work the same way as described above. Hard 6 and hard 8, pay 9 to 1 when they win, and hard 4 and hard 10, pay 7 to 1. 
     Horn Bets 
     Directly beneath the hardway bets in the layout, there are “Horn Bets.” A Horn bet is a one roll bet which covers the two, three, eleven and twelve. Whatever amount the player bets is divided equally among these four bets as long as it is an even amount. So, an $8 horn bet would mean that $2 each was bet on the two, three, eleven and twelve. However, should the player bet an odd amount like $5, for instance, the dealer would place $1 on each number, but the player would also have to indicate upon which number he/he wanted the extra dollar placed. 
     A Horn bet can be placed at any time between rolls, and it wins if one of the numbers in the Horn group appears on the next roll of the dice. Otherwise, it loses. The payoffs are the same as if the numbers were bet individually. If the two or twelve rolls, the player is paid 30 to 1. If a three, sometimes referred to as “Ace-Deuce,” rolls, it pays 15 to 1 as does the eleven. 
     As indicated above, a player does not have to bet the whole Horn but can bet only on the two or any other single number in the horn. By way of further explanation of terminology, a player who is betting on “Boxcars” or “Midnight” is making a bet on the twelve. 
     World Bet 
     A “World Bet” is not generally shown on the layout, but it is exactly the same as the Horn bet and works exactly the same way with the exception that the seven is included in the group of numbers along with the two, three, eleven and twelve. If the seven rolls, it pays 4 to 1 just like an Any Seven bet. 
     Hop Bet 
     Even though not shown on the layout, the Hop bet is usually accepted by most casinos. A Hop bet is a one roll bet that a certain combination will appear on the next roll. If a player hops the 3-2, he is betting that on the next roll, a 3 will appear on one of the dice and a 2 on the other. 
     The Hop bet pays 30 to 1 for a winning bet on the single combinations of 1-1, 2-2, 3-3, 4-4, 5-5 and 6-6. It pays 30 to 1 for all winning combinations, but if the player is betting the 4-3, he/she must also bet the 3-4 because it is impossible to tell whether the winning combination was a 4-3 or 3-4. Therefore, hopping any combination other than the single combinations that make up the two and twelve or the hard four, hard six, hard eight or hard ten, only pays 15 to 1. 
     Craps Payout Table 
     The following provides an example of a payout table for the game of Craps: 
     
       
         
           
               
               
               
             
               
                 TABLE G 
               
               
                   
               
               
                   
                   
                 Payout (Odds 
               
               
                 Bet Name 
                 Description 
                 Against Win) 
               
               
                   
               
             
            
               
                 Pass Line 
                 7 or 11 on 
                 1:1 
               
               
                   
                 Come Out roll, Point 
               
               
                   
                 thereafter 
               
               
                 Don&#39;t Pass 
                 2 or 3 on 
                 1:1 
               
               
                   
                 Come Out roll, 7 
               
               
                   
                 thereafter 
               
               
                 Come 
                 7 or 11 on Come roll, 
                 1:1 
               
               
                   
                 Come Point thereafter 
               
               
                 Don&#39;t Come 
                 2 or 3 on Come roll, 
                 1:1 
               
               
                   
                 7 thereafter 
               
               
                 Field 
                 2, 3, 4, 9, 10, 11 
                 2:1 on 2 or 12 
               
               
                   
                 or 12 on next roll 
                 1:1 on 3, 4, 9, 
               
               
                   
                   
                 10 or 11 
               
               
                 Big 6 
                 6 before 7 
                 1:1 
               
               
                 Big 8 
                 8 before 7 
                 1:1 
               
               
                 Place 4 to Win 
                 4 before 7 
                 9:5 
               
               
                 Place 5 to Win 
                 5 before 7 
                 7:5 
               
               
                 Place 6 to Win 
                 6 before 7 
                 7:6 
               
               
                 Place 8 to Win 
                 8 before 7 
                 7:6 
               
               
                 Place 9 to Win 
                 9 before 7 
                 7:5 
               
               
                 Place 10 to Win 
                 10 before 7 
                 9:5 
               
               
                 Place Against 4 
                 7 before 4 
                  5:11 
               
               
                 Place Against 5 
                 7 before 5 
                 5:8 
               
               
                 Place Against 6 
                 7 before 6 
                 4:5 
               
               
                 Place Against 8 
                 7 before 8 
                 4:5 
               
               
                 Place Against 9 
                 7 before 9 
                 5:8 
               
               
                 Place Against 10 
                 7 before 10 
                  5:11 
               
               
                 Buy 4 
                 4 before 7 
                 2:1 after 5% 
               
               
                   
                   
                 vigorish 
               
               
                 Buy 5 
                 5 before 7 
                 3:2 after 5% 
               
               
                   
                   
                 vigorish 
               
               
                 Buy 6 
                 6 before 7 
                 6:5 after 5% 
               
               
                   
                   
                 vigorish 
               
               
                 Buy 8 
                 8 before 7 
                 6:5 after 5% 
               
               
                   
                   
                 vigorish 
               
               
                 Buy 9 
                 9 before 7 
                 3:2 after 5% 
               
               
                   
                   
                 vigorish 
               
               
                 Buy 10 
                 10 before 7 
                 2:1 after 5% 
               
               
                   
                   
                 vigorish 
               
               
                 Lay 4 
                 7 before 4 
                 1:2 less 5% 
               
               
                   
                   
                 of win 
               
               
                 Lay 5 
                 7 before 5 
                 2:3 less 5% 
               
               
                   
                   
                 of win 
               
               
                 Lay 6 
                 7 before 6 
                 5:6 less 5% 
               
               
                   
                   
                 of win 
               
               
                 Lay 8 
                 7 before 8 
                 5:6 less 5% 
               
               
                   
                   
                 of win 
               
               
                 Lay 9 
                 7 before 9 
                 2:3 less 5% 
               
               
                   
                   
                 of win 
               
               
                 Lay 10 
                 7 before 10 
                 1:2 less 5% 
               
               
                   
                   
                 of win 
               
               
                 Hard Four 
                 4 the Hard 
                 7:1 
               
               
                   
                 Way before 7 or Easy 4 
               
               
                 Hard Six 
                 6 the Hard 
                 9:1 
               
               
                   
                 Way before 7 or Easy 6 
               
               
                 Hard Eight 
                 8 the Hard 
                 9:1 
               
               
                   
                 Way before 7 or Easy 8 
               
               
                 Hard Ten 
                 10 the Hard 
                 7:1 
               
               
                   
                 Way before 7 or Easy 10 
               
               
                 Any Seven 
                 7 on next roll 
                 4:1 
               
               
                 Any Craps 
                 2, 3 or 12 on next roll 
                 7:1 
               
               
                 Horn: 2 Craps 
                 2 on next roll 
                 30:1  
               
               
                 Horn: 3 Craps 
                 3 on next roll 
                 15:1  
               
               
                 Horn: 11 (Yo) 
                 11 on next roll 
                 15:1  
               
               
                 Horn: 12 Craps 
                 12 on next roll 
                 30:1  
               
               
                 Horn Bet 
                 2, 3, 11 or 12 on next roll 
                 27:4 on 
               
               
                 (4-Way Horn) 
                   
                 2 or 12 
               
               
                   
                   
                 12:4 on 
               
               
                   
                   
                 3 or 11 
               
               
                 C: Any Craps 
                 2, 3 or 12 on next roll 
                 7:1 
               
               
                 E: Eleven (Yo) 
                 11 on next roll 
                 15:1  
               
               
                 C &amp; E Split 
                 2, 3, 11 or 12 on next roll 
                 3:1 on 2, 
               
               
                   
                   
                 3 or 12 
               
               
                   
                   
                 7:1 on 11 
               
               
                 Pass Odds 
                 Point before 7, 
                 2:1 on 4 or 
               
               
                   
                 backup to Pass Line bet 
                 10 Point 
               
               
                   
                   
                 3:2 on 5 or 
               
               
                   
                   
                 9 Point 
               
               
                   
                   
                 6:5 on 6 or 
               
               
                   
                   
                 8 Point 
               
               
                 Don&#39;t Pass Odds 
                 7 before Point, 
                 1:2 on 4 or 
               
               
                   
                 backup to Don&#39;t Pass bet 
                 10 Point 
               
               
                   
                   
                 2:3 on 5 or 
               
               
                   
                   
                 9 Point 
               
               
                   
                   
                 5:6 on 6 or 
               
               
                   
                   
                 8 Point 
               
               
                 Come Odds 
                 Come Point before 7, 
                 2:1 on 4 or 
               
               
                   
                 backup to Come bet 
                 10 Come Point 
               
               
                   
                   
                 3:2 on 5 or 
               
               
                   
                   
                 9 Come Point 
               
               
                   
                   
                 6:5 on 6 or 
               
               
                   
                   
                 8 Come Point 
               
               
                 Don&#39;t Come 
                 7 before Come Point, 
                 1:2 on 4 or 
               
               
                 Odds 
                 backup to Don&#39;t Come bet 
                 10 Come Point 
               
               
                   
                   
                 2:3 on 5 or 
               
               
                   
                   
                 9 Come Point 
               
               
                   
                   
                 5:6 on 6 or 
               
               
                   
                   
                 8 Come Point 
               
               
                   
               
            
           
         
       
     
     If the casino pays off a bet at true odds, meaning that there is no built-in house advantage, the casino incorporates a tax known as a “vigorish” as stated in the payout table above. 
     It should be understood that casinos adopt their own rules for wagering games. Accordingly, the rules for the game of Craps described above can vary from casino to casino. 
     Game of Roulette 
     In one embodiment, the gaming system includes some or part of the game rules, layout, logic or data of the conventional, casino Roulette game. In another embodiment, the gaming system includes a simplified, reduced, augmented or modified version of some, part or all of the game rules, layout, logic and data of the conventional, casino Roulette game. 
     The rules for Roulette can vary depending upon the country. The conventional, United States rules are described below. A Roulette wheel consists of thirty-eight slots labeled 1 to 36, zero, and double zero. The Roulette betting layout consists of every individual number as well as a host of “outside” or combinations of numbers. In the layout  314  set forth in  FIG.  34   , the even numbers are black, and the odd numbers are red, indicated by gray color. The player can place a chip on any single number, zero, or double zero. The player can also place a chip on a line between two numbers, thereby betting on those two numbers. This is sometimes referred to as a line bet. The player can place a chip on the intersection between the horizontal and vertical lines between four numbers, thereby betting on those four numbers. This is sometime referred to as a corner bet. Also, the player can use the first two columns, shown in  FIG.  34   , to bet on various groups of outcomes. 
     For example, the player can place a chip on red to bet that the ball will land in one of the red numbered slots. The player can place a chip on black to bet that the ball will land in one of the black numbered slots. Likewise, the player can place a group bet, betting that the ball will fall within a slot numbered 1 to 18, an even-numbered slot, an odd-numbered slot, a slot numbered 19 to 36, one of the first twelve slots, one of the second twelve slots, or one of the third twelve slots. 
     After the players make their bets, the dealer spins the wheel, and the ball rolls on the wheel. After several seconds, the ball lands in one of the labeled slots. 
     The Roulette chips have no value denomination printed on them. The Roulette table has six to eight sets of different colored chips. Each set consists of 300 chips. When a player buys-in, the player receives his/her own color. The player&#39;s value is the buy-in amount divided by the number of chips received. The dealer places a token on top of the dealer&#39;s stack of that color of chips to indicate the player&#39;s value. 
     The following table displays the available bets, the win (on a “to one” basis), and the probability of winning under United States rules. The house edge on bets is 1/19, or 5.26%, except for one bet. The exception is the 0-00-1-2-3 combination, which carries a house edge of 7.89%. 
     
       
         
           
               
             
               
                 TABLE I 
               
             
            
               
                   
               
               
                 Double-Zero Roulette 
               
            
           
           
               
               
               
               
            
               
                 Bet 
                 Pays 
                 Probability Win 
                 House Edge 
               
               
                   
               
            
           
           
               
               
               
               
            
               
                 Red 
                 1 
                 47.37% 
                 5.26% 
               
               
                 Black 
                 1 
                 47.37% 
                 5.26% 
               
               
                 Odd 
                 1 
                 47.37% 
                 5.26% 
               
               
                 Even 
                 1 
                 47.37% 
                 5.26% 
               
               
                 1 to 18 
                 1 
                 47.37% 
                 5.26% 
               
               
                 19 to 36 
                 1 
                 47.37% 
                 5.26% 
               
               
                 1 to 12 
                 2 
                 31.58% 
                 5.26% 
               
               
                 13 to 24 
                 2 
                 31.58% 
                 5.26% 
               
               
                 25 to 36 
                 2 
                 31.58% 
                 5.26% 
               
               
                 Sixline (6 numbers) 
                 5 
                 15.79% 
                 5.26% 
               
               
                 First five (5 numbers) 
                 6 
                 13.16% 
                 7.89% 
               
               
                 Corner (4 numbers) 
                 8 
                 10.53% 
                 5.26% 
               
               
                 Street (3 numbers) 
                 11 
                 7.89% 
                 5.26% 
               
               
                 Split (2 numbers) 
                 17 
                 5.26% 
                 5.26% 
               
               
                 Any one number 
                 35 
                 2.63% 
                 5.26% 
               
               
                   
               
            
           
         
       
     
     Many high-end casinos in the United States have single-zero wheels. The limits on the single-zero wheels are usually higher than the limits on the double-zero wheels. 
     It should be understood that casinos adopt their own rules for wagering games. Accordingly, the rules for the game of Roulette described above can vary from casino to casino. 
     Part II 
     Referring to  FIG.  26   , in one embodiment, the game, gaming device or gaming system  400  includes a plurality of outcome generators  402  and a set of game rules or game procedures  404 . The outcome generators  402  include outcome generator  406  and outcome generator  408 . The outcome generators  406  and  408  are different from each other in some aspect or characteristic. Put another way, the outcome generators  406  and  408  are not identical. In one embodiment, the outcome generators  406  and  408  differ in color though they have the identical shape and size. In another embodiment, at least one of the outcome generators  402  has a symbol or mark which distinguishes it from the other outcome generator  402 , though the outcome generators  402  have the identical shape and size. Depending upon the embodiment, the outcome generators  402  can differ in color, size, shape or another visible characteristic. 
     In one embodiment, each of the outcome generators  402  is rollable, moveable or otherwise operable to indicate, produce or generate an outcome. The outcome generators  402  are independently operable to independently generate their outcomes regardless of whether the outcome generators  402  are operated, or in motion, at the same time or at different times. Depending upon the embodiment, the outcome generators  402  can have a physical or mechanical form, or the outcome generators  402  can have a virtual, graphical or computerized form. For example, the outcome generators  402  can have a computer-generated, virtual or graphical form, such as a three-dimensional, animated image displayable by an electronic display device, such as an LCD-based or LED-based display device. 
     Depending upon the embodiment, each outcome generator  402  can be a rollable, multi-sided object, a rotatabe wheel or reel, a spinnable spinner, or a meter or measurer operable to measure variable magnitudes, such as distance traveled, weight or force. 
     In the example shown in  FIG.  26   , the outcome generators  402  are game playing dice  410  having the identical shape and size. As illustrated, each of the dice  410  has six, differently-marked faces  412 . Each side or face  412  has or displays one or more pips or dots. For example, face one has one dot corresponding to an outcome value of one, face two has two dots corresponding to an outcome value of two, face three has three dots corresponding to an outcome value of three, face four has four dots corresponding to an outcome value of four, face five has five dots corresponding to an outcome value of live, and face six has six dots corresponding to outcome value of six. In one example, outcome generator or blue die  413  has a blue color, and outcome generator or red die  414  has a red color. 
     The player can toss, throw or roll the dice  410 , enabling each one to land with a side facing up. When the dice  410  stop rolling, each die produces an outcome associated with its top side or face-up  416 . In the example shown, blue die  413  landed with an outcome of two, and red dice  414  landed with an outcome of four. 
     In one embodiment, the outcome generators  402  are operable to generate outcomes which are comparable to each other. The comparison of the outcomes results in a competition outcome corresponding to a win, loss, tie or draw. Put another way, some of the outcomes of one of the generators  402  will be superior to, or inferior to, some of the outcomes of the other outcome generator  402 . For example, one of the outcome generators  402  will outrank the other outcome generator  402 . A generator  402  having a superior outcome corresponds to a winning competition outcome or a win. A generator  402  having an inferior outcome corresponds to a losing competition outcome or a loss. If the player&#39;s selected generator  402  outranks the other generator  402 , the competition outcome is a win for the player. 
     The outcome generators  402 , in one embodiment, are competitors or competing entities having fans or supporters. For example, the blue die  413  is the blue competitor competing against the red die  414 , the red competitor. 
     In one embodiment, the game procedures  404  are as follows:
         (I) A player selects or chooses one of the outcome generators  402 . For example, the player may select the blue die  413 . In this example, the player&#39;s selected blue die  413  will compete against the red die  414 .   (II) The player places a base bet, and the player can optionally place a bonus bet.
           (A) Regarding the base bet, the base win occurs if the player&#39;s selected blue die  413  indicates the superior outcome and the red die  414  indicates the inferior outcome. The player specifies a desired base quantity for the streak of base wins, that is, a quantity of base wins which can occur during a plurality of consecutive operations of the dice  413  and  414 . For example, the player can specify a streak quantity of two.   (B) Regarding the bonus bet, the player can specify a desired bonus quantity for a streak extension (e.g., one or more additional base wins within the winning streak), that is, additional consecutive times that the base win could occur. The bonus quantity can be one or more additional base wins. For example, the player may bet that, after the player has achieved a wagered-upon streak of two base wins, the player will win the bonus bet if the player achieves two more consecutive wins, extending the total winning streak to four.   
           (III) When placing the base bet and optional bonus bet, the player wagers a desired amount of his/her chips, credits, suitable form of monetary value, or fictitious money (e.g., play money). The player can wager one amount for the base bet and a different amount for the bonus bet.   (IV) The payout rate for the gaming system  400  depends upon a paytable of payout amounts associated with competition outcome probabilities. The payout rate increases with the increase in the winning streak quantity wagered upon by the player. The payout rate also increases with the increase in the winning streak extension quantity wagered upon by the player. As the streak quantity increases, the odds of success decreases. As the odds of success decreases, the payout rate increases.   (V) The player or a non-player rolls or otherwise operates the dice  410 .   (VI) If the first operation results in a losing competition outcome, the game ends, and the player receives no payout or award.   (VII) If the first operation results in a winning competition outcome, the player or the non-player operates the dice  410  again.   (VIII) The operations are repeated until the player loses or wins the base bet (and any bonus bet), whichever occurs first.   (IX) If the player wins the base bet, the player receives a base award depending upon the paytable.   (X) If the player wins the bonus bet, the player receives a bonus award in addition to the base award. The bonus award depends upon the paytable. Depending upon the embodiment, the bonus award can be a lump sum added to the base award, or the bonus award can be the product of the base award and a suitable multiplier (e.g., 2X or 3X).       

     Depending upon the embodiment, a streak of competition outcomes can include a plurality back-to-back wins a plurality of back-to-back losses, a plurality of back-to-back ties or doubles, a sequence of consecutive wins, a sequence of consecutive losses, or a sequence of consecutive ties or doubles. In one embodiment, the occurrence of a tie or dice doubles does not count as part of a streak, does not prevent a streak from starting, and does not break or end a streak. 
     The game procedures  404  can have different forms depending upon the embodiment. In one embodiment, the game procedures  404  are written instructions, documentation or information in paper, electronic, audio or visual form. In another embodiment, the game procedures  404  include computer-readable instructions, computer code, databases, data sets, data fields or and data files. In such embodiment, the gaming system  400  includes a data storage device or memory device which stores the game procedures  404 , such as data storage device  204  or  305 . 
     In one embodiment, the gaming system  400  includes a competition outcome recorder or competition outcome tracker. The competition outcome tracker records or tracks the competition outcomes during the play of the game. As the player progresses from win to win, for example, the outcome tracker records the outcomes. 
     In one embodiment, the outcome tracker is useful for tracking multiple wagers for multiple streak outcomes. The gaming system  400 , in such embodiment, enables the player to simultaneously place different levels of wagers on different levels of competition outcome streaks. For the base bet for example, the player can wager a twenty dollar betting chip on a competition outcome streak of two. At the same time, the player can wager a five dollar betting chip on a competition outcome streak of four. If the player achieves the two streak, the gaming system  400  provides the player with a designated award based on a designated payout rate. If the player also achieves the three streak, the gaining system  400  provides the player with an additional award based on a higher payout rate. In such embodiment, the outcome tracker tracks the competition outcomes relative to the player&#39;s progress for the two simultaneous bets. Depending upon the embodiment, the competition outcome tracker can include a paper sheet, electronic document, chart or outcome table. In one embodiment, the competition outcome tracker is incorporated into, and part of, the layout  426  described below. 
     In one embodiment illustrated in  FIG.  27   , the gaming system  422  includes: (a) the outcome generators  402 ; (b) the game information device  424  (e.g., a paper sheet, electronic document, electronic display device or the data storage device  284  illustrated in  FIG.  24   ) which implements, records, stores or displays the game procedures  404 ; and (c) a one-player game layout  426  having a suitable structure such as a felt material, a layer or a board. The layout  426  has a betting area  428  and an operation area  430  where the generators  402  operate. 
     The betting area  428  has a plurality of different sections or subareas  430  associated with different types or levels of bets that the player can place. For example, the subareas  430  may include the following betting spots for the base bet: a one-streak quantity betting spot, a two-streak quantity betting spot, a three-streak quantity betting spot, a four-streak quantity betting spot, and a five-streak quantity betting spot. The subareas  430  may also include the following betting spots for the bonus bet: a one extension streak quantity betting spot, a two extension streak quantity betting spot, and a three extension streak quantity betting spot. The player can place betting chips on the desired subareas  430  to place his/her base bet and bonus bet. In one example, the player rolls the dice  410  along, on or within the roll area  432 . In operation, the player selects one of the dice  410  as his/her competitor. The player then rolls the dice  410  on one or more occasions. The player has the prospect of achieving a winning streak (and streak extension) against the non-selected die. 
     In another embodiment illustrated in  FIG.  28   , the gaming system  434  includes: (a) the outcome generators  402 ; (b) the game information device  424 ; and (c) a two-player or multi-player game layout  436  having a suitable structure such as a felt material, a layer or a board. The layout  436  has betting areas  438  and operation area  430 . The betting areas  438  include a left betting area  440  for one player and a right betting area  442  for another player. In the example shown, the betting areas  438  are identical to the betting areas  428  of the one-player layout  126 . In this embodiment, the two players compete against each other. In operation, one player selects one of the dice  410  as his/her competitor, and the other player selects another one of the dice  410  as his/her competitor. A non-player, such as a game operator, rolls the dice  410  on one or more occasions. Each player has the prospect of achieving a winning streak (and streak extension) against the other player. 
     Referring to  FIG.  29   , in one embodiment, each gaming system  400 ,  422  and  434  is associated with a competing color theme. The dice  410  differ by a visible color. 
     In the first example  441 , the dice  410  are identical in all characteristics except that one of the dice  410  is red, and the other one of the dice  410  is green. 
     In the second example  443 , each gaming system  400 ,  422  and  434  has a sword fight theme or a dueling dice theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of a blue-colored Lord X swordsman character versus a gold-colored Sir Z swordsman character. The shape of each character incorporates a die shape or die structure combined with legs, arms and a head. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  is blue (corresponding to Lord X), and the other one of the dice  410  is gold (corresponding to Sir Z). 
     In the third example  444 , each gaming system  400 ,  422  and  434  has a boxing or fighting theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of a purple-colored fighter A boxing character versus a yellow-colored fighter B boxing character. The shape of each character incorporates a die shape or die structure combined with legs, arms and a head. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  is purple (corresponding to fighter A), and the other one of the dice  410  is yellow (corresponding to fighter B). 
     In the fourth example  446 , each gaming system  400 ,  422  and  434  has an American football theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of the black and yellow-colored Pittsburgh Steelers® football team versus the blue and orange-colored Chicago Bears® football team. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  is black and yellow (corresponding to the Pittsburgh Steelers® football team), and the other one of the dice  410  is blue and orange (corresponding to the Chicago Bears® football team). 
     Referring to  FIG.  30   , in one embodiment, each gaming system  400 ,  422  and  434  is associated with a competing symbol theme. The dice  410  differ by one or more visible symbols. 
     In the first example  448 , each gaming system  400 ,  422  and  434  has a sword fight theme or a dueling dice theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of a Lord X swordsman character versus a Sir Z swordsman character. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  has, bears or otherwise displays an X (corresponding to Lord X), and the other one of the dice  410  has, bears or otherwise displays a Z (corresponding to Sir Z). 
     In the second example  450 , each gaming system  400 ,  422  and  434  has a boxing or fighting theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of a fighter A boxing character versus a fighter B boxing character. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  has, bears or otherwise displays the letter A (corresponding to fighter A), and the other one of the dice  410  has, bears or otherwise displays the letter B (corresponding to fighter B). 
     In the third example  452 , each gaming system  400 ,  422  and  434  has an American football theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of the Pittsburgh Steelers® football team versus the Chicago Bears® football team. In this example, the dice  410  are identical all characteristics except that one of the dice  410  has, bears or otherwise displays the Pittsburgh Steelers® team logo (corresponding to the Pittsburgh Steelers® football team), and the other one of the dice  410  has, bears or otherwise displays the Chicago Bears® team logo (corresponding to the Chicago Bears® football team). 
     Referring to  FIG.  31   , in one embodiment, each gaming system  400 ,  422  and  434  is associated with a competing image theme. The dice  4111  differ by one or more visible images. 
     In the first example  454 , each gaming system  400 ,  422  and  434  has a sword fight theme or a dueling dice theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of a Zoro® swordsman character versus an Inigo Montoya swordsman character. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  has, bears or otherwise displays an image of the Zoro® character, and the other one of the dice  410  has, bears or otherwise an image of the Inigo Montoya character. 
     In the second example  456 , each gaming system  400 ,  422  and  434  has a boxing or fighting theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of a Muhammad Ali boxing character versus a Mike Tyson boxing character. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  has, bears or otherwise displays an image of the Muhammad Ali character, and the other one of the dice  410  has, bears or otherwise displays an image of the Mike Tyson character. 
     In the third example  458 , each gaming system  400 ,  422  and  434  has an American football theme. In this example, each gaming system  400 ,  422  and  434  has a sign which displays an image of the Pittsburgh Steelers® football team versus the Chicago Bears® football team. In this example, the dice  410  are identical in all characteristics except that one of the dice  410  has, bears or otherwise displays the helmet of the Pittsburgh Steelers® team (corresponding to the Pittsburgh Steelers® football team), and the other one of the dice  410  has, bears or otherwise displays the helmet of the Chicago Bears® team logo (corresponding to the Chicago Bears® football team). 
     In one embodiment, the possible competition outcomes incorporate elements of the game of baseball. The player has a pitcher role. If the face-up value of the player&#39;s selected die is higher than the face-up value of the other die, the player achieves a strike or swing-miss, corresponding to a strikeout or win. If the face-up value of the player&#39;s selected die is lower than the face-up value of the other die, the batter receives a ball or hit, corresponding to a loss for the player. If the player achieves a streak of these wins, such as two consecutive strikes, the player wins an award depending upon the streak quantity wagered upon by the player. 
     In another baseball embodiment, the player can achieve a winning streak even if there are intervening losses. For example, each batter represents an opportunity for the player to strikeout the batter or walk the batter. A strikeout corresponds to a win, and a walk corresponds to a loss. Each roll of the dice  410  results in a strike or ball corresponding to a sub-win or sub-loss, respectively. The repeated rolls, corresponding to repeated pitches, can result in balls or sub-losses before the player eventually achieves a strikeout, corresponding to a win. If the player achieves a streak of these wins, the player wins an award depending upon the streak quantity wagered upon by the player. 
     In one embodiment, the possible competition outcomes incorporate elements of the game of American football. Each roll of the dice  410  can result in: (a) football winning events, such as a successful pass, a successful run, a broken tackle or a touchdown; or (b) football losing events, such as an interception, a fumble or a failure to advance on fourth down. Depending upon the embodiment, a win can correspond to one or more of such football winning events, and a loss can corresponds to one or more of such football losing events. If the player achieves a streak of these wins, the player wins an award depending upon the streak quantity wagered upon by the player. 
     In one embodiment, the possible competition outcomes incorporate elements of the game of basketball. Each roll of the dice  410  can result in: (a) basketball winning events, such as a successful shot, a successful layup, a successful dunk, a successful assist or a successful assist; or (b) basketball losing events, such as a missed shot, a turnover or a blocked shot. Depending upon the embodiment, a win can correspond to one or more of such basketball winning events, and a loss can corresponds to one or more of such basketball losing events. If the player achieves a streak of these wins, the player wins an award depending upon the streak quantity wagered upon by the player. 
     In one embodiment, each gaming system  400 ,  422  and  434  has an electronic output device operable to generate audio, audiovisual or animation output corresponding to game play events or simulation of game experience, such as crowd sounds. For example, the output device can generate an audio output, “Strike  3 , You&#39;re Out!” when the player achieves a strikeout win based on a streak of three consecutive strikes. 
     In one embodiment, the output device displays a plurality of animated, interacting symbols. For example, one symbol can include character A corresponding to one of the dice  410 , and another symbol can include character B corresponding to another one of the dice  410 . The animation includes the interaction of characters A and B. With each dice  410  roll, the player advances along a winning streak. With each win, the output device modifies the interaction between the characters A and B. This forms an incremental or progressive interaction between the characters A and B. The incremental interaction indicates the winning of one of the dice  410  over another one of the dice  410 . For example, in the first roll, a player&#39;s blue-orange die may win over a black-yellow die. Upon completion of the first roll, the output device displays a blue-orange Chicago Bears® football character advancing against a black-yellow Pittsburgh Steelers® football team from the zero yard line to the fifty yard line. In the second roll, the player&#39;s blue-orange die may win over a black-yellow die again. Upon completion of the second roll, the output device displays the blue-orange Chicago Bears® football character achieving a touchdown against the black-yellow Pittsburgh Steelers® football team. During the animations, the output device generates sounds and images resembling the football game experience, including crowd cheers and announcer&#39;s yells. 
     Referring to  FIG.  32   , the gaming device or gaming system  460  incorporates the gaming systems  400 ,  422  and  434 . The display device  268  displays the dice  410 . The dice  410  are programmable and have a graphical firm. In such embodiment, the dice  410  are programmable to display different colors, sports logos or symbols for changing the gaming device themes. In the example shown, the display device  268  displays the rotation of reels  287  for the primary game, and the display device  268  displays the rolling of dice  410  for the bonus game. The top panel  278  includes a display device, such an LCD or LED device. The top panel  278  displays incremental animations of interacting characters corresponding to the competing dice  410 . In the example shown, the top panel  278  displays a blue-orange Chicago Bears® football character, a football field, and a black-yellow Pittsburgh Steelers® football character. 
     In one embodiment, each gaming system  400 ,  422  and  434  is incorporated into, and part of, the gaming table  462  illustrated in  FIG.  33   . The gaming table  462  has the sign or display device  464  operable to display the signs described above with respect to  FIG.  29 - 31   . In one embodiment, the gaming table  462  is the same as table  261  described with respect to  FIG.  19    except for the incorporation of gaming system  400 ,  422  or  434 . 
     In one embodiment, each gaming system  400 ,  422  and  434  is incorporated into, and part of, the gaming device  464  illustrated in  FIG.  23   . The display device  268  is operable to display the outcome generators  402  and associated animations. In one embodiment, the gaming device  464  is the same as gaming device  264  described with respect to  FIGS.  23 - 24    except for the incorporation of gaming system  400 ,  422  and  434 . In one embodiment, each one of the gaming systems  400 ,  422  and  434  has the electronic configuration  280  illustrated in  FIG.  24   . 
     In one embodiment, such gaming device  464  includes a kiosk machine, computer or other electronic device which incorporates a camera. Upon an input from the player, the camera takes a photograph of the player and stores the digital photograph data file. The gaming device  464  then incorporates the player&#39;s photographic image into one of the graphical dice  210  selected by the player. 
     In one embodiment, the dice  410  are over-sized compared to the standard-sized playing dice. In another embodiment, one of the dice  410  has one size, and the other one of dice  410  has a larger size. Though differently sized, such dice have the same outcome probabilities. 
     In a toy or non-wager embodiment, a set of relatively large dice  410 , compared to the standard-sized playing dice, have electronic display surfaces, audio output devices or speakers, and a battery holder. For example, the dice sides include LEDs or LCDs to generate different images, including various symbols, colors or characters. Rather than placing monetary-based bets on outcome streaks, the players place predictions on outcome streaks. Streak winners earn game points or fictitious money. 
     Referring to  FIGS.  14  and  24   , in one embodiment, the display device  298  displays an image of the game layout  128 . In this embodiment, the gaming device  264  incorporates a camera. Upon inputs from the players, the camera takes photographs of the players and stores the digital photograph data files associated with the different players. When a player selects the space or square of a desired grid outcome, such as grid outcome twenty-six, the display device  298  displays the player&#39;s photograph or image on such square. The display device  298  performs the same step for the other players. In this way, the gaming device  264  graphically indicates the different bets wagered by the different players on the grid  134 . Each player image can also display the amount of the wager placed on the applicable squares within the grid  134 . 
     In another embodiment, the display device  298  displays player icons, player photographs, player symbols or player images of the participating players adjacent to the grid  134 . The gaming device  264  is programmed to store graphical output of the players&#39; bet or wager information in association with the player images. When a player touches or “mouses over” his/her player image, the gaming device  264  displays text or images which describe such player&#39;s wager information. For example, the display device  298  can display a grid graphical overlay, grid highlight or separate window or popup showing such player&#39;s particular position, single bet, line bet or corner bet within the framework of a given grid position or square. 
     In another embodiment, the gaming system  12  includes electronic chips having built-in display devices and batteries. The gaming device  264  is operable to control the images on the chips through wireless communication. The gaming system  12  also includes a player tracking card or player data card. The gaming device  264  enables each player to provide an input. The input causes the gaming device  262  to cause the desired chips to display the player&#39;s photographic image. During the course a game, the gaming device  262  enables the player to modify or enhance his/her chip image. At the end of the game, the gaming device  262  updates the data on the player data card, storing date associated with the latest version of the player&#39;s chip image. When the player starts another game at a later time using his/her card, the gaming device  262  automatically displays the latest image on the chips. 
     Part III 
     Referring to  FIGS.  35 - 36   , in another embodiment, a gaming system  510  includes a plurality of hostable instructions  512  configured to be stored within one or more primary data storage devices of a server  514 , such as primary data storage devices  516 . The gaming system  510  also includes a plurality of downloadable instructions  518 . Each copy of the downloadable instructions  518  is configured to be downloaded to, and stored within, one or more mobile data storage devices of a mobile device  520 , such as mobile data storage devices  522 . The gaming system  510  also includes data  524 , including, but not limited to, data lists, data tables, data sets, data libraries, graphics files, audio files, user profile data, financial information, benefit information and other data. 
     In an embodiment, the server  514  includes at least one primary processor  526  that is operatively coupled to a data network, such as the Internet  527 . Likewise, each mobile device  520  includes at least one mobile processor  528  that is operatively coupled to a data network, such as the Internet  527 . Depending upon the embodiment, each of the processors  526 ,  528  can include a microprocessor, central processing unit, circuit, circuitry, controller or other data processing device. In an embodiment, each of the instructions  512 ,  518  includes a plurality of computer-readable instructions, software, computer code, computer programs, logic, or commands that are configured to be executed by the primary processor  524 , by the mobile processor  528 , or by both of the processors  524 ,  528  cooperatively. The primary processor  524  and mobile processor  528  are configured to separately or cooperatively generate or process the data  522  during the operation of the gaming system  510 . 
     Referring to  FIG.  37   , in an embodiment, the gaming system  510  is operable in relation to an entertainment matter  530  that is performed at a facility  532 . In the example shown, the entertainment matter  530  is a live basketball game played on a basketball court  534  using basketball goals  536 . Likewise, in this example, the facility  532  is a sports stadium having a jumbotron  538 , a relatively large display device having display screens mounted to multiple display sides  540 ,  541  of the device. The display sides  540 ,  541  are viewable by audience members, attendees or users  542  seated in different sections  544 ,  545  of the facility  532 . 
     Also, in this example, the facility  532  has at least one facility antenna  546  that wirelessly communicates with the mobile devices  520  of the users  542 . The facility antenna  546  wirelessly transmits signals between the mobile devices  520  and the local or regional antenna  548 . The server  514  is operatively coupled to the regional antenna  548 . In this arrangement, the facility antenna  546  boosts or amplifies the signals from the mobile devices  520 . In an embodiment, the facility antenna  546 , the server  514  and the regional antenna  548  are operatively coupled to the Internet  527  ( FIG.  36   ). It should be appreciated, however, that the facility antenna  546  is not necessary, and the mobile devices  520  can communicate with the regional antenna  548  independent of any facility antenna  546 . Also, depending on the embodiment, the server  514  can be located within the facility  532  or outside of the facility  532 , such as in a remotely-located data center or server farm. 
     It should be understood that the entertainment matter  530  can include a variety of matters other than a live basketball game. For example, the entertainment matter  530  can include, but is not limited to, any game or competition between human competing entities or any game or a competition between non-human competing entities (e.g., computerized, robotic or graphical competing entities), such as a football game, soccer game, baseball game, hockey game, boxing match, swimming tournament, marathon, dancing competition, singing competition, actors&#39; award show, taste testing competition, talent show or other event or competition. 
     In an embodiment, each entertainment matter  530  has an entertainment period that begins at the start of the competitive activity and expires when the competitive activity ends. Within the entertainment period, the entertainment matter  530  has a plurality of entertainment phases that conclude at different times. For example, the first half of a football game is one phase of the entertainment period, and the second half of the football game is another phase of the entertainment period. 
     The configuration and type of the facility  532  can vary depending upon the type of the entertainment matter  530 . For example, the facility  532  can be a football arena or stadium for a football game, and the facility  532  can be an outdoor fair ground for a taste testing competition. It should also be understood that not all of the users  542  have to be located at the facility  532 . For example, some or all of the users  542  can be located within their homes, vehicles or other environments. In this case, the entertainment matter  530  is televised or casted over the Internet so that such users  542  can watch the entertainment matter  530  on televisions, mobile devices  520  or other Internet access devices. 
     The infrastructure operable to publish the entertainment matter  530  in this manner can perform the publishing live (in real time or with a designated delay) or as prerecorded. In an embodiment, the entertainment matter  530  is the televised playing or Internet-based playing of a live or prerecorded competition. In such embodiment, all of the users  542  are viewers located in environments, such as environment  533  ( FIG.  35   ), other than the facility where the competition occurs or occurred. The environment  533  can include a home, vehicle, sports restaurant, casino or any other environment. 
     In an embodiment, once the entertainment matter  530  begins, the progression of the entertainment matter  530  results in variable status information  552  that represents the variable status  555  of the entertainment matter  530 . Depending on the type of the entertainment matter  530 , the status information  552  can include, but is not limited to, the time elapsed at any given point in time, the score, the point values of the competing entities, the segment or phase of the competition, and statistics of each competing entity or of each of its athletes or participants, such as the quantity of fouls, slam dunks, transition scores, field goals, blocks, steals, assists, punts, yards rushed, interceptions, homeruns, grand slams, saves, knock-outs, hits and other pieces of information. 
     In the embodiment illustrated in  FIG.  38   , several facility statisticians monitor the competition and continuously input status updates  553  based on the latest status information  552 . Each status update  553  is associated with or corresponds to a variable status of the entertainment matter  530 . Depending on the embodiment, a status update  553  can include a score having a point value associated with one of the competing entities (e.g., team X increasing its points from ten to twelve), a score or plurality or combination of point values associated with a plurality of the competing entities (e.g., team X retaining its twelve points and team Y increasing its points from fourteen to sixteen, reflecting a change in the score of twelve to fourteen to the score of twelve to sixteen), or any other sports statistic, team statistic, athlete statistic, participant statistic or other statistic associated with the entertainment matter  530 . Referring to  FIG.  37   , the status updates  553  that are input by the statisticians are stored in a facility control system  563  of the facility or in the server  514 . 
     In addition, other entities can collect and publish status information  552  (including status updates  553 ) related to the variable status  555  throughout the progression of the entertainment matter  530 . Such entities operate a plurality of status sources  561  ( FIG.  36   ) that are accessible over data networks, such as the Internet  527 . The status sources  561  publish and transmit the status updates  553  during and after the entertainment period of the entertainment matter  530 . As described below, the server  514  is operatively coupled to one or more of the status sources  561  to receive and transmit the status updates  553  and the status  555 . The mobile devices  520  are configured to receive the status updates  553  and the status  555  from the server  514 . 
     As shown in  FIG.  38   , the jumbotron  538  includes or is operatively coupled to a display controller  550 . The display controller  550  controls the output of the display sides  540 ,  541 . Depending on the embodiment, the display controller  550  can receive status update signals from the facility control system  563  or from the server  514 . In either case, the display controller  550  is operable to change the information displayed by the displays sides  540 ,  541  based on the received signals. In the example shown in  FIG.  38   , based on signals from the display controller  550 , the display side  540  is configured to display or visually output the status information  552 , as it is periodically updated by the status updates  553  and related status  555 . In the example shown, the status information  552  includes the game time  554 , the home point value  556 , the game phase  558 , and the guest point value  560 . 
     Also, based on signals from the facility control system  563  or the server  514 , the jumbotron  538  is configured to display or visually output a bonus game or bonus entertainment module  562 . The bonus entertainment module  562  is configured to generate or produce a bonus entertainment output, including, but not limited to, any visual, audio or audiovisual entertainment, video or imagery displaying any type of entertainment, show, game or competition. Depending on the embodiment, the bonus entertainment output can be dependent or independent of inputs by the users  542 . For example, the bonus entertainment module  562  can display a contest between a plurality of symbols or characters, such as a race, a fight or battle resulting in an outcome. 
     The outcome of the bonus entertainment module  562  can include: (a) a single winner and one or more losers; (b) a first place winner, a second place winner, a third place winner and losers; (c) a benefit or other outcome; or (d) any combination of the foregoing. In the example shown in  FIG.  38   , the bonus entertainment module  562  includes a race between a donut symbol  564  and a pizza symbol  566 . In response to periodic bonus triggering events before, during or after the entertainment matter  530 , the facility announcer makes an oral statement, drawing the attention of the users  542  to the bonus entertainment module  562 . Thereafter, the race begins. During the race, the donut and pizza symbols  564 ,  566  move along, and relative to, the racetrack  568 , racing against each other. In the example shown, the donut and pizza symbols  564 ,  566  begin at the line  570  and travel counterclockwise along the racetrack  568 . During the race, the race leader periodically changes between the donut and pizza symbols  564 ,  566 . Eventually, one of the symbols  564 ,  566  passes the line  570  before the other one of the symbols  564 ,  566 . In the example described below, the donut symbol  564  won the race against the pizza symbol  566 . It should be appreciated that the bonus entertainment module  562  can involve any suitable quantity of competing symbols. For example, pizza, donut, hotdog, brat and other symbols can all compete against each other in the same race. 
     In an alternative embodiment illustrated in  FIG.  39   , it is not necessary for the jumbotron  538  to display the bonus entertainment module  562 . Instead, the gaming system  510  is configured to cause the mobile devices  520  to display the bonus entertainment module  562 , including the bonus entertainment output produced by the bonus entertainment module  562 . In the example shown, the mobile processor  528  receives signals from the primary processor  526 . Based on such signals, the mobile processor  528  causes the mobile display device  572  to display the bonus entertainment module  562  in response to bonus triggering events at various points in time before, during or after the entertainment matter  530 . 
     The bonus triggering events can be: (a) unpredicted (such as timeouts or the occasional achievements of certain team statistics, such as a touchdown or slam dunk); (b) predetermined or designated based on the data  524 ; or (c) randomly or pseudo-randomly generated by the primary processor  526 . For example, for a basketball game having forty-eight minutes of playtime, the data  524  may specify eight bonus triggering events for the basketball game, including one bonus triggering event occurring each six minutes of the playtime to improve user interest and entertainment. 
     In another embodiment, at least some of the bonus triggering events depend on one or more of the status updates  553 , the status information  552  or the status  555 . For example, the gaming system  510  can cause the mobile processor  528  to cause the mobile display device  572  to display the bonus entertainment module  562  in response to receiving a status update  553  that corresponds to each touchdown in a football game, each sack in a football game, a football player rushing over a designated quantity of yards, each goal in a soccer game, each knockout in a boxing match, each dunk in a basketball game, each ace in a tennis match, a player achieving a designated quantity of points, and other entertainment events. 
     In an embodiment, the gaming system  510  enables the user to provide one or more inputs to interact with or affect the bonus entertainment module  562 . For example, the gaming system  510  can enable the user  542  to select one of the competing entities of the bonus entertainment module  562  before the bonus entertainment module  562  begins. In another example, the gaming system  510  can enable the user  542  to play a selection game within the bonus entertainment module  562  that enables the user  542  to select, for example, one of a plurality of shell symbols. In this example, each of the shells is associated with a fuel type, such as regular fuel (associated with low speed), premium fuel (associated with medium speed) and super fuel (associated with high speed). Upon selection of a shell, the bonus entertainment module  562  reveals one of the fuel types. The speed of the selected competing entity is affected by the revealed fuel. For example, if the user selects the donut symbol  564  and the shell that reveals a super fuel type, the gaming system  510  will cause the donut symbol  564  to travel at a relatively high speed during the race. 
     In an embodiment, the gaming system  510  causes the bonus entertainment module  562  to be activated and displayed to the users  542  at designated, random or pseudo-random times, or at times based on the receipt of status updates  553  that correspond to designated entertainment events. This helps to maintain the users&#39; interest and entertainment related to the entertainment matter  530 . 
     With continued reference to  FIGS.  39 - 40   , the gaming system  510  is configured to cause the mobile devices  520  to display a base grid module  574 . In an embodiment, the base grid module  574  includes a grid  576  having a play area  578 . The play area  578  has a plurality of grid columns  580  intersected by a plurality of grid rows  582 . Each of the grid columns  580  intersects with one of the grid rows  582  at a location within one of the grid spaces  584 . Also, in the example shown, the base grid module  574  includes an entertainment phase indicator  586 , the home team identifier  588 , the home team score field  590 , the guest team identifier  592 , and the guest team score field  594 . 
     In operation of one example, the mobile processor  528  receives an activation signal. In one embodiment, the activation signal is based on a start input provided by the user  542 . For example, the start input can be the result of the user  542  tapping a mobile application icon on the mobile display device  572  ( FIG.  38   ), or the start input can be the result of the user&#39;s vocal command that is recognized by the mobile processor  528 . As a requirement for completing such start input, the gaming system  510  can require the user  542  to electronically make a payment (e.g., $2.00) using an e-wallet, e-purse or other electronic, financial account of the user  42  that is operatively coupled to the gaming system  510 . Alternatively, the gaming system  510  can enable the user  542  to provide such start input without making a payment or wager. 
     In an embodiment, the required payment includes a bet or wager placed by the user  542 . In such embodiment, the base benefit  648  or bonus benefit  641  (described below) includes a payout based on such wager. The gaming system  510  includes a payout table having predetermined probabilities that affect the likelihood of occurrence (and magnitude) of the base benefits  648  and bonus benefits  641 . 
     In another embodiment, the activation signal is based on a start input provided by a data source coupled to the Internet  527 , such as one of the status sources  561 . For example, a status source  561  can automatically transmit a start input to the mobile processors  528  ten minutes before the beginning of the entertainment period for an entertainment matter  530 . In such embodiment, the mobile devices  520  will receive the start input regardless of where the mobile devices  520  are located. 
     In yet another embodiment, the facility  532  includes or is otherwise associated with a geo-fence. The geo-fence is a set of computer-readable instructions that are part of the gaming system  510 . The geo-fence instructions include or are coupled to global positioning system (GPS) data or radio frequency identification (RFID) data to define the geographical boundary of the facility  532 . The server  514  automatically sends an activation signal to the mobile processor  528  in response to a user  542  entering such geographical boundary of the facility  532 . 
     In an embodiment, as a result of the activation signal, the server  514  and mobile device  520  initiate a gaming session for the user  542 . At the beginning of the gaming session, the mobile processor  528  activates and causes the display of the bonus entertainment module  562  and the base grid module  574 , as shown in  FIG.  39   . In another embodiment, as a result of the activation signal, the mobile processor  528  activates and causes the display of the base grid module  574  without initially activating or displaying the bonus entertainment module  562 . In such embodiment, the mobile processor  528  periodically activates and causes the display of the bonus entertainment module  562  in response to bonus triggering events. 
     After the base grid module  574  is activated and displayed, the gaming system  510  causes the mobile display device  572  to display a plurality of selectable, unique identification symbols  596 , as illustrated in  FIG.  41   , such as unique letters  598 , unique characters  600  or other images that have visual distinctions. The gaming system  510  enables the user  542  to select one of the identification symbols  596 . In the example shown in  FIGS.  41 - 42   , the user selected the identification symbol  601 . 
     During the gaming session, base triggering events can periodically occur. For example, a base triggering event can be the end of each quarter of a game, halftime, intermission, time-out or another designated event that occurs during or after the entertainment period of the entertainment matter  530 . In response to a base triggering event, the server  514  sends a base triggering signal to the mobile processor  528 . In the example shown in  FIG.  43   , the base triggering event is the the end of the first quarter of the basketball game. In response to the base triggering signal, the gaming system  510  displayed the base grid module  574  and enabled the user  542  to select one of grid spaces  584 . In this example, the user  542  selected grid space  602 , which caused the identification symbol  601  to be displayed in the selected grid space  602 . The gaming system  510  also caused the base grid module  574  to indicate a plurality of status updates  553 , including quarter one, the home team score (point value) of twenty-six, and the guest team score (point value) of seventeen. In this embodiment, as described below, the gaming system  510  applies the last digit of each score to the grid  576 , and the gaming system  510  causes such last digits to be graphically distinguished or highlighted. 
     Also, the gaming system  510  causes the mobile display device  572  to display a base row  604  outside of the play area  578  and a base column  606  outside of the play area  578 . It should be appreciated that the base column  606  can be displayed to the left or right of the play area  578 . Likewise, it should be appreciated that the base row  604  can be displayed above or below the play area  578 . 
     Based on the gaming system  510 , the server  514  generates a plurality of base column symbols  608  and a plurality of base row symbols  610 . In this example, the base column symbols  608  are numerals zero through nine that are randomly or pseudo-randomly located within the base column  606 . Also, in this example, the base row symbols  610  are numerals zero through nine that are randomly or pseudo-randomly located within the base row  604 . 
     In accordance with the gaming system  510 , the mobile display device  572  performs the following: (a) displays the base column symbols  608  in the base column  606  so that each one of the base column symbols  608  is aligned with one of the grid rows  582 ; (b) displays the base row symbols  610  in the base row  604  so that each one of the base row symbols  610  is aligned with one of the grid columns  580 ; and (c) indicates grid space  602 , wherein the indication of the grid space  602  depends on whether there is a base relationship between the status  555  of the entertainment matter  530  (based on one or more status updates  553 ), one of the base column symbols  608 , and one of the base row symbols  610 . In this example, the base relationship requires a matching or mapping of: (a) the last digit of the home team score or point value (six) to the base row symbol  614  that is numeral six; and (b) the last digit of the guest team score or point value (seven) to the base column symbol  616  that is numeral seven. Vertical line  618  extends through the base row symbol  614 , and horizontal line  620  extends through the base column symbol  616 . Lines  618 ,  620  intersect at a grid space  622 . Since grid space  622  is not the user&#39;s selected grid space  602 , the user  542  did not win, so the gaming system  510  will not provide the user  542  with a base benefit  648 . Instead, any user  542  who selected grid space  622  during the selection process would receive the base benefit  648 . 
     As the entertainment period for the entertainment matter  530  continues, the mobile processor  528  periodically receives a bonus triggering signal from the server  514  based on the occurrence of a bonus triggering event. In an embodiment, the bonus triggering event is independent of the base triggering event. For example, a base triggering event can be the conclusion of a first half of a basketball game. Independent of such base triggering event, a bonus triggering event can be the conclusion of the first quarter of the basketball game, a timeout during the basketball game (such as an official&#39;s timeout for replay evaluation), or each slam dunk by the home team. 
     Referring to  FIG.  44   , in an embodiment, the bonus triggering signal is associated with a bonus win characteristic. As described above, the bonus triggering signal (and the related bonus win characteristic) depend on the outcome of the bonus entertainment module  562 . For example, if the donut symbol  564  wins the race, the bonus win characteristic based on such win includes the visual appearance of the donut symbol  564 , which is different from the visual appearance of the pizza symbol  566 . For example, the donut symbol  564  has a different shape than the pizza symbol  566 . Also, the donut symbol  564  can have a different color than the pizza symbol  566 . Depending on the embodiment, the bonus win characteristic can include an audio or visual characteristic, including, but not limited to, a sound, voice, color, shape or size. 
     In response to a bonus triggering signal, the mobile processor  528  causes the mobile display device  572  to display the bonus grid module  624  in the interface  523  (FIG.  39 ). The bonus grid module  624  can replace the base grid module  574  or be displayed adjacent to the base grid module  574 . As shown in  FIG.  44   , in this embodiment, the bonus grid module  624  is the same as the base grid module  574  except the base row  604  is replaced with the bonus row  626 , and the base column  606  is replaced with the bonus column  628 . As shown, the bonus row  626  is located outside of the play area  578 , and the bonus column  628  is located outside of the play area  578 . Also, the bonus grid module  624  has a bonus winning competitor indicator  630 , which, in this example, indicates that the donut symbol  564  won the race against the pizza symbol  566  in the bonus entertainment module  562  ( FIGS.  38 - 39   ). 
     Also, as shown in  FIG.  44   , the server  514  generates a plurality of bonus column symbols  632  and a plurality of bonus row symbols  634 . In this example, the bonus column symbols  632  are the donut and pizza symbols  564 ,  566  that are randomly or pseudo-randomly located within the bonus column  628 . Also, in this example, the bonus row symbols  634  are the donut and pizza symbols  564 ,  566  that are randomly or pseudo-randomly located within the bonus row  626 . If the bonus entertainment module  562  (e.g., one that involves a race) were to include more than two competing symbols, such as competing pizza, donut, hotdog and brat symbols, the bonus column symbols  632  and bonus row symbols  634  would include all of such pizza, donut, hotdog and brat symbols. 
     In accordance with the gaming system  510 , the mobile display device  572  performs the following: (a) displays the bonus column symbols  632  in the bonus column  628  so that each one of the bonus column symbols  632  is aligned with one of the grid rows  582 ; (b) displays the bonus row symbols  634  in the bonus row  626  so that each one of the bonus row symbols  634  is aligned with one of the grid columns  580 ; and (c) indicates winning grid spaces  636 , wherein the indication of the winning grid spaces  636  depends on whether at least one of the bonus column symbols  632  and at least one of the bonus row symbols  634  share the bonus win characteristic. In this example, the bonus win characteristic is the donut symbol  564 . When a vertical line  638  extending through a donut symbol  564  intersects with a horizontal line  640  that extends through a donut symbol  564 , the selected grid space  602  at the intersection is one of the winning grid spaces  636 . In the example shown, there are twenty winning grid spaces  636 . 
     As shown in  FIG.  44   , any user  542  who selected one of the winning grid spaces  636  before the bonus triggering event will be a winner of a bonus benefit  641 . In the example shown, one of the users  542  selected the grid space  602 , as described above, which turned-out to be a winning grid space  636 . Such user will receive a bonus benefit  641 , as described below. All of the other users  542  that selected what turned-out to be a winning grid space  636  will also receive a bonus benefit  641 . 
     As the gaming session continues during this entertainment period, the basketball game eventually reaches the end of the third quarter, as illustrated in  FIG.  45   . At the end of the third quarter of the basketball game, the gaming system  510  enables the user  542  to select one of the grid spaces  584 . In this example, the user  542  selected a grid space  642 , which caused the identification symbol  601  ( FIG.  41   ) to be displayed in the selected grid space  642 . After such selection, the gaming system  510  causes the base grid module  574  to indicate a status  555  that resulted from a plurality of status updates  553 . The status  555  includes quarter three, the home team score (point value) of seventy-one, and the guest team score (point value) of sixty-five. In this embodiment, as described above, the gaming system  510  applies the last digit of each score to the grid  576 , and the gaming system  510  causes such last digits to be graphically distinguished or highlighted. Also, the gaming system  510  causes the mobile display device  572  to display a base row  604  outside of the play area  578  and a base column  606  outside of the play area  578 . 
     Based on the gaming system  510 , the server  514  generates a plurality of base column symbols  608  and a plurality of base row symbols  610 . In this example, the base column symbols  608  are numerals zero through nine that are randomly or pseudo-randomly located within the base column  606 . Also, in this example, the base row symbols  610  are numerals zero through nine that are randomly or pseudo-randomly located within the base row  604 . 
     In accordance with the gaming system  510 , the mobile display device  572  performs the following: (a) displays the base column symbols  608  in the base column  606  so that each one of the base column symbols  608  is aligned with one of the grid rows  582 ; (b) displays the base row symbols  610  in the base row  604  so that each one of the base row symbols  610  is aligned with one of the grid columns  580 ; and (c) indicates grid space  642 , wherein the indication of the grid space  642  depends on whether there is a base relationship between the status  555  based on one or more status updates  553  (or the status  555 ), one of the base column symbols  608 , and one of the base row symbols  610 . In this example, the base relationship requires a matching or mapping of (a) the last digit of the home team score (one) to the base row symbol  614  that is numeral one; and (b) the last digit of the guest team score (five) to the base column symbol  616  that is numeral five. Vertical line  644  extends through such base row symbol  614 , and horizontal line  646  extends through such base column symbol  616 . Lines  644 ,  646  intersect at a grid space  642 . Since grid space  642  is the same as the user&#39;s previously selected grid space  642 , the user  542  is a winner, so the gaming system  510  will provide the user  542  with a base benefit  648 . 
     In another embodiment illustrated in  FIGS.  46 - 47   , when or after the gaming session begins, the gaming system  510  causes the mobile display device  572  to display a base-bonus grid module  650 . The base-bonus grid module  650  is the same as the base grid module  574  with the addition of the bonus row  626  and the bonus column  628 . As shown, the bonus row  626  is located outside of the play area  578 , and the bonus column  628  is located outside of the play area  578 . In the embodiment shown, the bonus row  626  is further from the play area  578  than the base row  604 , and the bonus column  628  is further from the play area  578  than the base column  606 . In another embodiment (not shown in  FIG.  46   ), the bonus row  626  is closer to the play area  578  than the base row  604 , and the bonus column  628  is closer to the play area  578  than the base column  606 . Put another way, depending on the embodiment, the bonus row  626  and bonus column  606  can be at the outer perimeter, or the base row  604  and the base column  606  can be at the outer perimeter. 
     When or after a base triggering event occurs, the gaming system  510  enables the user  542  to select one of the grid spaces  584  within the play area  578 . In the example shown in  FIGS.  46 - 47   , the user  542  selected the grid space  649  at the end of the half of the game or halftime. As shown, the home team score is fifty, and the guest team score is forty-six at halftime. During the halftime, the gaming system  510  caused numerals to be randomly located within the base row  604  and base column  606 , as described above. Also, according to the matching or mapping process described above with respect to  FIG.  43   , the gaming system  510  determines whether the selected grid space  649  is a base winning selection. In this example, the grid space  649  is a base winning selection. This is because the grid space  649  is at the intersection of the vertical line  652  extending through the numeral one and the horizontal line  654  extending through the numeral six. Consequently, the gaming system  10  provides such user  542  with a base benefit  648 . 
     Continuing with this example shown in  FIG.  47   , a bonus triggering event periodically occurs during the same gaming session. Thereafter, the bonus entertainment module  562  is activated on the jumbotron  538 , on the mobile display device  572  or on both of such display mediums. Following the performance of the bonus entertainment module  562 , the server  514  sends a bonus triggering signal to the mobile processor  528 . The bonus triggering signal corresponds to a bonus win characteristic, such as a particular type of symbol, or a particular shape, color or sound of a person, place or thing. In the example shown, the bonus win characteristic is the visual appearance of the donut symbol  564 , the winner of the race against the pizza symbol  566 . Based on the bonus triggering signal, the gaming system  510  causes the random or pseudo-random placement of donut and pizza symbols  564 ,  566  within the bonus row  626  and bonus column  628 . A horizontal line  654  extends through each donut symbol  564  in the bonus column  628 , and a vertical line  652  extends through each pizza symbol  566 . If any such horizontal and vertical lines  654 ,  652 , respectively, intersect at one of the grid spaces  584 , such grid space  584  is a bonus winning grid space. In the example shown, there are thirty bonus winning grid spaces  656 , including the grid space  649  selected by the user  542  associated with the identification symbol  601 . Accordingly, the gaming system  510  provides such user with a bonus benefit  641 . Also, the gaming system  510  provides bonus benefits  641  to the other users  542  Who selected the bonus winning grid spaces  656  during the selection process. 
     The gaming system  510  provides a plurality of technical advantages and improvements over the conventional methods that attempt to increase interest, provide entertainment or raise funds. The base grid module  574 , executable on mobile devices  520 , improves the data processing efficiency and ease of use for playing the grid-based game during an entertainment period. The bonus grid module  624  coupled to the base grid module  574  (or, alternatively, the base-bonus grid module  650 ) improves and enhances the intrigue, interest, entertainment and engagement of the users  542  before, throughout and alter the entertainment period of the entertainment matter  530 . 
     In an embodiment, the gaming system  510  enables the users  542  to freely download copies of the downloadable instructions  518  without having to make a payment. Each gaming session serves one hundred users  542 . Accordingly, each of the one hundred users  542  can select one of the one hundred grid spaces  584  for each play of the base grid module  574  and bonus grid module  624 . In an embodiment, the server  514  simultaneously operates a plurality of gaming sessions for a single entertainment matter  530 . The quantity of gaming sessions depends on the quantity of users  542  who join the one or more gaming sessions. For example, if ten thousand users  542  join, the server  514  will simultaneously operate one hundred gaming sessions for the ten thousand users  542 . 
     It should be appreciated that the gaming system  510  can cause display of any quantity of grid spaces  584 , not necessarily one hundred. Also, the intersection lines shown in the figures are not necessarily displayed to the users  542 . In an embodiment, the gaming system  510  causes the display of a three dimensional grid, such as a graphical cube. Each side of the cube displays one of the grid modules  624 ,  574 ,  650  or  712  (described below). 
     In an embodiment, the gaming system  510  enables each user  542  to select a favored competing entity, such as the home team or guest team. The gaming system  510  applies the color of the selected competing entity to the identification symbol  601  selected by the user  542 , for example, by coloring the identification symbol  601  red if the user selects the Chicago Bulls™. This improves the competitive entertainment by filling the play area  578  with identification symbols that vary with the favored competing entity or team. 
     In an embodiment, the user  542  is required to make a payment (e.g., $1.00) to initiate a gaming session involving the base grid module  574 . In another embodiment, the user  542  is required to make a different payment (e.g., $3.00) to initiate a gaming session involving the base grid module  574  and the bonus grid module  624 . In either scenario, as described above, the user  542  has the opportunity to receive base benefits  648  and bonus benefits  641 . In an embodiment, base benefits  648  and bonus benefits  641  can include an award, a payout, a credit of monetary value, a credit of barter value, a service of value, or a product of value. Depending on the embodiment, the base benefits  648  can include: (a) discounts, coupons or rebates for the purchase of food, beverages, products or services that are available at the facility  532 ; and (b) giveaways or freebies of food, beverages, products or services that are available and offered for sale at the facility  532 . Also, depending on the embodiment, the bonus benefits  641  can include discounts, coupons, monetary credits, virtual coins, or loyalty card or membership card points or credits issued by manufacturers or service providers, including, but not limited to, restaurants, fast food companies, manufacturers of food, beverages, sports products, clothes or vehicles, or providers of financial services or other professional services. In accordance with the gaming system  510 , the server  514  and mobile processors  528  cooperate to: (a) add the applicable benefits  648 ,  641  to financial account of the user, such as an e-wallet, e-purse or a provider-issued account; and (b) display a confirmation message, special code or other indication (audio or visual) of the user&#39;s accrual of such benefits  648 ,  641 . 
     In an embodiment, the competing symbols in the bonus entertainment module  562  resemble or represent products, services or logos of entities that provide base benefits  648  or bonus benefits  641 . For example, the bonus entertainment module  562  can display a brand X hamburger competing against a brand Y taco, a brand X coffee competing against a brand Y sports drink, or a facility hotdog competing against a facility pretzel. 
     In an embodiment, a facility, implementor or other entity can subscribe to an instance of the gaming system  510 . The subscriber can donate part of the revenue received from the users  542  to a worthy cause, such as an athletic booster club or non-profit organization. This provides an improved and more efficient fund-raising process in contrast to the conventional raffle ticket method. 
     In another embodiment illustrated in  FIG.  48   , the base grid module  658  displays a base row  660 , base column  662  and play area  664 . In the example shown, one hundred users  542  have selected one hundred grid spaces  666 , which are occupied by unique identification symbols  668 . Based on the mapping process described above, the gaming system  510  indicates the base winning grid space  670 , as shown in  FIG.  49   . 
     In an embodiment, the grid space  666  that is located at the intersection of the winning lines, as described above, is considered the primary winning grid space. In this embodiment, referring to  FIG.  50   , the gaming system  510  includes a plurality of expansive winning conditions  672 , including: (a) an edge winning condition  673 , wherein all grid spaces  666  that share an edge with the primary winning grid space  674  are secondary winning grid spaces  676 ; (b) a corner winning condition  678 , wherein all grid spaces  666  that share a corner with the primary winning grid space  674  are secondary winning grid spaces  680 ; (c) a reverse winning condition  682 , wherein the grid space  666  that is the reverse of the winning outcome is a secondary winning grid space  684  (e.g., the digit seven of the blue team is applied to the base row  660  of the red team, and the digit eight of the red team is applied to the base column  662  of the blue team); and (d) a flip winning condition  682 , wherein the server  514  randomly or pseudo-randomly selects one or more of the grid spaces  666  (such as grid spaces  685 ) and then temporarily masks and then unmasks the grid spaces  685  to reveal a base benefit  648 . Such grid spaces  685  are secondary winning grid spaces. 
     The users  542  who select grid spaces  666  that turn out to be base winning grid spaces, primary winning grid spaces or secondary winning grid spaces, will receive base benefits  641 , as described above. In one embodiment, primary winning grid spaces are associated with base benefits  641  that have a greater value than the base benefits  641  associated with the secondary winning grid spaces. 
     In the embodiment illustrated in  FIG.  51   , in response to a bonus triggering event, the gaming system  510  causes the mobile display device  572  to add a bonus row  684  and a bonus column  686  to the base grid module  658 , resulting in a base-bonus grid module  687 . In the example shown in  FIG.  52   , the coffee symbol  688  won a competition against a donut symbol  690  in a bonus entertainment module  562 . Accordingly, and in response to a bonus triggering event, the gaming system  510  randomly or pseudo-randomly places the coffee and donut symbols  688 ,  690  in the bonus row  684  and bonus column  686 . A vertical line extends through each coffee symbol  688  in the bonus row  684 , and a horizontal line extends through each coffee symbol  688  in the bonus column  686 . The grid spaces  666  at the intersections of such lines are bonus winning grid spaces  692 . The users  542  who selected grid spaces  666  that turned-out to be bonus winning grid spaces  692  will receive bonus benefits  641 , as described above. 
     In another embodiment shown in  FIGS.  53 - 54   , the gaming system  510  is configured to generate an entertainment module  710 . The entertainment module  710  is the same as the bonus entertainment module  562  ( FIGS.  38 - 39   ) except that the entertainment module  710  is not coupled to the base grid module  574 . The entertainment module  710  is operable to display an entertainment output resulting in a winning competing symbol and, depending on the embodiment, second place, third place and other place winners. Before or after the entertainment output ends, the server  514  sends a start signal to the mobile processors  528 . In response, each mobile processor  528  causes the associated mobile display device  572  to display a grid module  712  of the interface  711  generated by the gaming system  510 . In an embodiment, the grid module  712  is the same as the bonus grid module  624  ( FIG.  44   ) except that the grid module  712  is operable to generate benefits  714  instead of bonus benefits  641 . Depending on the embodiment, a benefit  714  can be the same as any of the bonus benefits  641 . 
     In operation of an example, a user  542  attends an entertainment matter  530  and takes a seat in a facility  532 . From time to time, an entertainment triggering event occurs, which can be the same as any of the bonus triggering events described above. As the result of an entertainment triggering event, the user  542  notices that the jumbotron  538  will soon be activating and performing the entertainment module  710 . For a chance to win a benefit  714  without having to make a payment or wager, the user  541  decides to start a gaming session, opting not to participate in the base grid module  574 , which requires a payment. The gaming system  510  pops-up and displays the grid module  712  to the user  542  who initiated the gaming session. In an embodiment, the gaming system  510  also pops-up and displays the grid module  712  to other users who have not yet initiated a gaming session. As described above with respect to  FIGS.  41 - 42   , the gaming system  510  enables the user  542  to select one of the grid spaces  584  while enabling other users to see the grid spaces  584  being dynamically filled with identification symbols  596 . 
     In the example shown, the user  542  selected the grid space  602 . Next, the entertainment module  710  outputs or displays an entertainment output. In this example, the entertainment output indicates that the donut symbol  564  won a race against the pizza symbol  566 . Then, the server  514  sends a start signal to the mobile device  520 , causing the mobile device  520  to display a plurality of bonus column symbols  632  and a plurality of bonus row symbols  634 . In this example, the bonus column symbols  632  are the donut and pizza symbols  564 ,  566  that are randomly or pseudo-randomly located within the bonus column  628 . Also, in this example, the bonus row symbols  634  are the donut and pizza symbols  564 ,  566  that are randomly or pseudo-randomly located within the bonus row  626 . Each user who selected one of the grid spaces  636  before the race began will receive a benefit  714 , as described above. 
     In the embodiment shown in  FIG.  55   , the gaming system  510  enables a single user  542  or multiple users  542  to select a single grid space  716  that is divisible into a plurality of grid sub-spaces  718 . The grid space  716  is designated for use by a group of users  542 . In the example shown, the user represented by identification symbol  720  was the first to select the grid space  716 . Such user invited the other users to join the grid space  716 . The users represented by identification symbols  722 ,  724  subsequently joined such grid space  716 . The grid sub-space  726  was not joined by any users, so it remained unfilled. If the grid space  716  turns out to be a winning grid space, all of the users represented by identification symbols  720 ,  722  and  724  will be winners and will receive benefits  714  ( FIG.  54   ). 
     The gaming system  510  specifies functionality in a plurality of steps corresponding to one or more methods, routines, subroutines or algorithms. In the language provided herein, some of these steps have been set forth in an order or sequence. Unless such language explicitly requires a particular order or sequence for any such steps (for example, by using the word, “before,” “after,” “thereafter” or the like) such steps can be performed in any order or sequence and are not limited to any particular order or sequence. 
     In an embodiment, as described above, the gaming system  510  is stored within the primary data storage devices  516  of the server  514 , and the downloadable instructions  518  of the gaming system  510  are also stored in the mobile data storage devices  522  of each mobile device  520 . One or more processors (e.g., processors  526 ,  528 ) can execute the gaming system  510  over any suitable type of network, or such one or more processors can access the data storage devices  516 ,  522  directly if the data storage devices  516 ,  522  and such processors are parts of a single server unit. In addition, user devices (e.g., mobile devices  520 ) can access the the data storage devices  516 ,  522  over any suitable type of network. Depending on the embodiment, such network can include one or more of the following: a wired network, a wireless network, an LAN, an extranet, an intranet, a WAN (including, but not limited to, the Internet  527 ), a virtual private network (“VPN”), an interconnected data path across which multiple devices may communicate, a peer-to-peer network, a telephone network, portions of a telecommunications network for sending data through a variety of different communication protocols, a Bluetooth® communication network, a radio frequency (“RF”) data communication network, an infrared (“IR”) data communication network, a satellite communication network or a cellular communication network for sending and receiving data through short messaging service (“SMS”), multimedia messaging service (“MMS”), hypertext transfer protocol (“HTTP”), direct data connection, Wireless Application Protocol (“WAP”), email or any other suitable message transfer service or format. 
     In an embodiment, such one or more processors (e.g., processors  526 ,  528 ) can include a data processor or a central processing unit (“CPU”). Each such one or more data storage devices  516 ,  522  can include, but is not limited to, a hard drive with a spinning magnetic disk, a Solid-State Drive (“SSD”), a floppy disk, an optical disk (including, but not limited to, a CD or DVD), a Random Access Memory (“RAM”) device, a Read-Only Memory (“ROM”) device (including, but not limited to, programmable read-only memory (“PROM”), electrically erasable programmable read-only memory (“EPROM”), electrically erasable programmable read-only memory (“EEPROM”), a magnetic card, an optical card, a flash memory device (including, but not limited to, a USB key with non-volatile memory, any type of media suitable for storing electronic instructions or any other suitable type of computer-readable storage medium. In an embodiment, an assembly includes a combination of: (a) one or more of the data storage devices  516 ,  522  that store part or all of the gaming system  510 ; and (b) one or more of the foregoing processors (e.g., processors  526 ,  526 ). 
     Referring to  FIG.  35   , the users of the gaming system  510  and the implementors of (or subscribers to) the gaming system  510  can use or operate any suitable input/output (I/O) device to transmit inputs to processors  526 ,  528  and to receive outputs from processors  526 ,  528 , including, but not limited to, any of the mobile devices  520 , a personal computer (PC) (including, but not limited to, a desktop PC, a laptop or a tablet), smart television, Internet-enabled TV, person digital assistant, smartphone, tablet, cellular phone, mobile communication device or other network access device. In one embodiment, such I/O device has at least one input device (including, but not limited to, a touchscreen, a keyboard, a microphone, a sound sensor or a speech recognition device) and at least one output device (including, but not limited to, a speaker, a display screen, a monitor or an LCD). 
     In an embodiment, the gaming system  510  includes computer-readable instructions, algorithms and logic that are implemented with any suitable programming or scripting language, including, but not limited to C, C++, Java, COBOL, assembler, PERL, Visual Basic, SQL Stored Procedures or Extensible Markup Language (XML). The gaming system  510  can be implemented with any suitable combination of data structures, objects, processes, routines or other programming elements. 
     In an embodiment, the interfaces generated according to the gaming system  510  (e.g., interfaces  523 ,  711 ) can include graphical user interfaces (GUIs) structured based on any suitable programming language. Each GUI can include, in an embodiment, multiple windows, pull-down menus, buttons, scroll bars, iconic images, wizards, the mouse symbol or pointer, and other suitable graphical elements. In an embodiment, the GUIs incorporate multimedia, including, but not limited to, sound, voice, motion video and virtual reality interfaces to generate outputs in accordance with the gaming system  510 . 
     In an embodiment, the memory devices and data storage devices described above can be non-transitory mediums that store or participate in providing instructions to a processor for execution. Such non-transitory mediums can take different forms, including, but not limited to, non-volatile media and volatile media. Non-volatile media can include, for example, optical or magnetic disks, flash drives, and any of the storage devices in any computer. Volatile media can include dynamic memory, such as main memory of a computer. Forms of non-transitory computer-readable media therefore include, for example, a floppy disk, flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, and EPROM, a FLASH-EPROM, any other memory chip or cartridge, or any other medium from which a computer can read programming code and/or data. Many of these forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to a processor for execution. In contrast with non-transitory mediums, transitory physical transmission media can include coaxial cables, copper wire and fiber optics, including the wires that comprise a bus within a computer system, a carrier wave transporting data or instructions, and cables or links transporting such a carrier wave. Carrier-wave transmission media can take the form of electric or electromagnetic signals, or acoustic or light waves such as those generated during RF and IR data communications. 
     It should be appreciated that at least some of the subject matter disclosed herein includes or involves a plurality of steps or procedures. In an embodiment, as described, some of the steps or procedures occur automatically or autonomously as controlled by a processor or electrical controller without relying upon a human control input, and some of the steps or procedures can occur manually under the control of a human. In another embodiment, all of the steps or procedures occur automatically or autonomously as controlled by a processor or electrical controller without relying upon a human control input. In yet another embodiment, some of the steps or procedures occur semi-automatically as partially controlled by a processor or electrical controller and as partially controlled by a human. 
     It should also be appreciated that aspects of the disclosed subject matter may be embodied as a method, device, assembly, computer program product or system. Accordingly, aspects of the disclosed subject matter may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.), or an embodiment combining software and hardware aspects that may all, depending upon the embodiment, generally be referred to herein as a “service,” “circuit,” “circuitry,” “assembly” or “device.” Furthermore, aspects of the disclosed subject matter may take the form of a computer program product embodied in one or more computer readable mediums having computer readable program code embodied thereon. 
     It should be understood that, in an embodiment, each such step and function of the gaming system  510  can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create results and output for implementing the functions described herein. 
     These computer program instructions may also be stored in a computer readable medium that can direct a computer, other programmable data processing apparatus, or other devices to function in a particular manner, such that the instructions stored in the computer readable medium produce an article of manufacture including instructions which implement the functions described herein. 
     The computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other devices to cause a series of operational steps to be performed on the computer, other programmable apparatus or other devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions described herein. 
     Additional embodiments include any one of the embodiments described above (including, but not limited to, any of the gild modules  624 ,  574 ,  650  or  712  and any of the entertainment modules  562 ,  710 ), where one or more of its components, functionalities or structures is interchanged with, replaced by or augmented by one or more of the components, functionalities or structures of a different embodiment described above. 
     Part IV 
     Referring to  FIGS.  35 - 36 ,  39 - 40    and  FIG.  56   , one of the above-described embodiments of gaming system  510  includes one or more data storage devices, such as the data storage devices of the server  514  shown in  FIG.  35    or the mobile device  520  shown in  FIG.  36   . The one or more data storage devices include a plurality of instructions that are executable by a processor, such as processor  516 ,  526  or  528  shown in  FIG.  36   . Such instructions are configured to be executed by one or more of such processors  516 ,  526 ,  528  to perform a plurality of steps. 
     In an embodiment, as illustrated in  FIGS.  39 - 40  and  56   , these steps include the following: (a) receiving an input from a player to start a game  612 ; and (b) causing the display device  572  of an output device to display the play area  578 , wherein the play area  578  has a plurality of grid columns  580  intersected by a plurality of grid rows  582 , and each the grid columns  580  intersects with one of the grid rows  582  at a location within one of the grid spaces  584 ; (c) receiving a selection of one of the grid spaces  584 ; (d) causing the display device  572  to: (i) display a plurality of column symbols  608  in a column  606  located outside of the play area  578 , wherein each one of the column symbols  608  is aligned with one of the grid rows  582 ; and (ii) display a plurality of row symbols  610  in a row  604  located outside of the play area  578 , wherein each one of the row symbols  610  is aligned with one of the grid columns  580 ; (e) determining at least one of the grid spaces  584 , wherein the determination  617  of the grid space  584  depends on whether there is a relationship among a plurality of factors  613 , wherein the factors  613  include at least: (i) data  619  related to a matter or event  616  occurring outside of the game  612 ; (ii) at least one of the column symbols  608 ; and (iii) at least one of the row symbols  610 ; and (f) causing the output device (including, but not limited to, a visual, audio, audiovisual or vibratory output device) to indicate an outcome as a result of the selected grid space  584  (such as  602  show in  FIG.  43   ) being the same as the grid space  584  (such as  636  shown in  FIG.  44   ), which is determined based on the relationship. It should be understood that it is not necessary or required that the foregoing steps be performed in the particular sequence described above. 
     In an embodiment, the event  616  includes an entertainment matter or event  530 , as described above, including, but limited to, a sport event  618 . In another words, entertainment event  530  and entertainment matter  530  are used interchangeably to indicate the same concept. In another embodiment, the event  616  includes: (a) a live-streamed or recorded social media event, including, but not limited to, a concert, dancing contest, singing event, movie, sitcom, skit, drama, or other performance; (b) a live or recorded webinar, course, teaching event, trade show or convention; (c) a televised program, web television program, motion picture or theatrical event; (d) an advertisement, survey or questionnaire distributed via mobile app or online; or (e) any combination of the foregoing. 
     The event data  619  can include information related to a variable a status of the event  616 . Likewise, the event data  619  can include, or be based on, variable data associated with the event  616 . For example, the event data  619  can include a variable score of a sports game, a variable quantity of social likes for a social media event, or a variable quantity of social dislikes for a social media event. 
     Referring to  FIG.  57   , in an embodiment, the gaming systems  12 ,  510 ,  101 ,  212 ,  248 ,  254 ,  400 ,  422 ,  434 ,  510  described above are each playable without the player having to make a wager or otherwise place a bet. This type of play can include free-to-play gaming or social gaming. For example, a player can start a non-wager game  620  by providing one or more non-wager inputs  622 . Non-wager inputs  622  exclude the requirement of a payment from the player for purposes of a wager or bet. A non-wager input  622  can include and require nothing more than tapping a touch screen, activating a button, or making a sound or voice command. Depending on the embodiment, non-wager inputs  622  can include one or more of the following types of inputs: (a) tapping, clicking or agreeing to play a free version of the non-wager game  620 , including, but not limited to, a trial version or trial period offering; (b) downloading a mobile app that includes or offers the non-wager game  620 ; (c) logging-in to a website or web portal that includes or offers the non-wager game  620 ; (d) completing the steps of registering to play the non-wager game  620 ; (e) completing a survey; (f) agreeing to see an advertisement or interacting with an advertisement; (g) downloading designated mobile apps that may or may not be related to the non-wager game  620 ; (h) posting, sharing or distributing outcomes of the non-wager game  620  (including, but not limited to, graphics, screenshots and information describing the player&#39;s winning outcomes) to social media platforms, including, but not limited to, Facebook™, Instagram™ and Twitter™; (i) sending or transmitting to a friend or other party, a recommendation to download, use or sign-up for the non-wager game  620 ; (j) making a payment for (or otherwise purchasing) real world goods or services, including, but not limited to, digital media, merchandise, clothing, t-shirts, caps and other products; or (k) any combination of the foregoing types of inputs. 
     A play of the non-wager game  620  is operable to cause or otherwise result in one or more non-wager outcomes  624 . Non-wager outcomes  624  exclude the distribution of any payout to the player based on any wager or bet amount paid by the player. Depending on the embodiment, non-wager outcomes  624  can include one or more of the following types of outcomes: (a) nothing more than an indicator of a win or a loss, including, but not limited to, a visual, audio, audiovisual or vibratory indicator; (b) an extension of a free trial period or free-to-play period for the non-wager game  620 ; (c) an accumulation of additional free game plays or play time for the non-wager game  620 ; (d) an accumulation of virtual coins, credits, digital game currency, usable for additional free game plays of the non-wager game  620  or for other games or entertainment; (e) discounts, coupons, loyalty card points and other offerings related to products or services offered by casinos, entertainment businesses, restaurants and other enterprises; (f) free, in-game features for the non-wager game  620 , such as enhanced gaming features; or (g) any combination of the foregoing types of outcomes. 
     It should be appreciated that certain games, such as game  626  have a non-wager mode  628  and a wager mode  630 . A player can start the game  626  by providing one or more inputs  629  resulting in one or more outcomes  631 . For example, a player can start the game  626  by providing one or more non-wager inputs  622 . In response, the non-wager mode  628  begins. This enables the player to play the game  626  without having to pay for any wagers or bets. During the non-wager mode  628 , the game  626  operates in the same way as the non-wager game  620  described above, including the production of non-wager mode outcomes  632 . In an embodiment, the non-wager mode outcomes  632  are the same as the non-wager outcomes  624  described above. 
     When a designated event or triggering event occurs, the game  626  switches to the wager mode  630 . For example, the triggering event could be the expiration of a trial period or a free period, or the triggering event could be the player having played a designated quantity of play sessions of the game  626 . During the wager mode  630 , the game  626  operates by requiring the player to provide one or more wager inputs  633 . The wager inputs  633  can include a payment or monetary contribution for a wager or bet. Based on the wager mode  630 , the game  626  is operable to produce wager mode outcomes  634 . Depending on the embodiment, the wager mode outcomes  634  can include payouts resulting from the player cashing-out or ending play of the game  626 . 
     It should be understood that various changes and modifications to the embodiments described herein will be apparent to those skilled in the art. Such changes and modifications can be made without departing from the spirit and scope of the present disclosure and without diminishing its intended advantages. It is therefore intended that such changes and modifications be covered by the appended claims. 
     Although several embodiments of the disclosure have been disclosed in the forgoing specification, it is understood by those skilled in the art that many modifications and other embodiments of the disclosure will come to mind to which the disclosure pertains, having the benefit of the teaching presented in the foregoing description and associated drawings. It is thus understood that the disclosure is not limited to the specific embodiments disclosed herein above, and that many modifications and other embodiments are intended to be included within the scope of the appended claims. Moreover, although specific terms are employed herein, as well as in the claims which follow, they are used only in a generic and descriptive sense, and not for the purposes of limiting the present disclosure, nor the claims which follow.