Patent application title: PLAYING CARD CREATION FOR WAGERING DEVICES
Kane Kuhn (Spokane Valley, WA, US)
Tyler Kuhn (Spokane Valley, WA, US)
Michael J. Kuhn (Spokane Valley, WA, US)
IPC8 Class: AA63F106FI
Class name: Amusement devices: games including means for processing electronic data (e.g., computer/video game, etc.) accessory
Publication date: 2013-12-19
Patent application number: 20130337922
Playing card creation for wagering devices is provided. An example system
for a wagering device includes a card generator for creating real playing
cards in real time. The system may generate only those cards needed for a
round or a hand of a card game from a more complete deck or decks of
virtual playing cards being electronically processed by the wagering
device. A random number generator creates random hands and decks, and
ensures certifiable odds. Players may select or input some custom graphic
aspects of the playing cards to be created. The real playing cards may
also include coupons, advertisements, or prizes. The real playing cards
generated can be disposable, and the system can replace a conventional
1. A system, comprising: a card generator for creating real playing cards
at a casino wagering device; a processor for controlling the card
generator; a memory for storing instructions for the processor to
execute; and card generating logic storable in the memory for creating
the real playing cards.
2. The system of claim 1, wherein the card generator comprises a printer or an embosser to create the real playing cards as each playing card is needed in real time during a game.
3. The system of claim 1, wherein the card generator is integrated into a dealing shoe.
4. The system of claim 1, wherein the card generator generates the real playing cards as a substitute for a shuffler shuffling reusable playing cards.
5. The system of claim 1, wherein the card generating logic causes the card generator to create only a set of one or more real playing cards needed for a round or a hand of a card game from a complete deck or decks of virtual playing cards.
6. The system of claim 1, further comprising a random number generator associated with the card generating logic to create a random deck or a random set of the real playing cards.
7. The system of claim 6, wherein the random number generator and the processor are configurable to adjust odds in real time according to game rules.
8. The system of claim 1, further comprising tracking logic to track where the real playing cards have been generated at player or dealer positions.
9. The system of claim 1, wherein the card generating logic generates the real playing cards for multiple players simultaneously, in real time during a game.
10. The system of claim 1, wherein the card generating logic creates sufficient cards for a round of play at the beginning of the round, but not in real time during the round.
11. The system of claim 1, wherein the real playing cards are disposable after each round or after each game.
12. The system of claim 1, wherein the real playing cards are coded or color-coded coded for each round or each game.
13. The system of claim 1, wherein the real playing cards provide one of a coupon, credit, souvenir, or advertisement, for the player to carry away from the wagering device.
14. The system of claim 1, further comprising a user interface, where each player can custom design the real playing cards to be created.
15. The system of claim 14, wherein the card generator creates real playing cards for a first player according to first user input while the wagering device uses virtual playing cards for a second player according to second user input.
16. The system of claim 1, further comprising a user interface, wherein a user selects whether the system generates the real playing cards according to one of a single deck of cards schema, a multiple deck shoe schema with a penetration mark, or a continuous shuffle schema.
17. The system of claim 1, wherein the card generating logic creates extra real playing cards for a bonus round or an additional bet, wherein the extra real playing cards do not affect a math or odds of a current base game.
18. The system of claim 1, further comprising controls for a live dealer or a live host to apply at least partial control over generating the real playing cards.
19. The system of claim 1, further comprising at least an interface to couple the card generator with a remote random number generator or a backend accounting system.
20. A method, comprising: identifying a current game; consulting current game rules; inputting user card preferences; creating real playing cards for the current game in real time as needed for a round of the current game, based in part on the user card preferences.
RELATED PATENT APPLICATIONS
 This patent application claims the benefit of priority to U.S. Provisional Patent Application No. 61/660,435, filed Jun. 15, 2012, and incorporated herein by reference in its entirety.
 Conventional playing cards for use in a casino have many drawbacks. Their use requires a supply and demand chain, and some significant costs for their continual purchase and replacement. They may also be tampered with in various ways by both players and dealers.
 Playing card creation for wagering devices is provided.
 This summary section is not intended to give a full description of playing card creation for wagering devices, or to provide a list of features and elements. A detailed description of example embodiments of the electronic gaming system follows.
BRIEF DESCRIPTION OF THE DRAWINGS
 FIG. 1 is a diagram of an example electronic game table including creation of real playing cards to be dealt by a dealer in real time.
 FIG. 2 is a diagram of an example electronic game table including creation of real playing cards in real time at each player station.
 FIG. 3 is a diagram of an example computing environment for playing card creation.
 FIG. 4 is a flow diagram of an example method of generating playing cards for a wagering device.
 This disclosure describes playing card creation for wagering devices. In one implementation, a wagering device or system, such as an electronic game table for casino use, generates and tracks virtual playing cards and may also materialize the playing cards as actual, real playing cards in several ways. In one implementation, the wagering device prints out playing cards as each playing card is needed in real time during a game. In this implementation, a dealing shoe may generate (e.g., print or emboss) playing cards from scratch and supply a dealer with each card as the card needs to be dealt.
 FIG. 1 shows a wagering device, an electronic game table 100 including a central game processor or controller 102. The controller 102 hosts card generating logic 104 controlling card generating hardware 106, such as a printer or embosser. The card generating hardware 106 includes a dispensing slot 108 for outputting a freshly generated playing card 110. The generated playing card 110 may be dispensed to a player or an attendant dealer 112.
 In another implementation, shown in FIG. 2, a wagering device, such as a multiplayer electronic game table 200, includes card creation logic 104 and provides card generating hardware or at least a card dispensing slot 108 for each player position 202 around the device. A common display 204 may also track where the physical cards have been generated at player positions. There may be no dealer, and cards can be generated for multiple players simultaneously, in real time during a game.
 In another implementation, the wagering device may create sufficient cards for a round of play at the beginning of the round, but not in real time during the round. The cards may be disposable, in which case the cards used for one round are collected and disposed of at the end of each round, never to be used again. The cards created for each round may be coded, such as color-coded, to prevent cheating between rounds. The generated cards may also provide a coupon, credit, souvenir, or advertisement, for the player to carry away from the game device.
 In another implementation, the wagering device can host multiple different games that each depend on a specific different set of playing cards. The wagering device creates an entire set or deck of cards corresponding to a particular game, whenever that game is selected for play.
 The created cards may be custom-created, but to the current standardized rules and standards, including card standards, for each particular game. Moreover, a certified random number generator or other randomizing agent may create random rank, suit, or numbers for each card according to custom or law. Thus, blackjack or poker cards may be created with random value but according to the customary decks for each game, with random cards being generated according to certified standards of random generation.
 The generated cards may also be personalized to user preferences. A given user may select colors and designs for both the front (e.g., suits and ranks) of the cards and the backs of the cards (e.g., personalized names, sayings, images). Of course, any selection that may be implemented in a paper or plastic real playing card, may also be adopted when the cards are maintained as virtual cards, existing as images on the player's display.
 In one implementation, the house places advertisements, coupons, credits, souvenirs, or game bonuses on some or all of the backs (non-playing sides) of the cards. For example, all players who reach the final round of a game may be given playing cards that have a coupon for a discount at an in-house restaurant. Or, a jurisdiction (or the house) may allow a sponsor to "buy" all the backs of the cards for a certain game, round, or time period to place advertisements, coupons, or offers. The promotional card may or may not be utilized in the game at hand. For example, in the middle of dealing a game of blackjack, with all cards appearing traditional, a promotional card may appear at random, with an appearance different than the cards used in the actual game play. For instance, a bright red card may appear with a picture of a steak dinner. The player was just dealt a free steak dinner from a house restaurant. This promotional card is removed from the table, and the player is then dealt an additional card actually used in the game play. In a variation, the promotional card is not removed from the table and the player has to win the current hand or round in play in order to redeem the prize.
 In one implementation, the playing cards are created very inexpensively and intended to be strictly disposable, especially for locations in which peel cards are popular. Such cards may be time stamped or otherwise coded so that they cannot be reused. The player can keep the cards, depending on implementation, or the used cards may be disposed of by the house, dealer, etc., after their intended use.
 In another implementation, the playing cards are created with some durability, e.g., plasticized, or quality-embossed, with the intention of longer use: for the entire time a player is at a given table, or for as long as a given table is offering a certain game on a given day. The more durable cards may be coded with a readable code for a scanner to identify the cards. The readable code may be only machine readable, invisible to the human eye, or the code may also be human readable. The code may expire so that cards cannot be intentionally reused. Or the cards may be used with a scanner that recognizes conventional suit and rank markings, numbers, or other symbols without addition of an extra, readable code.
 The card creation may occur via printing, pressure sensitive devices on reusable or disposable paper, plastic or other composites. The cards can be randomly created by suit or rank and in number or quantity based on game requirements or rules, on demand.
 In one implementation, the card creation device includes a random number generator (RNG), printer, embossing method, or other technology to create the appropriate image or symbol to play the game at hand. In one implementation, the card generator may also clean and/or reprint the cards as needed. The same card generator may create physical cards, digital images or both.
 In one implementation, a game processor and/or software engine preemptively decides the order of a deck or set of cards using a random number generator so that all actions performed on the table can be metered by the game processor or software engine. Thus, the processing of the game can remain completely electronic and thereby totally secure, with no human intervention being able to affect game outcome. In this scenario, a printed card received by dealer or by player is simply the physical representation of what the software or electronics have already made definite, so that any printing or dealer error is impossible or rectifiable because the actual outcome is ultimately shown on the table or game device as locked-in by the electronics or software. Thus, what is displayed visually verifies the printed, generated cards (in real-time, or lagged). Thus, such an implementation allows installation of the example system into electronic-only jurisdictions, being completely secured and controlled but still allowing players to have "traditional card interaction," as is especially popular in Baccarat, which may have a constant turnover and disposal of cards.
 In one implementation, the use of generated real cards is optional as between players. In Baccarat, for example, an example game device can allow any number of players to peel cards if they so desire. There is still only one outcome per round, because the player/banker cards are the same (same cards reproduced for each player who wants the peel card option).
 In another implementation, players may be allowed the option to buy different cards for the player or the banker, but play against house-drawn player and banker hands (which in some games would always be present whether being bet for or against). Or, a player can bet against other players' "alternate" hand allowing different types of betting strategies, with players selecting the match-ups. This is feasible because of the electronics or software-secured outcome.
 In one implementation, a game device allows the casino or house to offer cards for purchase for a fee (e.g., $0.25) if a player wants to buy one or more peel cards. For example, the game device can allow a player to purchase a single peel card when a third card is needed and the player wants to peel (e.g., rip or destroy) the third card at the culmination of action, but had not done so for the previous two cards (thus not affecting any game outcome, but allowing the player the entertainment of manipulating an actual artifact, e.g., for luck, habit, or superstition.) The optional purchase price attached to a generated card may balance cost of generating such a card. In one implementation, a game system allows the option of a sliding scale to sell peel cards so that a high bettor who receives cards does not become discouraged. This may only apply to certain types of games. In some games, individual players can always chose between physical or virtual representations of the cards at play. The player may or not be charged a (creation) fee if the player elects to play with the physical cards.
 In one implementation, the generated cards are redeemable in themselves in number, e.g., for a ticket at an arcade, for example. So the more generated cards that a player collects, the closer the player approached a reward, a raffle chance, etc.
 The generated cards may be delivered to a player or dealer in an entertaining manner. A card may be delivered via a tract e.g., after being scanned and stored to software. The cards may also be ejected in an entertaining manner. Likewise a robot or mechanical arm may deliver that cards.
 Example Computing Environment
 FIG. 3 shows an example computing environment 300 for card creation for wagering devices.
 The illustrated configuration of the exemplary game processing system 300 is meant to provide only one example arrangement for the sake of overview. Many other arrangements of the illustrated components, or similar components, are possible within the scope of the subject matter. Such an exemplary game processing system 300 can be executed in hardware, or combinations of hardware, software, firmware, etc.
 The exemplary game processing system 300 includes a controller 102, which may be or include a desktop, server, or notebook style computer, or other device that has processor 302, memory 304, and data storage 306. The controller 102 may also include interface 308 to communicatively couple with participant player interfaces 310, 312, and 314. The game processing system 300 includes game instructions 316 for particular games and associated game rules 318, shown as software loaded into memory 304. The card generating logic 104 may also be loaded into memory 304.
 The interfaces 308 can be one or more hardware and software components that drive the visual displays and communicate with the interactive components, e.g., touch screen displays of multiple participant user interfaces 310, 312, and 314.
 Example Method
 FIG. 4 shows an example method 400 of playing card creation for wagering devices. Operations are shown as individual blocks. The method may be executed by the card generating logic 104, the card generating hardware 106, and/or the controller 102.
 At block 402, a current game is identified.
 At block 404, current game rules are consulted.
 At block 406, user card preferences are input.
 At block 408, a decision to create cards in real game time is determined.
 At block 410, if the cards are to be generated in real playing time, then each card to be dealt is printed (created) in real time as needed.
 At block 412, if the cards need not be created in real playing time, then a set or deck of cards may be printed (created) for the current game or round.
 Although exemplary systems have been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described. Rather, the specific features and acts are disclosed as exemplary forms of implementing the claimed systems, methods, and structures.
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