Patent Publication Number: US-7591722-B2

Title: Gaming device having board and converting chip game

Description:
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 patent document or the patent disclosure in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever. 
     BACKGROUND OF THE INVENTION 
     The present invention relates to wagering games and gaming devices. More particularly, the present invention relates to a game in which the player plays against a foe such as another player or a gaming device processor. 
     The Othello® game is one of the most popular board games sold today. Othello® is a trademark of Anjar Co. Corporation. The basic idea of the Othello® game involves capturing an opponent&#39;s chips by turning them into the player&#39;s color. The winner at the end of the game has to have most of that player&#39;s color (typically either black or white) showing on a game board. 
     To capture an opponent&#39;s chip or row of chips, the player must border each end of the chip or row by a chip of the player&#39;s color. That is, all of the opponent&#39;s chips along an imaginary line drawn between the player&#39;s bordering chips turn to the player&#39;s color. To that end, the player&#39;s placement of a chip can capture multiple numbers of the opponent&#39;s chips in one or more rows, e.g., in a multitude of horizontal, vertical and/or diagonal directions, at the same time. 
     The corners of the Othello® board are valuable because corner chips can never be recaptured and can often protect whole collections of the player&#39;s chips from capture. The corners are so important that the players typically avoid playing near them until forced to do so. Edges of the Othello® board are also important because chips placed on the edges are more difficult to capture than chips in the middle of the board. In combination, the corner and edge positions give the player control in the game. 
     In the game, if the player&#39;s opponent is able to capture chips on the board, the opponent must play even if it would be advantageous to pass. Similar to chess, the opponent can be made to make a move that player would rather not make, e.g., to enable the player to capture an edge or corner. If the opponent is unable to capture any chips via a move, the opponent has to pass enabling the player to make two moves in a row. 
     The Othello® game is entertaining and easy to learn. The game, however, presents obstacles to being implemented in a gaming device, in which the player plays against a machine. For instance, how does the game processor know where to place a chip? If multiple spots exist for placing a chip, how does the processor know which spot the processor should choose? Moreover, what constitutes a gaming device win for such a base or bonus game? 
     U.S. Patent Application 2003/0100356 describes an Othello® type wagering gaming device having base and bonus game based loosely on the Othello® game. While one of the bonus games involve “flanking” or “bounding” the game&#39;s chips with player chips, none of the games in the application provides the game&#39;s chips a chance to counter a move by the player (if player selected) or for the player (if game selected for the player). That is, the application does not describe how the game or entity playing against the player can win back chips captured by the player or win new chips based on a move made by the player. 
     Further, while it is desirable in one aspect to implement the Othello® game into a primary or secondary gaming device, it is also desirable to expand or improve the existing Othello® game either as a non-wagering or wagering game. 
     SUMMARY OF THE INVENTION 
     The present invention includes multiple embodiments of a game piece switching game. The present invention adapts the known and popular game Othello®. The adapted game is implemented either on a gaming device video display, or a data network, such as a an internet, in a handheld device or on a physical playing board. That is, the game may be played to win an award or simply to accumulate points for fun. 
     In one embodiment, the game provides a limited number of game moves and player moves. That is, instead of filling up the entire board as is done in the Othello® game, the game makes a certain amount or number of moves, such as two moves, while the player makes a same amount or number of moves, such as two moves. In one such embodiment, the game moves first, followed by the player. The moves each convert at least one of the opposing chips to the entity making the move. For example, upon a game move, at least one player chip is converted to a game chip. Likewise upon a player move, at least one game chip is converted to a player chip. The game and player go back and forth in this manner until each of the game moves and player moves is exhausted. 
     After exhausting each side&#39;s moves, the gaming device displays values associated with each of the player&#39;s remaining chips. In one embodiment, the gaming device assigns values or other outcomes to the fixed positions of a grid or board upon which the game and player place the chips. The values represent credit multipliers, credits, a number of picks from a prize pool, a number of free spins, a number of free games, a non-monetary award and any combination of those, or any other suitable value or award. In one embodiment, the game does not reveal the values to the player until the game is over. When the player and game have each made their allotted moves, the game reveals the values associated with the positions occupied by the player&#39;s chips. 
     The player&#39;s ultimate award is a combination of the number of remaining player chips and the values associated with the positions occupied by those chips. In one embodiment, the gaming device attempts to remove skill from the game by weighting the different options available to the game so that the player on average ends up with approximately the same number of remaining chips regardless of which of a number of positions the game fills. In one embodiment, the random generation of values for the positions adds a random component to the player&#39;s ultimate award. In such an embodiment, the net effect is a game that appears to be fraught with skill, but which ultimately boils down to the random generation of values for the positions that are occupied by the player&#39;s remaining chips. In an alternative embodiment, the player&#39;s award or outcome is decided independently and the positions of the player&#39;s chips are used to display such outcome in a suitable manner or distribution. 
     In another embodiment, the values associated with the positions are displayed to the player. A number of embodiments described herein set forth different manners of revealing those values. In one implementation, the game reveals the value of the position whenever one of the player&#39;s chips is placed on one of the positions. Then, if the position is converted to a game chip, the gaming device in one preferred embodiment maintains the display of the value. This way, the player viewing the game grid can at least partially determine which game pieces are the most valuable ones to convert. Once the player and game exhaust the allotted number of placements, the gaming device reveals the remaining values in one embodiment. 
     In another alternative embodiment, the gaming device displays the values associated with each of the positions to the player prior to and during game play. Here, the player can view and learn the values associated with the game grid and tailor the player&#39;s moves with the hopes of capturing the most lucrative values or points. The gaming device is also programmed to attempt to acquire the most lucrative values in one embodiment. If the game is played by two players, each player attempts to optimize the points or values garnered via the placement of chips. The moves made by the player or game may be contrary to the smartest move that would be made in the known Othello® game, wherein for example the player foregoes capturing more values or obtaining a coveted end or corner position to instead obtain a lesser amount to converted chips or interior chips placed on positions having higher associated values. 
     In yet another alternative embodiment, the values or points are associated with the playing pieces rather than with the positions of the game board. In one implementation, the player is provided with a stable of game pieces, such as six to eight game pieces. When the player&#39;s turn is up, the player chooses not only where to place a chip, but what value or importance to put on that chip. Thus, if the move is one of the initial moves of the game in the middle of the board, the player may wish to place a game piece having a relatively low value in one of the available positions. On the other hand, if the player has the option to capture a corner position, which can never be converted to the other player&#39;s or to the game&#39;s chips, the player likely places the highest available game piece in that corner position. 
     The addition of values to the game piece switching game adds an additional layer of dynamics to the game play. To that end, any of the games described herein can employ mystery values instead of initially fixed values. The mystery values add excitement and enjoyment because the player has to decide in certain cases between a displayed fixed value or a mystery value, which may be greater or less than the fixed value. The mystery values are eventually revealed to the player. The player no longer has to achieve the most pieces on the game board to win. Rather, the player needs to achieve the most points or the highest award. 
     In one alternative embodiment, two players play against each other on a gaming device. That gaming device may be a wagering gaming device. The players may each for example place a wager and play one of the games described herein. The loser in the example pays a portion of the loser&#39;s wager to the winner and a portion to the house. 
     In another embodiment, any of the games described herein are placed in a hand held game. The player can otherwise play against a computer chip stored in the hand held device or against another player. Still further, any of the games described herein can be downloaded to the player via a data network, such as an internet. The player then plays the games in a wagering format or for fun on the player&#39;s video monitor of the player&#39;s home or work PC. 
     It is therefore an advantage of the present invention to provide a fun and exciting wagering game that appears to require skill. 
     It is another advantage of the present invention to provide a wagering game having a high amount of player interaction. 
     It is yet another advantage of the present invention to provide a method for making player outcomes at least partially standard regardless of the which choices the game and the game&#39;s choices. 
     Additional features and advantages of the present invention are described in, and will be apparent from, the following Detailed Description of the Invention and the figures. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
         FIGS. 1A and 1B  are front perspective views of various embodiments of a slot machine embodiment of the gaming device of the present invention. 
         FIG. 2A  is a schematic block diagram of the electronic configuration of one embodiment of the gaming device of the present invention. 
         FIG. 2B  is a schematic block diagram of various gaming devices employing the wagering game of the present invention, wherein the devices are networked to a central controller. 
         FIGS. 3 ,  4 ,  5 ,  6 ,  7 ,  8 ,  9 ,  10 ,  11 ,  12 ,  13 ,  14 ,  15 ,  16 ,  17 ,  18 ,  19 ,  20  and  21  illustrate multiple possible outcomes for the game piece switching game of the present invention. 
         FIG. 22  is a final screen of the game piece switching game shown in  FIG. 21 . 
         FIG. 23  illustrates, in combination with  FIG. 22 , one embodiment for determining an award for the player playing the game piece switching game of the present invention. 
         FIG. 24  is an elevation view of the display shown in  FIG. 23 , wherein values associated with positions not accompanied by a game piece are revealed. 
         FIGS. 25 ,  26  and  27  are tables illustrating one method for determining likelihood of generation percentages for the outcomes illustrated in  FIGS. 3 to 21 . 
         FIGS. 28 ,  29 ,  30 ,  31 ,  32 ,  33  and  34  are elevation views of a display device illustrating an alternative embodiment of a game piece switching game of the present invention, wherein the player&#39;s game pieces show values that are associated with positions on the game board. 
         FIG. 35  is an elevation view of one of the display devices that illustrates one possible reveal screen after the final screen of  FIG. 34  for the embodiment illustrated in  FIGS. 28 to 34 . 
         FIGS. 36 ,  37 ,  38 ,  39  and  40  are elevation views of a further alternative embodiment of the present invention, wherein award values associated with the positions of the game board are illustrated. 
         FIGS. 41 ,  42 ,  43 ,  44  and  45  are elevation views of one of the display devices illustrating yet another alternative embodiment of the present invention, wherein one or more players can place game pieces having values displayed thereon onto desired positions of the game board. 
         FIG. 46  is a table illustrating one possible weighted value distribution for values associated with positions or player chips of the present invention, the values forming a basis for the player&#39;s award. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     Referring now to the drawings, two alternative embodiments of the gaming device of the present invention are illustrated in  FIGS. 1A and 1B  as gaming device  10   a  and gaming device  10   b , respectively. Gaming device  10   a  and/or gaming device  10   b  are generally referred to herein as gaming device  10 . 
     In one embodiment, as illustrated in  FIGS. 1A and 1B , gaming device  10  has a support structure, housing or cabinet which provides support for a plurality of displays, inputs, controls and other features of a conventional gaming machine. It is configured so that a player can operate it while standing or sitting. The gaming device may be positioned on a base or stand or can be configured as a pub-style table-top game (not shown) which a player can operate preferably while sitting. As illustrated by the different configurations shown in  FIGS. 1A and 1B , the gaming device can be constructed with varying cabinet and display configurations. 
     In one embodiment, as illustrated in  FIG. 2A , the gaming device preferably includes at least one processor  12 , such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit or one or more application-specific integrated circuits (ASIC&#39;s). The processor is in communication with or operable to access or to exchange signals with at least one data storage or memory device  14 . In one embodiment, the processor and the memory device reside within the cabinet of the gaming device. The memory device stores program code and instructions, executable by the processor, to control the gaming device. The memory device also stores other data such as image data, event data, player input data, random or pseudo-random number generators, pay-table data or other operating data, information and applicable game rules that relate to the play of the gaming device. In another embodiment, the memory device includes random access memory (RAM). In one embodiment, the memory device includes read only memory (ROM). In a further embodiment, the memory device includes flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical and/or semiconductor memory may be implemented in conjunction with the gaming device of the present invention. 
     In one embodiment, part or all of the program code and/or operating data described above can be stored in a detachable or removable memory device, including, but not limited to, a suitable cartridge, disk or CD ROM. A player can use such a removable memory device in a desktop, a laptop personal computer, a personal digital assistant (PDA) or other computerized platform. The processor and memory device may be collectively referred to herein as a “computer” or “controller.” 
     In one embodiment, as discussed in more detail below, the gaming device randomly generates awards and/or other game outcomes based on probability data. That is, 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 a probability calculation, there is no certainty that the gaming device will provide the player with any specific award or other game outcome. 
     In another embodiment, as discussed in more detail below, the gaming device 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 removes the provided award or other game outcome from the predetermined set or pool. Once removed from the set or pool, the specific provided award or other game outcome cannot be provided to the player again. In this type of embodiment, the gaming device provides players with all of the available awards or other game outcomes over the course of the play cycle and guarantees a designated amount of actual wins and losses. 
     In one embodiment, as illustrated in  FIG. 2A , the gaming device includes one or more display devices controlled by the processor. The display devices are preferably connected to or mounted to the cabinet of the gaming device. The embodiment shown in  FIG. 1A  includes a central display device  16  which displays a primary game. This display device may also display any suitable secondary game associated with the primary game as well as information relating to the primary or secondary game. The alternative embodiment shown in  FIG. 1B  includes a central display device  16  and an upper display device  18 . The upper display device may display the primary game, any suitable secondary game associated with the primary game and/or information relating to the primary or secondary game. As seen in  FIGS. 1A and 1B , in one embodiment, the gaming device includes a credit display  20  which displays a player&#39;s current number of credits, cash, account balance or the equivalent. In one embodiment, the gaming device includes a bet display  22  which displays a player&#39;s amount wagered. 
     The display devices may include, without limitation, a monitor, a television display, a plasma display, a liquid crystal display (LCD), a display based on light emitting diodes (LED) or any other suitable electronic device or display mechanism. In one embodiment, as described in more detail below, the display device includes a touchscreen with an associated touchscreen controller. The display devices may be of any suitable configuration, such as a square, a rectangle or an elongated rectangle. 
     The display devices of the gaming device are configured to display at least one and preferably a plurality of games or other suitable images, symbols and indicia such as any visual representation or exhibition of the movement of objects such as mechanical, virtual or video reels and wheels, dynamic lighting, video images and images of people, characters, places, things and faces of cards, tournament advertisements, promotions and the like. 
     In one alternative embodiment, the symbols, images and indicia displayed on or by the display device may be in mechanical form. That is, the display device may include any suitable electromechanical device which preferable moves one or more mechanical objects, such as one or more mechanical rotatable wheels, reels or dice, configured to display at least one and preferably a plurality of games or other suitable images, symbols or indicia. 
     As illustrated in  FIG. 2A , in one embodiment, the gaming device includes at least one payment acceptor  24  in communication with the processor. As seen in  FIGS. 1A and 1B , the payment acceptor may include a coin slot  26  and a payment, note or bill acceptor  28 , where the player inserts money, coins or tokens. The player can place coins in the coin slot or paper money, ticket or voucher into the payment, note or bill acceptor. In other embodiments, devices such as readers or validators for credit cards, debit cards, data cards or credit slips could be used for accepting payment. In one embodiment, a player may insert an identification card into a card reader of the gaming device. In one embodiment, the identification card is a smart card having a programmed microchip or a magnetic strip coded with a player&#39;s identification, credit totals and other relevant information. In one embodiment, money may be transferred to a gaming device through electronic funds transfer. When a player funds the gaming device, the processor determines the amount of funds entered and the corresponding amount is shown on the credit or other suitable display as described above. 
     As seen in  FIGS. 1A ,  1 B and  2 A, in one embodiment the gaming device includes at least one and preferably a plurality of input devices  30  in communication with the processor. The input devices can include any suitable device which enables the player to produce an input signal which is read by the processor. In one embodiment, after appropriate funding of the gaming device, the input device is a game activation device, such as a pull arm  32  or a play button  34  which is used by the player to start any primary game or sequence of events in the gaming device. The play button can be any suitable play activator such as a bet one button, a max bet button or a repeat the bet button. In one embodiment, upon appropriate funding, the gaming device begins the game play automatically. In another embodiment, upon the player engaging one of the play buttons, the gaming device automatically activates game play. 
     In one embodiment, as shown in  FIGS. 1A and 1B , one input device is a bet one button  36 . The player places a bet by pushing the bet one button. The player can increase the bet by one credit each time the player pushes the bet one button. When the player pushes the bet one button, the number of credits shown in the credit display preferably decreases by one, and the number of credits shown in the bet display preferably increases by one. In another embodiment, one input device is a bet max button (not shown) which enables the player to bet the maximum wager permitted for a game associated with the gaming device. 
     In one embodiment, one input device is a cash out button  38 . The player may push the cash out button and cash out to receive a cash payment or other suitable form of payment corresponding to the number of remaining credits. In one embodiment, when the player cashes out, the player receives the coins or tokens in a coin payout tray  40 . In one embodiment, when the player cashes out, the player may receive other payout mechanisms such as tickets or credit slips which are redeemable by a cashier or funded to the player&#39;s electronically recordable identification card. 
     In one embodiment, as mentioned above and seen in  FIG. 2A , one input device is a touchscreen  42  coupled with a touchscreen controller  44 , or some other touch-sensitive display overlay to allow for player interaction with the images on the display. The touchscreen and the touchscreen controller are connected to a video controller  46 . A player can make decisions and input signals into the gaming device by touching the touchscreen at the appropriate places. 
     The gaming device may further include a plurality of communication ports for enabling communication of the processor with external peripherals, such as external video sources, expansion buses, game or other displays, an SCSI port or a key pad. 
     In one embodiment, as seen in  FIG. 2A , the gaming device includes a sound generating device controlled by one or more sounds cards  48  which function in conjunction with the processor. In one embodiment, the sound generating device includes at least one and preferably a plurality of speakers  50  or other sound generating hardware and/or software for generating sounds, such as playing music for the primary and/or secondary game or for other modes of the gaming device, such as an attract mode. In one embodiment, the gaming device provides dynamic sounds coupled with attractive multimedia images displayed on one or more of the display devices to provide an audio-visual representation or to otherwise display full-motion video with sound to attract players to the gaming device. During idle periods, the gaming device may display a sequence of audio and/or visual attraction messages to attract potential players to the gaming device. The videos may also be customized for or to provide any appropriate information. 
     In one embodiment, the gaming machine may include a player or other sensor, such as a camera in communication with the processor (and possibly controlled by the processor) that is selectively positioned to acquire an image of a player actively using the gaming device and/or the surrounding area of the gaming device. In one embodiment, the camera may be configured to selectively acquire still or moving (e.g., video) images and may be configured to acquire the images in either an analog, digital or other suitable format. The display device may be configured to display the image acquired by the camera as well as display the visible manifestation of the game in split screen or picture-in-picture fashion. For example, the camera may acquire an image of the player and that image can be incorporated into the primary and/or secondary game as a game image, symbol or indicia. 
     The gaming device can incorporate any suitable wagering primary or base game. The gaming machine or device of the present invention may include some or all of the features of conventional gaming machines or devices. The primary or base game may comprise any suitable reel-type game, card game, number game or other game of chance susceptible to representation in an electronic or electromechanical form which produces a random outcome based on probability data upon activation of the game from a wager made by the player. That is, different primary wagering games, such as video poker games, video blackjack games, video keno, video bingo or any other suitable primary or base game may be implemented into the present invention. 
     In one embodiment, as illustrated in  FIGS. 1A and 1B , a base or primary game may be a slot game with one or more paylines  52 . The paylines may be horizontal, vertical, circular, diagonal, angled or any combination thereof. In this embodiment, the gaming device displays at least one reel and preferably a plurality of reels  54 , such as three to five reels, in either electromechanical form with mechanical rotating reels or in video form with simulated reels and movement thereof. In one embodiment, an electromechanical slot machine includes a plurality of adjacent, rotatable wheels which may be combined and operably coupled with an electronic display of any suitable type. In another embodiment, if the reels are in video form, the plurality of simulated video reels are displayed on one or more of the display devices as described above. Each reel displays a plurality of indicia such as bells, hearts, fruits, numbers, letters, bars or other images which preferably correspond to a theme associated with the gaming device. In this embodiment, the gaming device awards prizes when the reels of the primary game stop spinning if specified types and/or configurations of indicia or symbols occur on an active pay line or otherwise occur in a winning combination or patter. 
     In one embodiment, a base or primary game may be a poker game wherein the gaming device enables the player to play a conventional game of video poker and initially deals five cards, all face up, from a virtual deck of fifty-two cards. Cards may be dealt as in a traditional game of cards or in the case of the gaming device, the cards may be randomly selected from a predetermined number of cards. If the player wishes to draw, the player selects the cards to hold by using one or more input devices, such as pressing related hold buttons or touching a corresponding area on a touchscreen. After the player presses the deal button, the processor of the gaming device removes the unwanted or discarded cards from the display and deals replacement cards from the remaining cards in the deck. This results in a final five-card hand. The processor of the gaming device compares the final five-card hand to a payout table which utilizes conventional poker hand rankings to determine the winning hands. Award based on a winning hand and the credits wagered is provided to the player. 
     In another embodiment, the base or primary game may be a multi-hand version of video poker. In this embodiment, the player is dealt at least two hands of cards. In one such embodiment, the cards in all of the dealt hands are the same cards. In one embodiment each hand of cards is associated with its own deck of cards. The player chooses the cards to hold in a primary hand. The held cards in the primary hand are also held in the other hands of cards. The remaining non-held cards are removed from each displayed hand and replaced with randomly dealt cards. Since the replacement cards are randomly dealt independently for each hand, the replacement cards will usually be different for each hand. The poker hand rankings are then determined hand by hand and awards are provided to the player. 
     In one embodiment, a base or primary game may be a keno game wherein the gaming device displays a plurality of selectable indicia or numbers on at least one of the display devices. In this embodiment, the player selects at least one and preferably a plurality of the selectable indicia or numbers by using an input device or by using the touchscreen. The gaming device then displays a series of drawn numbers to determine an amount of matches, if any, between the player&#39;s selected numbers and the gaming device&#39;s drawn numbers. The player is provided an award, if any, based on the amount of determined matches. 
     In one embodiment, in addition to winning credits in a base or primary game, the gaming device may also give players the opportunity to win credits in a bonus or secondary game or bonus or secondary round. The bonus or secondary game enables the player to obtain a bonus prize or payout in addition to the prize or payout, if any, obtained from the base or primary game. In general, a bonus or secondary game produces a significantly higher level of player excitement than the base or primary game because it provides a greater expectation of winning than the base or primary game and is accompanied with more attractive or unusual features than the base or primary game. 
     In one embodiment, the bonus or secondary game may be any type of suitable game, either similar to or completely different from the base or primary game. In one embodiment, the gaming device includes a program code which causes the processor to automatically begin a bonus round when the player has achieved a triggering event, a qualifying condition or other designated game event in the base or primary game. In one embodiment, the triggering event or qualifying condition may be a selected outcome in the primary game or a particular arrangement of one or more indicia on a display device in the primary game, such as the number seven appearing on three adjacent reels along a payline in the primary slot game embodiment seen in  FIGS. 1A and 1B . In another embodiment, the triggering event or qualifying condition may be triggered by exceeding a certain amount of game play (number of games, number of credits, amount of time), earning a specified number of points during game play or as a random award. 
     In one embodiment, once a player has qualified for a bonus game, the player may subsequently enhance their bonus game participation by returning to the base or primary game for continued play. Thus, for each bonus qualifying event, such as a bonus symbol, that the player obtains, a given number of bonus game wagering points or credits may be accumulated in a “bonus meter” programmed to accrue the bonus wagering credits or entries toward eventual participation in a bonus game. The occurrence of multiple bonus qualifying events in the primary game may result in an arithmetic or geometric increase in the number of bonus wagering credits awarded. In one embodiment, extra bonus wagering credits may be redeemed during the bonus game to extend play of the bonus game. 
     In one embodiment, no separate entry fee or buy in for a bonus game need be employed. That is, a player may not purchase an entry into a bonus game. The player must win or earn entry through play of the primary game, thereby encouraging play of the primary game. In another embodiment, qualification of the bonus or secondary game could be accomplished through a simple “buy in” by the player if, for example, the player has been unsuccessful at qualifying for the bonus game through other specified activities. 
     In one embodiment, as illustrated in  FIG. 2B , one or more of the gaming devices  10  of the present invention may be connected to a data network or a remote communication link  58  with some or all of the functions of each gaming device provided at a central location such as a central server or central controller  56 . More specifically, the processor of each gaming device may be designed to facilitate transmission of signals between the individual gaming device and the central server or controller. 
     In one embodiment, the game outcome provided to the player is determined by a central server or controller and provided to the player at the gaming device of the present invention. In this embodiment, each of a plurality of such gaming devices are in communication with the central server or controller. Upon a player initiating game play at one of the gaming devices, the initiated gaming device communicates a game outcome request to the central server or controller. 
     In one embodiment, the central server or controller receives the game outcome request and randomly generates a game outcome for the primary game based on probability data. In another embodiment, the central server or controller randomly generates a game outcome for the secondary game based on probability data. In another embodiment, the central server or controller randomly generates a game outcome for both the primary game and the secondary game based on probability data. In this embodiment, the central server or controller is capable of storing and utilizing program code or other data similar to the processor and memory device of the gaming device. 
     In an alternative embodiment, the central server or controller maintains one or more predetermined pools or sets of predetermined game outcomes. In this embodiment, the central server or controller receives the game outcome request and independently selects a predetermined game outcome from a set or pool of game outcomes. The central server or controller flags or marks the selected game outcome as used. Once a game outcome is flagged as used, it is prevented from further selection from the set or pool and cannot be selected by the central controller or server upon another wager. The provided game outcome can include a primary game outcome, a secondary game outcome, primary and secondary game outcomes, or a series of game outcomes such a free games. 
     The central server or controller communicates the generated or selected game outcome to the initiated gaming device. The gaming device receives the generated or selected game outcome and provides the game outcome to the player. In an alternative embodiment, how the generated or selected game outcome is to be presented or displayed to the player, such as a reel symbol combination of a slot machine or a hand of cards dealt in a card game, is also determined by the central server or controller and communicated to the initiated gaming device to be presented or displayed to the player. Central production or control can assist a gaming establishment or other entity in maintaining appropriate records, controlling gaming, reducing and/or preventing cheating or electronic or other errors, reducing or eliminating win-loss volatility and the like. 
     In another embodiment, one or more of the gaming devices of the present invention are in communication with a central server or controller for monitoring purposes only. That is, each individual gaming device randomly generates the game outcomes to be provided to the player and the central server or controller monitors the activities and events occurring on the plurality of gaming devices. In one embodiment, the gaming network includes a real-time or an on-line accounting and gaming information system operably coupled to the central server or controller. The accounting and gaming information system of this embodiment includes a player database for storing player profiles, a player tracking module for tracking players and a credit system for providing automated casino transactions. 
     A plurality of the gaming devices of the present invention are capable of being connected to a data network. In one embodiment, the data network is a local area network (LAN), in which one or more of the gaming devices are substantially proximate to each other and an on-site central server or controller as in, for example, a gaming establishment or a portion of a gaming establishment. In another embodiment, the data network is a wide area network (WAN) in which one or more of the gaming devices are in communication with at least one off-site central server or controller. In this embodiment, the plurality of gaming devices may be located in a different part of the gaming establishment or within a different gaming establishment than the off-site central server or controller. Thus, the WAN may include an off-site central server or controller and an off-site gaming device located within gaming establishments in the same geographic area, such as a city or state. The WAN gaming system of the present invention may be substantially identical to the LAN gaming system described above, although the number of gaming devices in each system may vary relative to each other. 
     In another embodiment, the data network is an internet or intranet. In this embodiment, the operation of the gaming device can be viewed at the gaming device with at least one internet browser. In this embodiment, operation of the gaming device and accumulation of credits may be accomplished with only a connection to the central server or controller (the internet/intranet server or webserver) through a conventional phone or other data transmission line, digital signal line (DSL), T-1 line, coaxial cable, fiber optic cable, wireless gateway or other suitable connection. In this embodiment, players may access an internet game page from any location where an internet connection and computer, or other internet facilitator are available. The expansion in the number of computers and number and speed of internet connections in recent years increases opportunities for players to play from an ever-increasing number of remote sites. It should be appreciated that enhanced bandwidth of digital wireless communications may render such technology suitable for some or all communications according to the present invention, particularly if such communications are encrypted. Higher data transmission speeds may be useful for enhancing the sophistication and response of the display and interaction with the player. 
     In another embodiment, a plurality of gaming devices at one or more gaming sites may be networked to a central server in a progressive configuration, as known in the art, wherein a portion of each wager to initiate a base or primary game may be allocated to bonus or secondary event awards. In one embodiment, a host site computer is coupled to a plurality of the central servers at a variety of mutually remote gaming sites for providing a multi-site linked progressive automated gaming system. In one embodiment, a 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. 
     In one embodiment, the host site computer is maintained for the overall operation and control of the system. In this embodiment, a host site computer oversees the entire progressive gaming system and is the master for computing all progressive jackpots. All participating gaming sites report to, and receive information from, the host site computer. Each central server computer is responsible for all data communication between the gaming device hardware and software and the host site computer. 
     Game Play 
     Referring now to  FIGS. 3 to 21 , one embodiment of the present invention is illustrated. In one implementation, the game is played on one of the video monitors  16  or  18  described above. In another implementation, the games described herein are played on a small monitor or screen of a handheld gaming device. Still further, the game is alternatively downloaded to and played on a video monitor of a personal computer. The game may alternatively be played on a physical game board. In each case, the game displayed includes a game board  70  that defines a plurality of spaces or positions  72 . 
     In one preferred embodiment, the positions  72  form multiple rows and columns. The known Othello® game includes an eight by eight grid or board. The board  70  is instead a six by six board. It should be appreciated that any of the embodiments described herein could be played alternatively on an eight by eight or larger grid or a grid smaller than six by six. In further alternative embodiments, positions  72  are not displayed in a grid but instead in other groupings, wherein at one time a line can be drawn through only a single position of each grouping. 
     Information  74  concerning the game is displayed above the grid  70  of each  FIGS. 3 to 21 . Information  74  includes the number of game piece placements remaining for the black game pieces  76  and the white game pieces  78 . Information  74 , for example in  FIG. 3 , indicates that both the black and white game pieces have two remaining chip placements. Except where otherwise stated herein, the black game pieces  76  represent the gaming device  10  or processor  12 , while the white game pieces  78  represent the player. In alternative embodiments discussed below, the black game pieces  76  alternatively represent a second player or the player&#39;s opponent&#39;s chips. 
     Information  74  also tracks the various decisions made by either the gaming device  10  or processor  12  or the player  80  and the outcomes therefrom.  FIGS. 3 to 21  will ultimately trace of the total possible outcomes of the game of the present invention. The data derived from those figures or otherwise, it will be shown, can be placed in tables or data compilations. The data collected can likewise be entered into the memory device  14  and retrieved and used by processor  12  to make decisions based on and in response to a player&#39;s decision. In that manner, gaming device  10  does not play against the player blindly but instead makes decisions that tend to guide the final outcome to a desired destination, e.g., to a particular award or number of remaining game pieces. Multiple data tables can also be entered in memory device  14  that provide for different difficulty levels. That is, certain databases can be employed and used selectively to make it easier or harder to collect chips. In one embodiment, all of the possible game scenarios are stored in the data tables, so that an outcome in the range of suitable outcomes can always be obtained or provided to the player. 
     In one embodiment, the game sets up an initial screen shown initially in  FIG. 3 , wherein two of each of the game pieces  76  and  78  are provided initially in the middle of grid  70 , in an alternating format. The placement ensures that neither the black or white chips can be totally eliminated on the first move. Message  74  in  FIG. 3  indicates that both the black and white game pieces, i.e., the game and player, respectively, have two remaining game piece placements. 
     As with known the Othello® game, the dark or black game pieces make the first move. In the illustrated embodiment, therefore, the gaming device  10  or processor  12  moves first. Positions  72  marked by Roman numerals I to IV show the four possible positions that gaming device  10  can choose. Each of the positions it should be appreciated surrounds one of the player pieces  78  in combination with an existing gaming device piece  76 . 
     The grid  70  is initially perfectly symmetrical from the standpoint that the game chips  76  and player chips  78  are located in the center of grid  70  and are alternated diagonally from one another. It should therefore be understood by those of skill in the art that the total possible outcomes after choosing Roman numeral I are the same as or are symmetrical to the total possible outcomes from choosing II, III and IV. Thus, by analyzing the outcomes from the selection of any one of the Roman numeral I to IV selections, the results obtained therefrom are applicable to any of the roman numeral selections. 
     One goal of the present invention is to provide a game that appears to require skill by the player, which in turn is fun and exciting to play, but in which the outcome is substantially independent of the player&#39;s choices. Gaming device  10  cannot control the positions  72  the player chooses. Gaming device  10  can however adapt its choices based on choices made by the player.  FIGS. 3 to 21  illustrate one embodiment of how that is accomplished. 
     It should be appreciated that at the stage of the game in  FIG. 3 , wherein gaming device  10  makes the first move, and the grid  70  is perfectly symmetrical as described above. It does not matter which position  72 , Roman numerals I to IV, that gaming device  10  chooses. In other words, gaming device  10  can weight each selection equally at 25 percent. 
     Comparing  FIGS. 3 and 4 , it becomes clear that gaming device  10  has placed a chip  76   a  on the position  72  shown by Roman numeral III in  FIG. 3  (alphanumeric gaming device chips collectively referred to herein as chips  76 ). The initial game chip  76   a  in combination with game chip  76   b  surround opposite sides of player chip  78  illustrated in  FIG. 3 , thereby converting that player chip to a game chip  76   c  in  FIG. 4 . Message  74  in  FIG. 4  indicates that the grid  70  appears in the illustrated manner when gaming device has a single remaining pick, the player has two remaining picks and the gaming device has chosen first the Roman III selection. Grid  70  also illustrates now the player&#39;s possible rebuttal picks, set forth by capital letters A to C. The positions  72  highlighted by letters A to C are the only positions on board  70  that in combination with the single remaining player chip  78  will if chosen surround a game chip  76 . 
     Referring now to  FIGS. 5 to 7 , each of the possible outcomes from the player&#39;s selection of one of the letters A to C from the grid  70  of  FIG. 4  are illustrated respectively. In particular, message  74  of  FIG. 5  indicates that the grid  70  is the outcome of game choice III and player choice A, wherein the game and the player each have one remaining chip placement. Message  74  of  FIG. 6  illustrates that the grid  70  displays the outcome of game choice III and player choice B. Message  74  of  FIG. 7  indicates that grid  70  of that figure is the outcome of game choice III and player choice C, wherein the game and player each have one remaining game piece placement. 
     In  FIG. 5 , the player places player chip  78   a  on position  72  shown previously in  FIG. 4  by letter A. Player chip  78   a  in combination with original player chip  78  convert game chip  76   b  of  FIG. 4  to player chip  78   b  in  FIG. 5  (alphanumeric player chips referred to herein collectively as player chips  78 ). 
       FIG. 6  illustrates that player chip  78   a  is instead placed on position  72  formerly highlighted by letter B of  FIG. 4 , which in combination with original player chip  78  converts former game chip  76   c  into player chip  78   b  on  FIG. 6 . In  FIG. 7 , the player alternatively places player chip  76   a  on position  72  formerly highlighted by letter C of  FIG. 4 , which in combination with original player chip  78 , converts former original game chip  76  of  FIG. 4  into player chip  78   c  in  FIG. 7 . 
     In  FIGS. 5 to 7 , Arabic numbers show the possible choices that the processor  12  of gaming device  10  can make to counteract the player&#39;s first pick.  FIG. 5  illustrates five possible game selections  1  to  5  in a horizontal row.  FIG. 6  illustrates four possible game selections  1  to  4 , which are scattered about grid  70 .  FIG. 7  illustrates five possible game selections  1  to  5  shown in a vertical column. 
     Unlike the first game pick, the game&#39;s second and last pick will lead to asymmetrical results between the outcomes from  FIG. 5  versus the outcomes from  FIG. 6  and from  FIG. 7 . That is, the game&#39;s selection in  FIG. 3  does not effect the overall average number of chips that the player ultimately has remaining when all player and game picks are exhausted. On the other hand, within any one of the grids of  FIGS. 5 to 7 , the game&#39;s selection of one of the Arabic numerals effects in most cases the average number of player chips remaining at the end of the game. It is therefore an objective of the present invention to determine which game selections can ultimately lead to a higher or lower average number of player picks remaining, wherein the game choices can be weighted accordingly. 
       FIGS. 8 to 12  show each of the possible outcomes from grid  70  of  FIG. 5 . In particular, message  74  of  FIG. 8  indicates that screen  70  shows the outcome of game choice III in  FIG. 3 , player choice A in  FIG. 4  and game choice  1  in  FIG. 5 . Message  74  of  FIG. 9  indicates that grid  70  shows the outcome of game choice III in  FIG. 3 , player choice A in  FIG. 4  and game choice  2  in  FIG. 5 . In a similar manner, messages  74  of  FIGS. 10 to 12  illustrate the respective grids  70  showing the outcomes of game choice III in  FIG. 3 , player choice A in  FIG. 4  and game choices  3  to  5 , respectively in  FIGS. 10 to 12 . 
     In  FIG. 8 , the game choice of Arabic numeral  1  placed game chip  76   d , converting former original player chip  78  and producing converted game chip  76   e . In  FIG. 9 , the game choice of II placed game chip  76   d , converting former original player chip  78  and creating converted game chip  76   e . In  FIG. 10 , the game&#39;s choice of Arabic numeral  3  placed game choice  76   d , creating converted game chip  76   e . In  FIG. 11 , the game&#39;s choice of Arabic numeral  4  placed game chip  76   d , creating converted game chip  76   e . In  FIG. 12 , the game&#39;s choice of Arabic numeral  5  placed game chip  76   d , creating converted game chip  76   e.    
     The game&#39;s choice of one of the Arabic numbers 1 to 5 exhausts the game&#39;s final pick. Each of  FIGS. 8 to 12  also shows lowercase letters, which represent the possible positions for the player&#39;s final chip placement.  FIG. 8  shows lowercase letters a to d.  FIG. 9  shows lowercase letters a to e.  FIG. 10  shows lowercase letters a to d.  FIG. 11  shows lowercase letters a to c.  FIG. 12  shows lowercase letters a to e. Each of those letters marks a position that the player could choose to utilize the player&#39;s last pick. Those positions are, as illustrated, dependent upon the previous choice of one of the Arabic numerals that the game makes. The lowercase letter positions are the last possible player placements in the illustrated embodiments. Other embodiments contemplated herein have three or more choices provided to the game and player. For illustration purposes, it is sufficient to show only two.  FIGS. 8 to 12  map out a complete portion of the overall combinations available from the game&#39;s choice of the III position in  FIG. 3  and player&#39;s choice of the A position in  FIG. 4 , as mapped out in  FIG. 5 . 
       FIG. 25  illustrates the possible outcomes from the players final pick in  FIGS. 8 to 12 . As seen in  FIG. 25  for  FIG. 8 , the player receives five chips for a final placement on the b position and four chips for a, c and d positions. For  FIG. 9 , the player receives five chips for a final placement on the b position and four chips for a, c, d and e position placements. For  FIG. 12 , the player receives five chips for a final c position placement and four chips for the remaining positions. For  FIGS. 10 and 11 , the player receives four chips regardless of where the player places the final chip. 
     In a similar manner,  FIGS. 13 to 16  illustrate the possible game outcomes of the four game selections in  1  to  4   FIG. 6 , which are each outcomes of the player&#39;s choice of the B position in  FIG. 4 . In particular, message  74  of  FIG. 13  indicates that gaming device  10  has used its last selection on Arabic numeral  1  in  FIG. 6 . Message  74  of  FIG. 14  illustrates that gaming device  10  has used its last pick on Arabic numeral  2  as shown in  FIG. 6 . Message  74  of  FIG. 15  illustrates that gaming device  10  has used its last selection on Arabic numeral  3  as seen in  FIG. 6 . Message  74  of  FIG. 16  illustrates that gaming device  10  has used its last selection on Arabic numeral  4  as seen in  FIG. 6 . 
     In each of the  FIGS. 13 to 16 , the game chip  76   d  indicates the game chip that has been placed onto grid  70  by the game&#39;s final chip placement. The game chip  76   e  indicates a chip that has been converted via the placement from a player chip to a game chip. 
     In each of  FIGS. 13 to 16 , the positions  72  available for the player&#39;s final pick are indicated by lowercase letters.  FIGS. 13 ,  14  and  16  illustrate the five possible positions a to e available for the player&#39;s final pick.  FIG. 15  on the other hand provides only two possible positions  72  of a and b for the player.  FIGS. 13 to 16  it should be appreciated exhaust all the possibilities extending from game selection III in  FIG. 3 , player selection B in  FIG. 4 , which result in grid  70  of  FIG. 6 .  FIG. 26 , which summarizes the possible outcomes for  FIGS. 13 to 16  shows that  FIGS. 13 ,  14  and  16  always result in four chips for the player, while  FIG. 15  results always in five chips for the player. Here, the processor&#39;s play effects which figure or grid  70  from which the player chooses, but the player&#39;s choice in any one of the grids does not effect the overall number of remaining player chips, eliminating skill as a factor. 
       FIGS. 17 to 21  likewise illustrate the game possibilities set forth in grid  70  of  FIG. 7 , which is a result of game pick III in  FIG. 3  and the player&#39;s pick of C position in  FIG. 4 . In particular, message  74  of  FIG. 17  indicates that the game&#39;s last pick was the Arabic numeral  1  in  FIG. 7 . Message  74  of  FIG. 18  indicates that the game used its last pick on position  2  in  FIG. 7 . Message  74  of  FIG. 19  indicates that gaming device  10  used its final pick on position  3  in  FIG. 7 . Message  74  indicates that gaming device  10  used its last selection on position  4  in  FIG. 7 . Message  74  of  FIG. 21  indicates that gaming device  10  used its final selection on position  5  of  FIG. 7 . 
     As before, the game chip  76   d  in each of the  FIGS. 17 to 21  highlights the game chip that has been placed onto grid  70  by the game&#39;s placement of its last chip. Game chip  76   e  in those figures is a game chip that has resulted from a conversion of a former player chip that has been bound or captured between two game chips due to the placement of chip  76   d.    
     As before, the lowercase letters shown in positions  72  of grids  70  in  FIGS. 17 to 21  highlight positions that the player can pick for the player&#39;s final chip placement. The lowercase letters therefore map out each of the possible outcomes from the player&#39;s choice C from grid  70  of  FIG. 4 , which results in the grid  70  of  FIG. 7 . As illustrated,  FIGS. 17 and 21  both provide six possible player chip placements marked by lowercase letters a to f if the game picks position  1  and  5 , respectively, in  FIG. 7 .  FIG. 19  provides four possible positions  72  on which the player can place the final chip, marked by lowercase letters a to d, if the game picks position  3  in  FIG. 7 .  FIG. 20  illustrates only three possible player chip placements marked by lowercase letters a to c when the game picks position  4  in  FIG. 7 .  FIG. 18  illustrates seven possible player placements marked by letters a to g when the game picks position  2  in  FIG. 7 .  FIG. 27  summarizing outcomes for  FIGS. 16 to 21  shows that the player receives four chips regardless of the processor&#39;s final chip placement and the player&#39;s final chip placement, again eliminating skill as a factor in determining the player&#39;s overall remaining number of chips. 
       FIGS. 3 to 21  illustrate, map out and trace each of a series of the game possibilities that extend from the game&#39;s initial pick of position III in  FIG. 3 . Again, because  FIG. 3  is completely symmetrical, the total number of outcomes shown in  FIGS. 3 to 21  multiplied by four yields the total number of possible game outcomes from the original arrangement of player and game chips in  FIG. 3 . 
     Referring now to  FIG. 22 , grid  70  shows the outcome of the player&#39;s final chip placement via one of the screens previously described, namely, the grid  70  of  FIG. 21 . In that screen, the player for example chooses the position  72  marked by position c. In one preferred embodiment, the gaming device  10  highlights or otherwise directs the player to pick one of the possible positions  72  in  FIG. 21 . Alternatively, gaming device  10  relies on the player&#39;s knowledge of the Othello® game to pick a suitable position. If the player picks a position that is incorrect, gaming device  10  provides, an audio, visual or audio-visual alarm. 
     It should be appreciated that in one embodiment, the gaming device  10  is not truly a skill game. To that end, gaming device  10  can help the player in any way to keep the pace of game play brisk, and so that the player is not overly burdened with decision making. Thus, besides highlighting the possible positions for the player to pick, gaming device  10  can provide one or more hints or clues as to a selection that is potentially more lucrative than another selection. In that latter case, the game would be a bonus game, wherein the player is supposed to win at least some award, as opposed to a base game, wherein the player is playing against gaming device  10 . 
     Grid  70  of  FIG. 22  illustrates that the player&#39;s placement of player chip  76   c  on the position c in  FIG. 21  caused, in combination with the player chip  78   b , the game chip  76   c  in  FIG. 21  to convert to player chip  76   d  in  FIG. 22 . With each of the game picks and player picks exhausted as seen from information  74  in  FIG. 22 , the ultimate result is that the player and gaming device  10  each accumulate four chips. 
       FIG. 23  illustrates one possible method, after completing the game sequence, for forming an award for the player. In one embodiment, gaming device  10  maps award values or point values to the different positions  72  of grid  70 . In the illustrated embodiments, gaming device  10  does not display to the player the mapping of the values or points to the positions initially but displays them at the end of the sequence, so the player can see what each of the player chips contributed to the overall award. As illustrated, the values or points can be in the form of a number of game credits or a multiplier. In further alternative embodiments (not illustrated), the values or points represent a number of picks from a prize pool, a number of free games, a number of free spins, a non-monetary type award and any combination thereof. 
     In the embodiments illustrated herein, gaming device  10  forms an overall award from multiple components including values and multipliers in the following manner. Gaming device  10  sums all credit values and separately sums all multiplier values. Gaming device  10  then multiplies the summed multiplier value by the sum credit value, resulting in an overall award for the player. It should be appreciated, however, that gaming device  10  can employ a multitude of different types of methods when credits and multipliers are involved, such as summing the credit values together, multiplying that sum by a first one of the multipliers and then multiplying that product by a second one of the multipliers. 
     In  FIG. 23 , the values associated with the game&#39;s chips  76  are also revealed. This gives the player an indication of how well the player faired versus the game. As indicated by information  74  in  FIG. 23 , the player has won an overall amount of 560. That number can also represent a multitude of different types of values to the player, such as a credit value, a number of free spins, a number of free games, a number of picks from a prize pool and any combination thereof. 
       FIG. 24  illustrates an alternative reveal, or  FIG. 24  could be a second reveal, after the reveal of  FIG. 23 .  FIG. 24  illustrates the values or points associated with each of the positions  72  of grid  70 . The reveal of  FIG. 24  shows the player the potential awards the player could have had if the player made different picks or if the game picked different positions. 
     Referring now to  FIGS. 25 to 27 , tables  80 ,  90  and  95 , respectively stored in memory device  14 , illustrate a tabulation and manipulation of the outcomes from  FIGS. 3 to 21 . The tables result ultimately in a weight percentage for the game&#39;s final chip placement. The weight percentage is structured so that an overall average number of player chips remaining at the end of game play is relatively constant with respect to the game&#39;s second or last pick. As stated above, the symmetrical nature of the initial orientation of chips in  FIG. 3  dictates that the outcome of the game&#39;s first placement of a chip does not bias the player&#39;s odds of obtaining ultimate chips regardless of which position the game chooses. Also, gaming device  10  cannot control which position A to C that the player picks in  FIG. 4  for the player&#39;s first chip placement. Based on that first player selection, however, gaming device  10  can and does manipulate the percentage that the processor will randomly generate any one of the possible positions for the game&#39;s second pick based on the position chosen by the player for the player&#39;s first pick. 
     Table  80  of  FIG. 25  shows all the outcomes from the player&#39;s first placement of a chip on, the A position  72  in  FIG. 4 . Table  90  of  FIG. 26  shows all the possible outcomes of the player&#39;s chip placement on the B position  72  in  FIG. 4 . Table  95  of  FIG. 27  shows all the possible outcomes of the player&#39;s chip placement on the C position  72  in  FIG. 4 . 
     In each of the tables  80 ,  90  and  95 , the furthest left column lists each possible outcome of the player&#39;s respective picks of the A, B or C positions  72  from  FIG. 4 . In  FIG. 25 , for example, the top four entries correspond to each of the possible outcomes of the player&#39;s final pick of one of the positions a to d in  FIG. 8 . The next five entries set forth each of the possible outcomes from the player&#39;s final pick of one of the positions a to e in  FIG. 9 . The next four entries in  FIG. 25  set forth the four possible outcomes of the player&#39;s final pick of one of the final positions a to d in  FIG. 10 . The next three entries illustrate the three possible outcomes of the player&#39;s second pick of one of the positions a to c in  FIG. 11 . The final five entries represent the possible outcomes of the player&#39;s second pick of one of the positions a to e in  FIG. 12 . 
     The second column in each of the tables  80 ,  90  and  95  sets forth the number of player chips yielded from the final player pick. For example, if viewing  FIG. 8  it should be appreciated that the player ultimately achieves four remaining player chips  78  if the player selects position a. The player achieves five remaining player chips  78  if the player chooses position b. The player achieves four chips ultimately if the player chooses either positions c or d. 
     It should be appreciated from the second column of tables  80 ,  90  and  95  of  FIGS. 25 to 27 , respectively, that the vast majority of the game outcomes generated from the game pick of position III in  FIG. 3  yield four ultimate player chips. Therefore, since each of the outcomes from the initial game pick (e.g. III) is the same for each other initial pick (e.g., I, II or IV), it should be appreciated that the vast majority of the outcomes for the entire game is four player chips. As described below, the number of ultimate player chips effects the player&#39;s ultimate award, however, limiting each side to two picks even without weighing reduces significantly the variability in the overall remaining number of player chips. Providing three or more game/player chip placements, it should be appreciated, will increase the divergence in total player chips remaining. 
     The third column of tables  80 ,  90 , and  95  of  FIGS. 25 to 27 , respectively, displays the average expected outcome of the outcomes stemming from the final game pick with respect to that stage in the game. For example, the average expected outcome of the final game pick illustrated in  FIG. 8 , which encompasses the stage of the game that includes the top four entries in  FIG. 25 , is 4.25. The average expected outcome from the stage of the game at  FIG. 9  is 4.20 player chips  78 . The average expected outcome from the stage of the game at  FIG. 10  is four player chips. It should be appreciated that in table  95  of  FIG. 27 , each of the outcomes and thus the average expected outcome for each stage of the game at  FIGS. 17 to 21  is four player chips.  FIG. 26  also illustrates that the average outcomes from the two possible positions in  FIG. 15  is five remaining player chips  78 . It should be appreciated that the third column shows the chips which result from optimal play. 
     The fourth column in tables  80 ,  90  and  95  sets forth the overall average number of remaining player chips for the entire table, i.e., the outcome stemming from the stage of the game at the initial player pick of one of the positions A to C in  FIG. 4 . As illustrated, the player will fare a little better by selecting B in  FIG. 4  as set forth in  FIG. 26 . Second, the player will fare slightly less well off by picking the A position in  FIG. 4  as set forth in  FIG. 25 , but will perform a little better than if the player picks the C position in  FIG. 4 , which according to  FIG. 27 , insures that the player receives four remaining player chips. 
     The fifth column in tables  80 ,  90  and  95  of  FIGS. 25 to 27  sets forth a factor n, which is equal to the overall average for the table divided by the average for the particular figure. Thus, in  FIG. 25 , for  FIG. 8 , factor n is equal to 4.088 divided by 4.25, which yields a factor of 0.961. The factor n in essence determines whether any particular set of position placements at the same stage of, e.g.,  FIGS. 8 to 12 , obtains a little less or a little more or than exactly an even share of a weight applied to each of those position placements of those figures. The factor evens out the overall expected number of remaining picks for any of the position placements. 
     Again, gaming device  10  cannot help which position the player initially selects. However, for any selected initial player placement, gaming device  10  can even out the results. In that manner, the player&#39;s position selections in one embodiment of the game of the present invention do not effect the player&#39;s outcome as a matter of skill. In such embodiment, the game is a game of luck. The sixth column sets forth the ultimate weight provided to any particular final game pick. Viewing table  80  of  FIG. 25 , for example, there is a 19.2 percent chance that for the player pick A, the game will randomly generate a position  72  corresponding to pick I in  FIG. 5 . There is a 19.5 percent chance that the game will generate the position  2  illustrated in  FIG. 5 . There is a 20.4 percent chance that gaming device  10  will randomly generate any of the 3, 4 or 5 positions from  FIG. 5 . In  FIG. 26 , the percentages range from 21.2% to 26.6% for the game picks of positions from  FIG. 6 . In  FIG. 27 , the percentages are all equal at 20% for the game picks of positions from  FIG. 7 . 
     The previous paragraph teaches the normalization of the outcomes after the player&#39;s initial chip placement on position of A, B or C. As stated above, the player does best by placing the initial chip on position B (4.25), then position A (4.088) and finally on position C (4.00). Tables  80 ,  90  and  95  in one alternative embodiment can be normalized again with respect to one another. For example, a higher chip total table can be weighted to generate lower ones of its outcomes disproportionately more often, while a lower chip total table can be weighted to generate higher ones of its outcomes disproportionately more often. This is not possible for table  95  because each outcome is four total weighted chips. However, other lower playing tables likely will have some variance. The higher chip total table  80  to generate lower chip totals in any event will help to equalize the expected value between the player&#39;s initial choice between portions A, B or C. 
     As discussed above in connection with  FIGS. 23 and 24 , the number of player positions remaining at the end of the game is one component of the player&#39;s ultimate award. The other component is the values that are generated randomly for each position ultimately occupied by a player chip. That second component adds another layer of randomness to the player&#39;s ultimate award in the embodiment. That is, it is possible that, for example, a player obtaining four remaining player chips eventually receives a more valuable award than a player obtaining five remaining player chips. 
     While the above described games are dependent somewhat on the player&#39;s chip placements, the games can be controlled via central determination if the centrally determined outcome is an award value. That is, regardless of the number of player chips remaining at the end of game play (which does not vary much as shown for a two move game), gaming device  10  can reveal values associated with the remaining player chips that total to the randomly and centrally predetermined outcome. 
     Referring now to  FIGS. 28 to 34 , an alternative embodiment of the present invention is illustrated. In this alternative embodiment, the values associated with the positions occupied by the player chips  78  are visible to the player. In one preferred embodiment, if one of the player&#39;s chips  78  is converted to a game chip  76 , the value or amount associated and displayed formerly with the player chip remains displayed in connection with the converted game chip. In that manner, the player can see certain positions  72  on board  70  that are more desirable to recapture than others.  FIG. 28  sets forth essentially the same game board  70  as illustrated in  FIG. 3 , except that values associated with player chips  78  are shown. The originally placed game chips  76  and player chips  78  are placed on opposite diagonal lines in the center of grid  70  as is the case with  FIG. 3 . 
     Message  74  in connection with  FIG. 28  indicates here that both the game and player are provided with three additional chip placements beginning with the grid  70  of  FIG. 28  ( FIG. 3  provided only two). The player chips  78  in  FIG. 28  show a value twenty-five and a multiplier of 2×. It should be appreciated, however, any of the types of values or awards discussed above in connection with  FIGS. 23 and 24  may be employed in the embodiments described in connection with  FIGS. 28 to 34 . 
     In  FIG. 28 , the game processor proceeds first as is the case above. The processor can choose any of the positions  72  highlighted by I to IV. As illustrated in  FIG. 29 , the game randomly places a game chip  76   a  on the position formerly highlighted by I. Game chip  76   a  in combination with original game chip  76  converts in  FIG. 29  the former original player chip  78  to a game chip  76   b . As illustrated, gaming device  10  maintains the display of the credit value twenty-five in connection with the newly transformed game chip  76   b.    
     Message  74  of  FIG. 29  also illustrates that the game&#39;s remaining picks have been reduced to two, while the player maintains three picks.  FIG. 29  further illustrates or highlights for the player three positions A, B and C, that the player can choose for the player&#39;s first pick.  FIG. 29  also illustrates that gaming device  10  provides a message  94  informing the player to press A, B or C. 
       FIG. 30  illustrates that the player has picked the position formerly highlighted by the letter C on which to place a player chip  78   a . The player has decided against attempting to recapture the twenty-five value and instead wishes to explore grid  70  for different values. Player chip  78   a  in combination with original chip  78  converts original game chip  76  to a player chip  78   b  in  FIG. 30 . Gaming device  10  reveals that player chip  78   a  has a value of ten, while player chip  78   b  has a value of one hundred. Message  74  in  FIG. 30  indicates that both the game and player have two remaining chip placements. Also,  FIG. 30  highlights five positions  1  to  5 , which the game can next select to counter the player&#39;s first pick. It should be appreciated that in  FIG. 30 , the twenty-five value associated with game chip  76   b  is still illustrated. 
     In  FIG. 31 , gaming device  10  places randomly a game chip  76   c  on the position  72  formerly highlighted by numeral  3  in  FIG. 30 . In one embodiment, gaming device  10  is programmed to select the best possible move for the game based on the available displayed values. As illustrated in  FIG. 31 , gaming device  10  has determined that the credit value  100  (seen in  FIG. 30 ) is more valuable than either the credit value  10  or the multiplier 2×. Accordingly, placement of game chip  76   c  converts the player chip  78   b  in  FIG. 30  to a game chip  76   d . Message  74  in  FIG. 31  indicates that the game has one chip placement remaining, while the player has two chip placements remaining. Message  94  informs the player to press one of the positions  72  highlighted by letters a, b, c or d.  FIG. 31  also maintains the display of the twenty-five and one hundred credit values even though the positions associated with those values are currently occupied by game chips  76   b  and  76   d , respectively. 
       FIG. 32  illustrates that the player has chosen to place a chip  78   c  on the position  72  formerly highlighted by the letter b in  FIG. 31 . Player chip  78   c  in combination with original player chip  78  convert original game chip  76  to a player chip  78   d . Player chip  78   c  uncovers the 5× value associated with its position  72 . Converted player chip  78   d  uncovers the value of forty associated with its position. The placement of player chip  78   c  in  FIG. 32  also reconverts former game chip  76   b  in  FIG. 31  back into original player chip  78 , which is associated with the value of twenty-five credits. Placement of game chip  78   c  therefore has converted two game chips for the player.  FIG. 32  also illustrates numerals i to v that are available for the game&#39;s last placement. Message  74  of  FIG. 32  illustrates that both the game and the player have one remaining chip placement. 
     Gaming device  10  is programmed in one embodiment to look for positions that will convert multiple player chips to game chips. In such a case, gaming device  10  would place in  FIG. 33  a game chip  76   e  on the position formerly highlighted by number  4  (iii) in  FIG. 32 . That placement converts original player chip  78  associated with the value of 2× and player chip  78   d  to game chips  76   f  and  76   g , respectively. The values 2× and forty are still illustrated in connection with the positions now occupied by game chips  76   f  and  76   g . Message  74  in  FIG. 33  informs the player that the game is out of the picks and that the player has one remaining placement. Message  94  prompts the player to place a chip on one of the positions  72  highlighted by double letters aa to hh. 
       FIG. 33  presents the player with the opportunity to convert multiple game chips with the player&#39;s final placement. For example, the player can convert two game chips  76   c  and  76   g  to player chips by putting a player chip on position ff. The player can convert two game chips  76   c  and  76   d  to player chips by putting a chip on position hh in  FIG. 33 . In  FIG. 33 , the player decides between the visible value forty ( 76   g ) and the visible multiplier 2× ( 76   f ) versus the visible value one hundred ( 76   d ) and an unknown value ( 76   c ). The player can convert three game chips  76   c  to  76   f  by placing a player chip on position dd in  FIG. 33 . 
     As illustrated in  FIG. 34 , the player opts for the latter option and places the last chip on position dd illustrated in  FIG. 33 . That is, in  FIG. 34 , the player places player chip  78   e  on position dd, which in combination with player chip  78   a  converts game chips  76   d ,  76   f  and  76   e . Game chip  76   d  is converted to formerly held player chip  78   b . Game chip  76   f  is converted to former original player chip  78 . Game chip  76   e  is converted to new player chip  78   f.    
     Message  74  indicates that both the game and the player chip placements are exhausted. Message  96  indicates that the points or award for the player is the sum of all the multipliers times the sum of all the values or 10× multiplied by 165, 1650 yielding points or credits. As described in more detail below, the game of  FIGS. 28 to 35  lead itself to be in a hand-held or computer game, or a game between two players, in any of which points rather than credits are accumulated, i.e., a non-wagering game. 
     To that end, the game of  FIGS. 28 to 35  can be implemented in various different types of gaming formats. In one embodiment, the game is played on a hand held or portable gaming device, wherein the game is not a wagering game, but instead a game of fun that is played for the player to accumulate as many points as possible. In that game, the player may be forced to make moves that are different from moves typically made in the Othello® game. For example, the player may opt to convert a lesser amount of game pieces to accumulate a higher value conversion. Or, the player may decide not to capture an end or a corner spot again in order to achieve a higher point value. It should thus be appreciated that the present invention is not limited to wagering games. However, the embodiment of  FIGS. 28 to 34  could alternatively be a base or bonus wagering game. In  FIG. 34 , the player could, for example, win sixteen hundred fifty credits, which are redeemable for cash or prizes. 
     Referring now to  FIG. 35 , one example of a reveal sequence for the games of  FIGS. 28 to 34  is illustrated values associated with positions that have game symbols as well as positions that the player could have chosen in  FIG. 33  is illustrated. Here the gaming device  10  reveals the five value on the position associated with game chip  76   a  of  FIG. 33 . The reveal sequence of  FIG. 35  also reveals the 6× value associated with the game piece  76   c  of  FIG. 33 . Gaming device  10  also reveals the values thirty, 7×, eighteen, two hundred, fifty, twelve, and 9×, which are associated with the positions aa, bb, cc, ee, ff, gg and hh, respectively, of  FIG. 33 . The reveal sequence shows the player values that the player could have obtained via the placement of the player&#39;s final game chip. 
     Referring now to  FIGS. 36 through 40 , a further alternative embodiment of the present invention is illustrated. This embodiment, as with the last, can be implemented in a hand held gaming device, as a computer game played at home, as a game played by one or two players, as a wagering game or secondary game triggered by a wagering game displayed on gaming device  10  or via the internet on a personal computer monitor. 
     The embodiment of  FIGS. 36 to 40  displays values associated with each of the positions  72 . In that manner, the player can view the game board  70  prior to game play to gain a feel for where the valuable positions are located, so that the player can either capture one of those positions on a first move or work towards capturing the positions over multiple moves. 
       FIG. 36  illustrates in combination with displayed values, the original screen shown in  FIG. 3  with the diagonal arrangement of game pieces  76  and player pieces  78 . Message  74  indicates that both the game and the player have two game piece placements as of the point of the game of  FIG. 36 . The game can randomly place a game chip at any of the positions I to IV. 
       FIG. 37  illustrates that gaming device  10  used its first placement to place game piece  78   a  in position marked by III of  FIG. 36 . Game piece  78   a  captures the fifteen value displayed by its associated position. Game chip  76   a  also converts the original player chip  78  to game chip  76   b , which netted the game an additional thirty value. In one embodiment, gaming device  10  makes moves to maximize the values obtained by those moves.  FIG. 37  also illustrates that the player can choose to place a first player chip on positions A, B or C in  FIG. 37 . 
       FIG. 38  illustrates that the player placed player chip  78   a  on position formerly highlighted by letter A in  FIG. 37 . The game chip  78   a  converts original game chip  76  to a player chip  78   b . Player chip  78   a  resides on a position having a value of fifteen, while player chip  78   b  garners the player a 5× value.  FIG. 38  also illustrates that the game can then place its last chip on any of the positions marked by numbers 1 to 5. 
       FIG. 39  illustrates that gaming device  10  has recaptured the 5× value by placing game chip  76   c  on the position formerly marked by number 3 in  FIG. 38 . The game recaptures the that value and nets an additional credit value of fifteen.  FIG. 39  also illustrates that positions a to d are available to the player to select with the player&#39;s final pick. Although not illustrated, the game could keep a tally of the players points or credits versus the game&#39;s points or credits. Such a feature is accomplished in one embodiment via the use of optics to sense which color is placed in which weighted position (for actual game board and chips) or via the use of an electronic touch panel, such as touchscreen  42  shown in  FIG. 2A  (for virtual game). The touchscreen  42  sends color and weighting information back to the processor. Both the electromechanical or electronic embodiments enable each side&#39;s total to be displayed on an electronic display. 
       FIG. 40  illustrates that the player elects to capture the 10× value by placing player chip  78   c  in the position formerly marked by d in  FIG. 39 . Player chip  78   c  in combination with original player chip  78  converts the game chip  78   b  to the original player chip  78 . The player thus recaptures the original value thirty and adds a 10× to the player&#39;s total. The player in  FIG. 40  does not opt for the opportunity to convert two game pieces  76  and  76   a  by placing the player&#39;s final chip in the position marked by e in  FIG. 39 . 
     That is, the player chose to capture the thirty value and the 10×values rather than the fifteen (position e), 2× ( 76 ) and thirty ( 78   b ). The player&#39;s total award is the sum of the credit or point values or seventy-five multiplied by ten, yielding seven hundred fifty. As discussed above, the seven hundred fifty can represent points that are accumulated by a player, for example, in a hand held game. Otherwise, the seven hundred fifty can correspond to an award for the player or an award can be based upon the total of seven hundred fifty. 
     Referring now to  FIGS. 41 to 45 , another alternative embodiment of the present invention is illustrated. The embodiment of  FIGS. 41 to 45  pits two players against one another. It should be appreciated that the previous embodiments of  FIGS. 28 to 35  and  36  to  40  could also pit two players against one another, e.g., via a board game played by two players. In the embodiment of  FIGS. 41 to 45 , the values displayed to the players are associated with the game pieces or game chips rather than the positions on board  70 . The display device  16  or  18  also accumulating and displays the total points or value accumulated by each player which can be done in any of the embodiments described herein. Since each player piece shows a value, square and circle pieces are used instead of black and white pieces as shown above. The square game pieces  176  can be likened to the former black game pieces  76 , while circular game pieces  178  are analogous to former white game pieces  78 . 
       FIG. 41  illustrates the initial placement of game pieces  176  and  178 . To begin, the players each start with the same initial total of one hundred twenty points or credits. Also, each player is provided with an initial stable of chips shown alongside grid  70 . Player  100  is randomly provided the 5×, 20, 100, 10, 15 and 35 values, while player  200  is provided initially the 30, 4×, 300, 5, 2× and 25 values. In an alternative embodiment, players  100  and  200  are provided with chips having the same starting values. The pieces are symmetrically placed in the middle of board  70  as has been done previously. The square or black piece goes first and a first player  100  chooses in  FIG. 42  to place a relatively low value chip  176   a , having a value of ten, onto the board to thereby convert the second player&#39;s value of forty of original player chip  178  to a game piece  176   b  for player  100 . As illustrated in  FIG. 42 , the total for the player  100  increases to two hundred seventy. The total for the second player is not available because the second player currently only has a multiplier value and nothing to multiply. As seen in  FIG. 42 , player  200  selects a relatively low five value of game piece  178   a  to place in a position in  FIG. 43  to thereby convert player  100 &#39;s forty value of chip  178   b  to a player  200  value of forty associated with chip  178   b.    
     In one preferred embodiment, gaming device  10  replenishes game pieces that the player places onto grid  70 . In the illustrated embodiment, gaming device  10  provides the player with six game pieces from which to select to place onto board  70 . When player  100  picked the ten value in  FIG. 41 , gaming device  10  randomly generated a new value or a 6× value in  FIG. 42  to replenish the loss of the ten value from the players stable of six chips. Likewise, when player  200  picked the five value in  FIG. 42 , gaming device  10  randomly generated a new value of eighteen for player  200  as seen in  FIG. 43 . 
     The strategy employed by players  100  and  200  in the game of  FIGS. 41 to 45  is initially not to use their higher values because those values are located in the relative middle of board  70  and are therefore good candidates to be converted eventually into possession of the other player. Hence, the initial selection of player  100  was the ten value and the initial selection of the player  200  was the five value. 
     In  FIG. 43  the placement of chip  178   a  operates in combination with original chip  178  to convert the square chip  176   b  in  FIG. 42  to a round chip  178   b  in  FIG. 43 . In the illustrated embodiment, the conversion of a chip does not alter the chip&#39;s points or award value. In an alternative embodiment, a conversion from one type of chip to another increases or decreases the value of the chip. As illustrated by meter  98  in  FIG. 43 , the total for the player  100  with the square chips is one hundred fifty, while the total for the player  200  with the round chips is one hundred thirty-five. 
       FIGS. 43 and 44  illustrate that player  100  counters the move of player  200  in  FIGS. 42 and 43  by selecting the chip  176   c  and placing that chip on the grid  70  of  FIG. 44 . Chip  176   c  has an inherent value of 5×. Chip  176   c  in combination with round chip  176   a  converts sequence chip  178   a  to round chip  176   d . Player  100  placed a relatively high value chip (5×) in grid  70  of  FIG. 44  because the chip is located along a row. Typically, chips along a row in the Othello® game are harder to change over than are chips appearing in the middle of the board.  FIG. 44  also illustrates that the placement of the 5× chip has increased the player  100  total to four hundred forty and decreased the player&#39;s  200  total to one hundred twenty. 
       FIGS. 44  and illustrate that the player  200  counters player  100 &#39;s most recent move by placing the player&#39;s largest value chip  178   c  having a value of three hundred into the corner position of grid  70  of  FIG. 45 . Player  200  used the player&#39;s biggest available value because the player knows that round chip placement in the corner position of  FIG. 45  can never be converted back to a square chip. 
     As illustrated in  FIG. 45 , gaming device  10  replenishes the loss of the three hundred value from player  200 &#39;s stable with a thirty-five value. If the chip  178   c  placement ended the game it would not have to be replenishes. The game of  FIGS. 41 to 45 , as well as any game described herein, can continue until all positions  72  of board  70  are filled. In the end, the player with the most points on credits wins. In one embodiment, the chips are replenished randomly. The chips can be potentially with 10 chips of the same value or the total pool of numbers or points can have only one of any particular point or award value or a limited set of same. 
     While the embodiments of  FIGS. 41 to 45  are played by two players in one preferred embodiment, they are alternatively played on a gaming device against a computer. Still further, the game can be incorporated into a wagering game that pits either one player against the computer or one player against another player. For example, gaming device  10  could require an initial wager by two players of a dollar and payback a portion of one of the wagers to the winner and keep a percentage of the loser&#39;s wager. For example, the game could pay sixty cents of the dollar wagered by the loser to the winning player and keep forty cents. 
     In any of the embodiments described herein in connection with  FIGS. 1 to 45 , the values associated with the player&#39;s chips can include, additionally or instead, bonus triggering symbols or values. The bonus trigger symbols alone or in combination with other symbols, e.g., via a persistence meter, take the player to a bonus game played on video monitor  16 ,  18  or on an electromechanical display, e.g., a separate spinning wheel or reel. The bonus game provides potentially more credits to the player. When such bonus triggering symbols and games are used, the Othello® type game of the present invention can be a base or primary game or itself be a bonus game based on, for example, slot, poker, keno, blackjack, etc. 
     Further, as stated above, any of the values described herein can be mystery values that force the player to weigh the choice between the displayed value versus an opportunity for a potentially higher or lower value. The mystery values are eventually displayed to the player and combined with the player&#39;s award. 
     Referring now to  FIG. 46 , a weighted probability table  220  stored in memory device  14  is shown having many of the values and multipliers used throughout the foregoing disclosure. Table  220  shows values and multipliers, however, other tables can be employed having only values or only multipliers. Table  220  includes fifty weighted entries, however, other tables may be used having more or less than fifty entries and may or may not be weighted. 
     Table  220  is applicable to any of the embodiments described herein. For example, table  220  can be used during the sequence of  FIGS. 3 to 24  to provide values (values or multipliers) for the player&#39;s remaining game chips (or be distributed to match a randomly predetermined, e.g., centrally determined award). In  FIGS. 22 to 34 , table  220  is used for example to assign randomly values/multipliers to the positions receiving the player&#39;s chip placements. In  FIGS. 36 to 40 , table  200  can be used to supply the values/multipliers displayed to the player on grid  70 . Alternatively, as shown in  FIGS. 36 to 40 , the values are arranged in one embodiment according to a predetermined pattern. Again, in  FIGS. 41 to 45 , table  220  is used in a embodiment to assign values/multipliers to the two players&#39; chips prior to or at the time the chips are placed in the different players&#39; chip stables. 
     It should be understood that various changes and modifications to the presently preferred 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 invention and without diminishing its intended advantages. It is therefore intended that such changes and modifications be covered by the appended claims.