Abstract:
A method for playing a wagering card game includes accepting between 1 and n wagers where n is a positive integer, dealing a house card, dealing a first card to a first player, comparing the first card to the house card, and paying all payouts won. The first player wins a payout as a function of a first wager and a first payout rate if the first card has a lower value than the house card, and loses the first wager if the first card has a value greater than or equal to the house card. If the first player has a second wager and has won on the first wager, a second card is dealt and compared to the first card, and another payout is won as a function of the second wager and a second payout rate if the second card has a lower value than first card.

Description:
CROSS-REFERENCE TO RELATED APPLICATION(S) 
       [0001]    This application claims priority to U.S. Provisional Pat. App. No. 60/797,483; filed May 4, 2006, which is hereby incorporated by reference in its entirety. 
     
     BACKGROUND 
       [0002]    The present invention relates to a method and apparatus for playing an elective wagering game that can be played as a live casino table game (i.e., as a card game) or in electronic video device versions. 
         [0003]    Casinos and other game suppliers are continually seeking new games that offer participants desirable wagering opportunities. Many gaming participants seek a game that is relatively easy to understand, offers small wager opportunities, offers large payout opportunities, and is enjoyable and entertaining. At the same time, casinos and other game providers seek to provide games that not only satisfy potential participants&#39; desires, but also address institutional concerns such as providing odds favorable to the “house” and providing games with relatively quick “hands”. 
       SUMMARY 
       [0004]    A method for playing a wagering card game includes accepting between 1 and n wagers where n is a positive integer, dealing a house card, dealing a first card to a first player, comparing the first card to the house card, and paying all payouts won. The first player wins a payout as a function of a first wager and a first payout rate if the first card has a lower value than the house card, and loses the first wager if the first card has a value greater than or equal to the house card. If the first player has a second wager and has won on the first wager, a second card is dealt and compared to the first card, and another payout is won as a function of the second wager and a second payout rate if the second card has a lower value than first card. The method of the present invention also includes an alternative embodiment where a card having a greater value than a card to be beat wins. 
     
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0005]      FIG. 1  is a top view of a gaming space according to the present invention. 
           [0006]      FIG. 2  is a top view of a player space of the gaming space of  FIG. 1 . 
           [0007]      FIG. 3  is a flow chart of a portion of a round of play according to the game of the present invention. 
       
    
    
     DETAILED DESCRIPTION 
       [0008]    The present invention relates to a method and apparatus for playing a wagering game, the objective of which is to draw a card that “ducks” (i.e., is lower than) a card to be beaten, which is a card previously dealt to either the house or the player. Hence, the game is titled “DUCK”. The game can be played as a live card game, as in a casino table game setting, or electronically, as on a slot machine, on the Internet, or on any other electronic gambling device. 
         [0009]    In general, game play proceeds as follows. Before dealing beings, each player makes one or more elective wagers. The game rules can require than each of a player&#39;s wagers be of equal value. A dealer, representing the house, then deals one card to the first player (and potentially to each other player) and one card to the house (i.e., one card is dealt to the dealer). Play proceeds with a first player&#39;s hand (or turn). If the first player&#39;s (first) card is lower than the house&#39;s card (i.e., the first player “ducks” the house&#39;s card), the first player wins a sum based on the first bet made by the first player. If the first player wins the first bet and has made a second wager, the dealer deals the first player a second card. If the first player&#39;s second card is lower than (i.e., “ducks”) the first player&#39;s first card, the first player wins a sum based on his or her second bet. Cards continue to be dealt to the first player as long as the first player has an outstanding, uncovered bet, and until the first player fails to draw a card lower than the card to be beaten (i.e., the house&#39;s card in the case of the first card or the first player&#39;s previous card for subsequent cards). A “push”, which occurs when a dealt card matches the card to be beaten, normally ends the first player&#39;s hand. At the end of a hand, when the first player has covered all bets, pushed, or failed to “duck” a card, all of the first player&#39;s uncovered bets are won by the house. Once the first player&#39;s round is complete, the dealer turns to the second player and continues as with the first player, and so on for every player in the game. 
         [0010]    After the last player is done with his or her hand, the deck is shuffled (when playing the game using a single-deck), and a new round begun with new bets being placed. A single deck, shuffled before each new round of betting, obviates the problem of players “counting cards” before making a wager. 
         [0011]    Whether the cards are dealt face up or face down; whether each player initially receives a card or the play of the first player is completed before the second player receives a card is of no consequence. If all cards are dealt face up, it will be clear that some players will have lost as soon as the house&#39;s card is turned up. The wagers of these losing players can be collected before the first player (i.e., the active player) is dealt a second card, leaving only winning players on the table. Alternatively, players&#39; cards may be dealt face down and each player&#39;s card turned up only when that player&#39;s turn arrives. Such game play choices do not affect game outcome, only the ambiance and tension of the game. 
         [0012]    The odds of a player getting as many as five cards progressively lower than the dealer&#39;s card are slim. This allows the game to accommodate substantial payouts for small wagers, even if the game rules limit each play to at most five wagers for five potential cards. This is expected to appeal to many players. 
         [0013]    Card valves can vary as desired. In one embodiment, cards are valued as in bridge or poker (i.e., queen is lower than king), but with ace cards valued as “1” (i.e., the lowest card in at deck). Alternatively, cards might be valued as in blackjack (i.e., king through  10  are valued at “10” and ace is “11” or “1”). In that case, when the dealer gets a king (or queen, jack, or  10 ), the player wins (and does not push) only after being dealt a nine or lower. Ace is normally valued as “1” in this case, but could alternatively be valued “11” for the house and “1” for players, which would shift the odds more in favor of players and payout rates would generally be lower. These alternative game play scenarios would affect the odds of the game and the level of payout that would leave the game still profitable for the house, but would not change the spirit or scope of the invention. 
         [0014]      FIG. 1  is a top view of a gaming space  20  having a table area  22 . The gaming space  20  is generally like a conventional blackjack table used on a casino floor, but can have markings specific to the “DUCK” game on the table area  22 . Table area  22  provides a house card location  24 , and a number player spaces  26 A- 26 G. As explained in greater detail below, the player spaces  26 A- 26 G provide areas for player cards and wagers. In further embodiments, the gaming space  20  can include other features (not shown), such as chip and money holders for use by a dealer and detailed playing rules. 
         [0015]    While the gaming space  20  of  FIG. 1  is shown and described with respect to a physical table, it should be appreciated that the gaming space  20  can be applied to video gaming systems as well. For instance, a conventional casino floor video gaming unit could produce a display on a video monitor resembling at least a portion of the gaming space  20  (see  FIG. 2 ). Alternatively, a web page could provide an interface similar to gaming space  20  or a portion thereof (see  FIG. 2 ). 
         [0016]      FIG. 2  is a top view of one player space  26  on the table area  22  of the gaming space  20 , shown as the player space  26  would appear to a game player. The player space  26  includes markings  30  that are generally descriptive of the game rules, stating “House wins push on first card.” The house rule indicated by markings  30  means that if a player&#39;s first card matches that of the dealer/house, the player loses. Other rules can be similarly published on the player space  26 . Likewise, marking  31  provides player instructions such as where betting chips or the like are placed. The markings  30  and  31  are meant to be demonstrative of possible rules, and are not exhaustive. 
         [0017]    Additional markings on the player space  26  indicate card spaces  32 A- 32 E where up to five cards C 1 -C 5  will be dealt for each player and wager spaces  34 A- 34 E where a player can place from one to five wagers W 1 -W 5  (not shown) . . . , starting with card  1  (wager space  34 A) and, at the player&#39;s option, progressing up to card  5  (wager spaces  34 B- 34 E). The card spaces  32 A- 32 E are each located adjacent to the wager spaces  34 A- 34 E, respectively. As detailed below with respect to  FIG. 3 , the player using the player space  26  will then be dealt one or more cards C 1 -C 5  (not shown), with the number of cards dealt depending upon the number of wagers placed and the player&#39;s success at “ducking” cards to be beaten during game play. Payout rates for “ducking” cards to be beaten are noted as payout markings  36 A- 36 E adjacent to each of the wager spaces  34 A- 34 E, respectively. As shown in  FIG. 2 , payout rates are as follows: pay 1:1 for first card (wager W 1  and payout marking  36 A); pay 3:1 for second card (wager W 2  and payout marking  36 B); pay 10:1 for third card (wager W 3  and payout marking  36 C); pay 40:1 for fourth card (wager W 4  and payout marking  36 D); and pay 150:1 for fifth card (wager W 5  and payout marking  36 E). These payout rates are exemplary, and are provided by way of example and not limitation. These exemplary payout rates are expected to yield an acceptable profit to the house, but can be varied in further alternative embodiments as desired. 
         [0018]    The foregoing describes play where each player is limited to five potential cards. However, more or fewer cards could be dealt to each player without departing from the spirit and scope of the invention. For example, assuming that the game rules dictate that the house wins a push on the first card, it would be possible to allow players to make up to twelve wagers and potentially be dealt twelve cards (i.e., assuming a conventional 52-card deck is used, ace has value “1” and the house is dealt a king). However, the likelihood of a player winning all twelve sequential bets in a game of “DUCK” is nihil—billions to one. In order to make the last several of these twelve bets “fair”, that is, enticing or attractive to players, the house would likely have to offer exceedingly high payoffs. Allowing twelve bets would invite fraud, in particular in a live table game version (as opposed to video version) of the game. Although the game will allow as many as twelve cards to be dealt to any player, concerns about extremely large payoffs may limit the number of possible cards dealt to players to a number less than twelve. For example, as shown in the illustrated embodiment, the maximum number of cards dealt to a player in a hand can be limited to five. 
         [0019]      FIG. 3  is a flow chart of a portion of a round of play in a game of “DUCK”, following the play for a single player (Player  1 ) in a game allowing up to five wagers W 1 -W 5  for five cards C 1 -C 5 . The game can be played using a gaming space as described above with respect to  FIGS. 1 and 2 , or in other settings. As shown in  FIG. 3 , Player  1  has made all five possible wagers W 1 -W 5 . If fewer than five wagers were made by Player  1 , the last card (corresponding to Player  1 &#39;s final wager) W 1 , W 2 , W 3  or W 4  would be treated in a manner similar to the player&#39;s fifth card C 5  in  FIG. 3 . In  FIG. 3 , the wagers W 1 -W 5  are in terms of general tokens, each having a value 1. In further embodiments, the wagers W 1 -W 5  can be made be made in any currency, chips, tokens, credits, etc., and payouts would simply change proportionately with wagers made in units as they differ from 1. As will be understood from this example, the “card to be beat” begins with a Dealer or House card D, and then becomes each player&#39;s previous card C 1 -C 4  as the player continues in the game. 
         [0020]    Initially, in the illustrated embodiment, the Dealer deals a first card C 1  to each player participating in the game, and then a dealer card D to the House (step  100 ). As discussed above, the players&#39; cards C 1 -C 5  can be dealt face up or face down. The flow chart shown in  FIG. 3  reflects a game play scenario where cards are initially dealt to all players at once and each players&#39; hand is addressed sequentially, although other scenarios are possible. For instance, in alternative embodiments, cards can be dealt just to the House and the first player, with cards dealt to any other players at a later time. 
         [0021]    After the Dealer has dealt a single (first) card to each player and to the House (step  100 ), a comparison is made between the dealer card D and Player  1 &#39;s first card C 1  (step  102 ). Player  1  faces two possibilities: (I) if Player  1 &#39;s first card C 1  has a value equal to or greater than the House card D (i.e., the initial card to be beaten), Player  1  loses all wagers W 1 -W 5  and Player  1 &#39;s turn is ended (step  104 ); or (II) if Player  1 &#39;s first card C 1  has a value less than the House card D, Player  1  wins, receives a payout P 1  based on his or her first wager W 1  and the designated payout rate (e.g., 1 token for each 1 token wagered as shown in  FIG. 2  at the payout marking  36 A) and then is dealt a second card C 2  (step  106 ). If Player  1 &#39;s turn ends (Step  104 ), the game proceeds with Player  2 &#39;s hand (i.e., go to step  140 ). 
         [0022]    If Player  1  has succeeded in reaching step  106  (i.e., Player  1 &#39;s first card C 1  was less than the house card D), a new comparison is made between Player  1 &#39;s second card C 2  and Player  1 &#39;s first card C 1 , which is the new card to be beaten (step  108 ). Player  1  now faces three possibilities: (III) if Player  1 &#39;s second card C 2  has a value greater than Player  1 &#39;s first card C 1  (i.e., the new card to be beaten), Player  1  keeps previous winnings P 1  (from wager W 1 ), loses the current wager (W 2 ), loses higher bets (wagers W 3 -W 5 ), and Player  1 &#39;s turn is ended (step  110 ); (IV) if Player  1 &#39;s second card C 2  has a value equal to Player  1 &#39;s first card C 1 , Player  1  keeps previous winnings P 1  (from wager W 1 ), breaks even on the current wager W 2  (i.e., keeps wager W 2 ), loses higher bets (wagers W 3 -W 5 ) and Player  1 &#39;s turn is ended (step  112 ); or (V) if Player  1 &#39;s second card C 2  has a value less than Player  1 &#39;s first card C 1 , Player  1  wins and receives a payout P 2  based on his or her current wager W 2  and the designated payout rate (e.g., 3 tokens for each 1 token wagered as shown in  FIG. 2  at the payout marking  36 B) and then is dealt a third card C 3  (step  114 ). If Player  1 &#39;s turn ends (steps  110  or  112 ), the game can proceed with Player  2 &#39;s hand (i.e., go to step  140 ). 
         [0023]    If Player  1  has succeeded in reaching step  114  (i.e., Player  1 &#39;s second card C 2  is less than Player  1 &#39;s first card C 1  and Player  1 &#39;s first card C 1  is less than the dealers card D), a new comparison is made between Player  1 &#39;s third card C 3  and Player  1 &#39;s second card C 2 , which is the new card to be beaten (step  116 ). Player  1  then faces three possibilities: (VI) if Player  1 &#39;s third card C 3  has a value greater than Player  1 &#39;s second card (i.e., the current card to be beaten), Player  1  keeps previous winnings P 1  and P 2  (from wagers W 1  and W 2 ), loses the current wager W 3 , loses higher wagers W 4  and W 5  and Player  1 &#39;s turn is ended (step  118 ); (VII) if Player  1 &#39;s third card C 3  has a value equal to Player  1 &#39;s second card C 2  (i.e., a “push” occurs), Player  1  keeps previous winnings P 1  and P 2  (from wagers W 1  and W 2 ), breaks even on the current wager W 3  (i.e., keeps wager W 3 ), loses higher bets (wagers W 4  and W 5 ) and Player  1 &#39;s turn is ended (step  120 ); or (VIII) if Player  1 &#39;s third card C 3  has a value less than Player  1 &#39;s second card C 2 , Player  1  wins and receives a payout P 3  based on his or her current wager W 3  and the designated payout rate (e.g., 10 tokens for each 1 token wagered as shown in  FIG. 2  at the payout marking  36 C) and then is dealt a fourth card C 4  (step  122 ). If Player  1 &#39;s turn ends (steps  118  or  120 ), the game can proceed with Player  2 &#39;s hand (i.e., go to step  140 ). 
         [0024]    If Player  1  continues to win, the progression through comparisons of Player  1 &#39;s fourth and fifth cards C 4  and C 5  (steps  124  and  132 ) is essentially the same as with Player  1 &#39;s second and third cards C 2  and C 3 , with only pay-outs P 4  and P 5  differing for each respective wager (wagers W 4  and W 5 ). For each card C 4  and C 5 , Player  1  has three possibilities: losing (steps  126  and  134 ), pushing (steps  128  and  136 ) or winning (steps  130  and  138 ). When Player  1 &#39;s wagers W 1 -W 5  have all been addressed, Player  1 &#39;s hand ends because of a loss on any card C 1 -C 5 , a push on any card C 1 -C 5 , or a win on all cards C 1 -C 5  and Player  2 &#39;s hand begins (step  140 ). Player  2 &#39;s hand is followed, in a similar manner, by hands for all other players in the current game. 
         [0025]    It should be noted that all winnings or payouts P 1 -P 5  can be paid to a player as each card C 1 -C 5  is addressed, allowing the player to collect the winnings at successive stages of the game. Alternatively, winnings could be dispensed at the end of a player&#39;s hand or at the end of a round of the game (i.e., after all players&#39; hands are finished). 
         [0026]    Furthermore, in an alternative embodiment, the game could be played with higher cards beating lower cards (such a game might be called “BEAT” rather than “DUCK”). The general steps of game play in such an alternative embodiment would be similar to those described with respect to  FIG. 3 , however, a player wins a particular bet/wager (e.g., steps  106 ,  114 ,  122 ,  130  and  138 ) when the player&#39;s current card is greater than the card to be beat. 
         [0027]    Although the present invention has been described with reference to preferred embodiments, workers skilled in the art will recognize that changes may be made in form and detail without departing from the spirit and scope of the invention. For instance, custom decks of cards could be used having card values or other characteristics that differ from conventional 52-card decks; poker or blackjack card values can be used; and rules applicable to a push can vary.