WO2001051141A1 - A method and apparatus for playing an electronic bridge game - Google Patents

A method and apparatus for playing an electronic bridge game Download PDF

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Publication number
WO2001051141A1
WO2001051141A1 PCT/US2001/001070 US0101070W WO0151141A1 WO 2001051141 A1 WO2001051141 A1 WO 2001051141A1 US 0101070 W US0101070 W US 0101070W WO 0151141 A1 WO0151141 A1 WO 0151141A1
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WO
WIPO (PCT)
Prior art keywords
game
base module
gaming system
electronic gaming
player
Prior art date
Application number
PCT/US2001/001070
Other languages
French (fr)
Other versions
WO2001051141A8 (en
Inventor
Harmon S. B. White
Original Assignee
Valleyspring Mutual Trust
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Valleyspring Mutual Trust filed Critical Valleyspring Mutual Trust
Priority to AU2001229409A priority Critical patent/AU2001229409A1/en
Publication of WO2001051141A1 publication Critical patent/WO2001051141A1/en
Publication of WO2001051141A8 publication Critical patent/WO2001051141A8/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/06Card games appurtenances
    • A63F1/18Score computers; Miscellaneous indicators
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F2001/001Bridge or baccarat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F2001/008Card games adapted for being playable on a screen

Definitions

  • embodiments of the present invention are directed to a portable electronic apparatus that facilitates playing a game of Bridge involving from one to four human players, a method of playing an electronic game of Bridge that facilitates social interaction associated with playing the game, and a method for automatically replaying a hand of Bridge from any point of the game.
  • the present invention relates to a method and apparatus for playing an game of Bridge electronically.
  • Embodiments of the present invention overcome the drawbacks of the prior art by allowing up to four players to sit around a card table, thereby recreating the social environment often associated with playing Bridge, and play an electronic game of Bridge without complicated and cumbersome electronic connections between the players.
  • the present invention features a centralized base module electrically connected to an electronic apparatus.
  • the electronic apparatus includes four display screens that shows updates of game activities.
  • the base module includes a section that controls the electronic Bridge game by setting game conditions, shuffling and dealing the cards, creating and/or recreating hands for duplicate Bridge games, and in general implementing game rules.
  • the base module also facilitates electronic communications between the players.
  • the base module includes a memory section.
  • the memory section includes a read only memory portion and a random access memory portion.
  • the read only memory portion controls the electronic Bridge game by setting game conditions and implementing game rules.
  • the random access memory portion is reserved for retaining an electronic history of real time game decisions and for replaying a particular game from any point in that history upon command.
  • the memory section may include an erasable programmable read only memory (EPROM) portion wherein the EPROM facilitates keeping track of scoring and bidding, or providing excess memory.
  • EPROM erasable programmable read only memory
  • the EPROM may be used to facilitate an active voice feature.
  • each player has a portable electronic apparatus in communication with the other players.
  • the portable electronic apparatus is a hand-held or table top instrument for playing a game of
  • the electronic apparatus includes a display that is adapted to be visible by only a player operating the electronic apparatus and not by other opponent players.
  • the electronic apparatus further includes a control section, a memory section, and a keyboard.
  • the control section includes logical circuitry that facilitates playing the game of Bridge.
  • the memory section includes a read only memory portion and a random access memory portion. The read only memory portion controls the electronic Bridge game by setting game conditions and implementing game rules.
  • the random access memory portion is reserved for retaining an electronic history of real time game decisions and for replaying a particular game from any point in that history upon command.
  • the memory section may include an erasable programmable read only memory (EPROM) portion wherein the EPROM facilitates keeping track of scoring and bidding, or providing excess memory.
  • EPROM erasable programmable read only memory
  • the EPROM in conjunction with a voice synthesizer circuit, may be used to facilitate an active voice recognition feature.
  • the active voice recognition feature enables the base module to receive and process samples of a player's voice and for carrying out game conditions and rules.
  • each player has a portable electronic apparatus that does not interface with a centralized base module.
  • an electrical link between players is provided through a wire cable inserted into a predetermined portal located on the portable electronic apparatus.
  • direct communication is provided through an optoelectronic connection wherein each portable electronic apparatus is equipped with an optical transducer.
  • communication is provided through radio frequency transmissions.
  • the screen on the portable electronic apparatus enables a player to view his or her hand of cards, and a dummy hand.
  • the screen may also facilitate viewing game histories to enable the player to select a point from which a game can be reviewed or replayed.
  • the screen includes a liquid crystal display.
  • the keyboard on the portable electronic apparatus allows a player to electronically communicate real time game decisions to other players, which game decisions include cards to be played.
  • the game decisions can be further communicated to the random access memory portion of the electronic apparatus, which stores the game decisions.
  • the keyboard is in electrical communication with a centralized base module.
  • the keyboard includes a transceiver that facilitates transmitting and receiving an optical signal.
  • the keyboard includes a transceiver that facilitates transmitting and receiving a radio frequency (RF) signal.
  • RF radio frequency
  • the electronic apparatus includes a read only memory portion that facilitates playing at least Contract Bridge, Duplicate Bridge, and Chicago Bridge.
  • the read only memory portion of the electronic apparatus contains game strategies, conditions and rules associated with Contract Bridge, Duplicate Bridge, and Chicago Bridge.
  • a player may select a version of the game of Bridge by activating a switch.
  • the switch correlates a predetermined setting with a version of the game.
  • the player may select a version of the game by highlighting an option that appears on a display screen.
  • the display screen is in communication with the electronic apparatus.
  • the electronic apparatus may include an opening that receives a plurality of removable cartridges. Each of the removable cartridges include a read only memory that contains a game condition and game rules associated with Contract Bridge, Duplicate Bridge, and Chicago Bridge.
  • the electronic apparatus includes an opening that may receive a single compact disc read only memory device that includes game conditions and game rules and strategies for Contract Bridge, Duplicate Bridge, and Chicago Bridge.
  • the electronic apparatus includes a screen.
  • the screen includes a liquid crystal display.
  • the liquid crystal display may also include touch sensitivity for identifying any card or for transmitting various game decisions.
  • the electronic apparatus includes a keyboard.
  • the keyboard includes a receptacle for facilitating electronic communications between the group of players.
  • the receptacle may include a communication serial bus (CSB) port or a computer system interface for connecting to another electronic apparatus or computer system.
  • the keyboard may include a transceiver device that facilitates optical or radio frequency (RF) communications between the group of players.
  • CSB communication serial bus
  • RF radio frequency
  • the keyboard includes keypads that are configured to the game of Bridge.
  • the keypads include a North, South, East. West indicator, and specialized buttons related to bidding, scoring and game related conditions and rules.
  • an electronic gaming system comprises a base module and a plurality of local game stations operatively coupled to the base module.
  • Each of the plurality of local game stations has a display adapted to display a plurality of electronic game cards, which are communicated to each of the plurality of local game stations by the base module.
  • the base module is constructed and arranged to receive a plurality of signals from the plurality of local game stations representing player transactions and for processing the player transactions according to at least one group of game conditions and rules stored on the base module.
  • the base module includes a micro-controller and at least one memory device, which is coupled to the micro-controller for storing the at least one group of game conditions and rules.
  • the base module further includes an interface coupled to the at least one memory device for enabling at least one other group of game conditions and rules to be loaded into the at least one memory device.
  • the interface is adapted to accept a smart card having the at least one other group of game conditions and rules.
  • the interface is adapted to accept a template having the at least one other group of game conditions and rules.
  • the interface comprises a data storage peripheral device and a removable storage medium adapted for use with the data storage peripheral device.
  • the base module further includes a voice synthesizer circuit that is responsive to annunciation of a player and a speaker coupled to the voice synthesizer circuit that annunciates information responsive to the annunciation of the player.
  • a volume control switch is also included on the base module, which volume control switch is operatively coupled to the voice synthesizer circuit and to the speaker.
  • Each of the plurality of local game stations includes a keyboard coupled to the base module and a display coupled to the keyboard.
  • Each of the keyboards includes a plurality of controls that are operatively configured to communicate information to the base module.
  • the plurality of controls can include a plurality of buttons.
  • the keyboard further includes a wireless communication device that is operatively configured to communicate information to the base module.
  • the at least one group of game conditions and rules includes a bridge card game software program.
  • a method of using the electronic gaming system of the present invention comprises the steps of dealing a plurality of electronic game cards from a base module to a plurality of local game stations; providing a signal from at least one of the a plurality of local game stations to the base module representing at least one player transaction; and processing the at least one player transaction at the base module according to predetermined game conditions and rules stored on the base module.
  • the method further includes the step of displaying the plurality of electronic game cards on a display associated with each of the plurality of local game stations.
  • the step of processing the at least one player transaction further includes storing the at least one player transaction in a memory device located on the base module.
  • the step of processing the at least one player transaction further includes storing at least one game score associated with the at least one player transaction in the memory device located on the base module.
  • the method of using the electronic gaming system further comprises storing the at least one player transaction and the at least one game score on a removable storage medium located on the base module for enabling a player to remove and transport the removable storage medium.
  • FIG. 1 is a schematic diagram of a gaming system according to an embodiment of the present invention
  • FIG. 2 is a functional block diagram of a base module included in the gaming system shown in Fig. 1 ;
  • FIG. 3 is one embodiment of a player interface device included in the gaming system shown in Fig. 1 ;
  • FIG. 4 is another embodiment of a player interface device included in the gaming system shown in Fig. 1.
  • the present invention relates to a method and apparatus for playing an electronic game of Bridge.
  • Embodiments of the present invention overcome the drawbacks of the prior art by allowing a group of players to sit around a card table, to recreate the social environment associated with playing Bridge, and to play an electronic game of Bridge without cumbersome electronic connections between the players.
  • One embodiment of a method and apparatus for playing an electronic Bridge game in accordance with the present invention will now be described with reference to FIGS. 1-4.
  • FIG. 1 shows the system 10 illustrating four player gamestations (1, 2, 3, 4) situated in a cloverleaf configuration wherein player position one represents north, player position two represents east, player position three represents south, and player position four represents west.
  • the player gamestations (1, 2, 3, 4) each include a display or screen 16, and a player interface device, such as a keyboard 14. Extending from a port 6 located on each keyboard 14, is a cable 24 that provides electrical communication between each gamestation (1, 2, 3, 4) and a base module 12.
  • FIG. 2 shows a functional block diagram 28 of an apparatus for implementing the present invention.
  • each player is provided with a gamestation (1, 2, 3, 4), which includes the keyboard 14.
  • the keyboard 14 is in electrical communication with the display 16.
  • the display 16 is used to visually indicate which push button switch 18 (shown in FIG. 3) that a player has activated.
  • the keyboard 14 is also in electrical communication with the base module 12.
  • the base module 12 includes a microcontroller 44 that controls an active voice feature and decodes the push button switches 18 that the player has activated.
  • the microcontroller 44 includes a microprocessor 34, a random access memory portion 36 and an erasable programmable read only memory portion
  • the base module 12 is powered by a battery 38.
  • the base module 12 includes a software driven apparatus that controls the game of Bridge.
  • the microprocessor 34 can be either an 8-bit, 16-bit or 32-bit microprocessor chip
  • the microprocessor 34 includes a read only memory portion (not shown) encoded with data that reflects the rules associated with playing a particular version of the game of Bridge.
  • the microprocessor 34 can also include encoded data used to govern the entire bidding process, and for keeping score.
  • the microprocessor 34 of the base module 12 is primarily used to control the game conditions and rules. Some examples of game conditions and rules can include tracking the order of play and ascertaining whether game rules are being followed, shuffling and dealing a virtual deck of cards, and tracking game strategies.
  • the microprocessor 34 may also provide alternative game strategies during the replaying of a hand.
  • An 8-bit or 16-bit microprocessor can be selected for use as the microprocessor 34 depending upon the number of variables requiring control. For example, an 8-bit processor can control 2 8 or 256 different conditions stemming from eight variables. A 16-bit processor can control 2 16 or 65,536 different conditions stemming from sixteen variables.
  • the base module 12 also includes a random access memory portion 36.
  • the random access memory portion 36 is dedicated to generally responding to electrical impulses transmitted from a particular player's keyboard.
  • the memory portion 36 may be used to store the player's keystrokes. During a particular hand, each player's keystroke corresponds to a game decision.
  • the base module 12 can further include an interface 35 coupled to the memory portion 40 for enabling at least one other group of game conditions and rules to be loaded into the memory portion 40.
  • the interface 35 can include a data storage peripheral device 38 and a removable storage medium 33 adapted for use with the data storage peripheral device 38.
  • the interface can be adapted to accept a smart card (not shown) having the at least one other group of game conditions and rules.
  • the interface 35 can be adapted to accept a template (not shown) having the at least one other group of game conditions and rules.
  • FIG. 3 shows a diagram of the keyboard 14 that may be used with an embodiment of the present invention.
  • the keyboard 14 includes a plurality of buttons 18 configured to indicate and to encode the numbers 0-10 and the letters A, J, Q, K, C, D, H, S wherein the letters represent the face cards and suits associated with a conventional deck of cards.
  • the keyboard 14 may also include a region 20 that indicates which player is North, East, South, or
  • the keyboard 14 may also include a power switch 19, and a plurality of specialized buttons 26.
  • the specialized buttons 26 are directed to conditions and decisions that occur in the game of Bridge.
  • the specialized buttons 26 may also be used for bidding, or for keeping score.
  • the memory portion 36 automatically stores the encoded version of the keystroke in a memory position.
  • the memory portion 36 can be cleared whenever the base module 12 is turned off.
  • the memory portion 36 can be a conventional static random access memory device (SRAM), which can maintain information stored thereon for a predetermined period of time after the base module has been turned off.
  • SRAM static random access memory device
  • the memory portion 40 can be a conventional erasable programmable read only memory (EPROM) 40.
  • the EPROM can store one or more game conditions and rules, which are preprogrammed into the EPROM prior to installing the EPROM on the base module 12.
  • the memory portion 40 can be an electrically erasable programmable read-only memory (EEPROM ).
  • EEPROM electrically erasable programmable read-only memory
  • the EEPROM is a user-modifiable read-only memory that can be erased and reprogrammed repeatedly through the application of higher than normal electrical voltage. Unlike a standard EPROM, the EEPROM can be modified while remaining in the base module 12.
  • the microprocessor 34, memory portion 36 and memory portion 40 enable an active voice feature.
  • the microprocessor 34 is in electrical communication with a voice synthesizer 37 and the keyboard 14.
  • the microprocessor 34 initiates a key scan program subroutine utilizing the microprocessor 34 to identify and digitize the value of the selected key.
  • the digital representation of the data is stored in the memory portion 36 under control of the microprocessor 34.
  • the digital representation of the keyed data is then transferred to a voice synthesizer 37 that feeds a loudspeaker 39 via a volume control 41.
  • a similar voice synthesizer has been disclosed in U.S. Patent No. 5,839,958 entitled "Voice Synthesized Bridge Bidding Module and Method of Using Same" issued to Ozarow, which is incorporated herein by reference.
  • the random access memory portion 36, the memory chip 40, and the microprocessor 34 of the base module 12 reside on a single chip.
  • the random access memory portion 36 facilitates replaying a hand from a point at which a game decision was made.
  • the player may include an electronic marker that identifies a point at which a critical game decision was made. The marker is implemented by using a particular keystroke combination. For example, a player might hold a control key (CTRL) located on the keyboard 14 in region 26 while depressing a button 18, or the player may depress the same button 18 at least two times, or a special button 18 dedicated to identifying when a critical decision is made may also be located on the keyboard 14.
  • CTRL control key
  • the random access memory portion 36 facilitates providing a numbered list of all keystrokes that occur during a particular hand.
  • a player in order to replay a hand, a player is required to input a number that corresponds to a keystroke that identifies when a specific game decision was made.
  • the list of keystrokes may also include information regarding which player made the decision.
  • the random access memory portion 36 may also be configured to only show a list of keystrokes to the player that entered them.
  • the microprocessor 34 restarts the game from the point in time when a specific game decision was made, and resumes control of the game by tracking the order of play and ascertaining whether game rules are being followed, shuffling and dealing a virtual deck of cards, and tracking game strategies.
  • the group of players may again replay the first hand from a different point, begin a new game or replay the replayed hand by following a suggested strategy provided by the microprocessor.
  • each player gamestation (1, 2, 3 ,4) includes another player interface device, such as portable light-weight hand-held instrument 50.
  • the hand-held instrument 50 includes a keyboard 14a, which is similar to the keyboard 14 previously described.
  • the keyboard 14a also includes a region 20a that indicates which player is North, East, South, or West.
  • the keyboard 14a also includes a power switch 19, and at least one specialized button 26.
  • the specialized button 26 is directed to conditions and decisions that occur in the game of Bridge.
  • the specialized button 26 may also be used for bidding, or for keeping score.
  • the hand-held instrument 50 further includes a transceiver 42 that combines the functions of transmitter 30 and receiver 32.
  • each game station (1, 2, 3, 4) bi-directionally communicates with opposing game stations, via the base module 12, utilizing electromagnetic waves.
  • the electromagnetic waves are primarily comprised of infrared wavelengths.
  • the infrared wavelengths are directed to and from an infrared optical transceiver 42 that facilitates bi-directional communication between the base module 12 and the hand-held instrument 50.
  • the electromagnetic waves are primarily comprised of radio frequency wavelengths.
  • the radio frequency (RF) wavelengths are directed to and from the transceiver 42 (an antenna).
  • the antenna facilitates bi-directional communication between the base module 12 and the hand-held instrument 50.
  • each hand held instrument 50 is connected to the base module 12.
  • the hand-held instrument 50 includes a liquid crystal display screen 16a that displays the hand of cards being played and provides continuous visual updates regarding a status of the game.
  • the hand-held instrument 50 also includes the keyboard section 14a, which is similar to the keyboard 14, as described above.
  • the keyboard section 14a is constructed and arranged for playing the game of bridge.
  • the base module 12 includes a plurality of electrical ports 6' that facilitate both transmitting an electrical signal to the gamestations (1, 2, 3, 4), and receiving electrical signals from the gamestations (1, 2, 3, 4).
  • Bridge game that overcomes the drawbacks of the prior art have been described.
  • the various embodiments allow a group of players to sit around a card table, to recreate a social environment often associated with playing Bridge, and to play an electronic game of Bridge without cumbersome electronic connections between the players. Variations, modifications, and other implementations of what is described herein will occur to those of ordinary skill in the art without departing from the spirit and the scope of the invention.

Abstract

An electronic system and method for playing an electronic card game. The sysetm is constructed and arranged to permit a number of card game players to sit around a card game table for creating a social environment associated with playing cards. The system includes a plurality of game stations coupled to a central base module. Each game station includes a player interface device and a display. The base module is adapted for receiving signals from each of the game stations and for processing the signals. The processed signals are representative of player transactions that relate to card game conditions and rules stored on the base module.

Description

A METHOD AND APPARATUS FOR PLAYING AN ELECTRONIC BRIDGE GAME
Field of The Invention The present invention is directed to a method and apparatus for playing the card game
Bridge using an electronic card simulator. More specifically, embodiments of the present invention are directed to a portable electronic apparatus that facilitates playing a game of Bridge involving from one to four human players, a method of playing an electronic game of Bridge that facilitates social interaction associated with playing the game, and a method for automatically replaying a hand of Bridge from any point of the game.
Background of The Invention Bridge is among the most popular card games in the United States and throughout the world. It has been estimated that there are approximately 100 million Bridge players worldwide.
Most popular versions or Bridge involve four players seated at a table, divided into two teams of two players. Depending upon the game stakes and the level of skill of the players involved, play can vary from relaxed to very intense. Under these circumstances, social interaction of friendly or competitive nature among the players is common. Responses to game conditions from a player, such as laughter, distress, tension, angst, or bravado, are communicated among the players through facial expression, body position and voice inflection. Information gleaned from such nonverbal forms of communication may be an important source of data influencing a participant's bidding or play of the cards, and in some forms of the game a player is allowed to make use of such information provided by an opponent.
It is well known that, because of the complexities of bidding and play of the cards, the game of Bridge can be very difficult to master. Hundreds of books and many syndicated newspaper columns teach how to play the game and how to improve one's skills.
Because of the complex strategies involved in the game, it is frequently desirable for instructional or entertainment purposes to be able to review or re-make a given decision or to replay a hand from any point in the bidding or play of the cards. The prior art has attempted to address both the daunting complexities of Bridge and to provide software programs that allow players to replay hands from any moment in time when a critical decision was made. Software programs such as "Omar Sharif on Bridge" by Interplay Productions, Inc., and "CardShark Bridge Tutor" by Ford Software are available to teach Bridge players various aspects of the game and to facilitate one or more players to simultaneously play the game. In addition, systems like the one disclosed in U. S. Patent 4,373,719 entitled "Electronic Bridge Game System" issued to Nelson, et al. allow a player to replay a hand from a point at which a critical decision was made. Among electronic and software systems which allow bids and hands to be replayed, the available methods and apparatus for playing a game of Bridge often require that a group of players view a single screen while playing the game. (See U.K. Patent
Application GB 2,057,825A entitled "Apparatus for Playing Games" by Golten.) Alternatively, several of the available methods and systems only facilitate a single player playing against a computer, or a group of distant players seated in front of separate computer screens playing Bridge over a global communications network. (See "MVP Bridge for Windows v3.4" by MVP Software.)
However, it will be appreciated that these prior art systems are not designed to allow a group of players sitting at the same table in a typical Bridge environment to utilize a computer system to play, re-create and replay a hand of Bridge. Rather, the prior art systems are generally designed to facilitate the learning of Bridge, or the playing of Bridge by players in remote locations, or play by fewer than the requisite four people where the computer system substitutes for some of the players. Thus, the available prior art does not allow players to recreate the social atmosphere associated with playing Bridge that occurs when players are seated face-to-face with each other at a table.
Therefore, a need exists for a system that will allow playing and replaying of the bidding and card play process with ease while at the same time integrating the social dimension of the game by providing an environment in which several players can sit together at the same table. Summary of the Invention The present invention relates to a method and apparatus for playing an game of Bridge electronically. Embodiments of the present invention overcome the drawbacks of the prior art by allowing up to four players to sit around a card table, thereby recreating the social environment often associated with playing Bridge, and play an electronic game of Bridge without complicated and cumbersome electronic connections between the players.
In general, in one aspect, the present invention features a centralized base module electrically connected to an electronic apparatus. The electronic apparatus includes four display screens that shows updates of game activities. The base module includes a section that controls the electronic Bridge game by setting game conditions, shuffling and dealing the cards, creating and/or recreating hands for duplicate Bridge games, and in general implementing game rules. The base module also facilitates electronic communications between the players. In one aspect of the invention, the base module includes a memory section. The memory section includes a read only memory portion and a random access memory portion. The read only memory portion controls the electronic Bridge game by setting game conditions and implementing game rules. The random access memory portion is reserved for retaining an electronic history of real time game decisions and for replaying a particular game from any point in that history upon command. In another aspect of the invention, the memory section may include an erasable programmable read only memory (EPROM) portion wherein the EPROM facilitates keeping track of scoring and bidding, or providing excess memory. In another embodiment of the invention, the EPROM may be used to facilitate an active voice feature.
In a further embodiment of the invention, each player has a portable electronic apparatus in communication with the other players. In one embodiment of the invention, the portable electronic apparatus is a hand-held or table top instrument for playing a game of
Bridge. The electronic apparatus includes a display that is adapted to be visible by only a player operating the electronic apparatus and not by other opponent players. The electronic apparatus further includes a control section, a memory section, and a keyboard. In one aspect, the control section includes logical circuitry that facilitates playing the game of Bridge. The memory section includes a read only memory portion and a random access memory portion. The read only memory portion controls the electronic Bridge game by setting game conditions and implementing game rules. The random access memory portion is reserved for retaining an electronic history of real time game decisions and for replaying a particular game from any point in that history upon command. In another aspect of the invention, the memory section may include an erasable programmable read only memory (EPROM) portion wherein the EPROM facilitates keeping track of scoring and bidding, or providing excess memory. In another embodiment of the invention, the EPROM, in conjunction with a voice synthesizer circuit, may be used to facilitate an active voice recognition feature. The active voice recognition feature enables the base module to receive and process samples of a player's voice and for carrying out game conditions and rules. In another embodiment of the present invention, each player has a portable electronic apparatus that does not interface with a centralized base module. In one version of the invention, an electrical link between players is provided through a wire cable inserted into a predetermined portal located on the portable electronic apparatus. In an alternative version, direct communication is provided through an optoelectronic connection wherein each portable electronic apparatus is equipped with an optical transducer. In yet another alternative version, communication is provided through radio frequency transmissions.
In one embodiment of the invention, the screen on the portable electronic apparatus enables a player to view his or her hand of cards, and a dummy hand. The screen may also facilitate viewing game histories to enable the player to select a point from which a game can be reviewed or replayed. In one embodiment of the invention, the screen includes a liquid crystal display.
The keyboard on the portable electronic apparatus allows a player to electronically communicate real time game decisions to other players, which game decisions include cards to be played. The game decisions can be further communicated to the random access memory portion of the electronic apparatus, which stores the game decisions. In one embodiment of the invention, the keyboard is in electrical communication with a centralized base module. In another embodiment of the invention, the keyboard includes a transceiver that facilitates transmitting and receiving an optical signal. In an alternative embodiment, the keyboard includes a transceiver that facilitates transmitting and receiving a radio frequency (RF) signal. In another embodiment of the present invention, the electronic apparatus includes a read only memory portion that facilitates playing at least Contract Bridge, Duplicate Bridge, and Chicago Bridge. In one aspect, the read only memory portion of the electronic apparatus contains game strategies, conditions and rules associated with Contract Bridge, Duplicate Bridge, and Chicago Bridge. In a further aspect of the invention, a player may select a version of the game of Bridge by activating a switch. The switch correlates a predetermined setting with a version of the game. In another aspect of the invention, the player may select a version of the game by highlighting an option that appears on a display screen. The display screen is in communication with the electronic apparatus. In an alternative embodiment of the invention, the electronic apparatus may include an opening that receives a plurality of removable cartridges. Each of the removable cartridges include a read only memory that contains a game condition and game rules associated with Contract Bridge, Duplicate Bridge, and Chicago Bridge. In another embodiment of the present invention, the electronic apparatus includes an opening that may receive a single compact disc read only memory device that includes game conditions and game rules and strategies for Contract Bridge, Duplicate Bridge, and Chicago Bridge.
In another embodiment of the present invention, the electronic apparatus includes a screen. In one embodiment of the invention, the screen includes a liquid crystal display. The liquid crystal display may also include touch sensitivity for identifying any card or for transmitting various game decisions.
In a further embodiment of the present invention, the electronic apparatus includes a keyboard. In one embodiment, the keyboard includes a receptacle for facilitating electronic communications between the group of players. The receptacle may include a communication serial bus (CSB) port or a computer system interface for connecting to another electronic apparatus or computer system. In another aspect of the present invention, the keyboard may include a transceiver device that facilitates optical or radio frequency (RF) communications between the group of players.
In a further aspect of the present invention, the keyboard includes keypads that are configured to the game of Bridge. In one embodiment, the keypads include a North, South, East. West indicator, and specialized buttons related to bidding, scoring and game related conditions and rules. In one specific embodiment of the present invention, an electronic gaming system comprises a base module and a plurality of local game stations operatively coupled to the base module. Each of the plurality of local game stations has a display adapted to display a plurality of electronic game cards, which are communicated to each of the plurality of local game stations by the base module. The base module is constructed and arranged to receive a plurality of signals from the plurality of local game stations representing player transactions and for processing the player transactions according to at least one group of game conditions and rules stored on the base module.
The base module includes a micro-controller and at least one memory device, which is coupled to the micro-controller for storing the at least one group of game conditions and rules.
The base module further includes an interface coupled to the at least one memory device for enabling at least one other group of game conditions and rules to be loaded into the at least one memory device. In one embodiment, the interface is adapted to accept a smart card having the at least one other group of game conditions and rules. In another embodiment, the interface is adapted to accept a template having the at least one other group of game conditions and rules. In yet another embodiment, the interface comprises a data storage peripheral device and a removable storage medium adapted for use with the data storage peripheral device. The base module further includes a voice synthesizer circuit that is responsive to annunciation of a player and a speaker coupled to the voice synthesizer circuit that annunciates information responsive to the annunciation of the player. A volume control switch is also included on the base module, which volume control switch is operatively coupled to the voice synthesizer circuit and to the speaker. Each of the plurality of local game stations includes a keyboard coupled to the base module and a display coupled to the keyboard. Each of the keyboards includes a plurality of controls that are operatively configured to communicate information to the base module. The plurality of controls can include a plurality of buttons. In an embodiment, the keyboard further includes a wireless communication device that is operatively configured to communicate information to the base module. In an embodiment, the at least one group of game conditions and rules includes a bridge card game software program.
A method of using the electronic gaming system of the present invention comprises the steps of dealing a plurality of electronic game cards from a base module to a plurality of local game stations; providing a signal from at least one of the a plurality of local game stations to the base module representing at least one player transaction; and processing the at least one player transaction at the base module according to predetermined game conditions and rules stored on the base module.
After the step of dealing the plurality of electronic game cards from a base module to the plurality of local game stations, the method further includes the step of displaying the plurality of electronic game cards on a display associated with each of the plurality of local game stations.
The step of processing the at least one player transaction further includes storing the at least one player transaction in a memory device located on the base module. The step of processing the at least one player transaction further includes storing at least one game score associated with the at least one player transaction in the memory device located on the base module.
The method of using the electronic gaming system further comprises storing the at least one player transaction and the at least one game score on a removable storage medium located on the base module for enabling a player to remove and transport the removable storage medium.
The foregoing and other objects, aspects, features, and advantages of the invention will become more apparent from the following description and from the claims.
Brief Description of the Drawings In the drawings, like reference characters generally refer to the same parts throughout the different views. Also, the drawings are not necessarily to scale, emphasis instead generally being placed upon illustrating the principles of the invention.
FIG. 1 is a schematic diagram of a gaming system according to an embodiment of the present invention; FIG. 2 is a functional block diagram of a base module included in the gaming system shown in Fig. 1 ;
FIG. 3 is one embodiment of a player interface device included in the gaming system shown in Fig. 1 ; and
FIG. 4 is another embodiment of a player interface device included in the gaming system shown in Fig. 1.
Detailed Description The present invention relates to a method and apparatus for playing an electronic game of Bridge. Embodiments of the present invention overcome the drawbacks of the prior art by allowing a group of players to sit around a card table, to recreate the social environment associated with playing Bridge, and to play an electronic game of Bridge without cumbersome electronic connections between the players. One embodiment of a method and apparatus for playing an electronic Bridge game in accordance with the present invention will now be described with reference to FIGS. 1-4.
A view of an embodiment of the present invention is shown in FIG. 1. FIG. 1 shows the system 10 illustrating four player gamestations (1, 2, 3, 4) situated in a cloverleaf configuration wherein player position one represents north, player position two represents east, player position three represents south, and player position four represents west. The player gamestations (1, 2, 3, 4) each include a display or screen 16, and a player interface device, such as a keyboard 14. Extending from a port 6 located on each keyboard 14, is a cable 24 that provides electrical communication between each gamestation (1, 2, 3, 4) and a base module 12.
FIG. 2 shows a functional block diagram 28 of an apparatus for implementing the present invention. In one embodiment of the invention, each player is provided with a gamestation (1, 2, 3, 4), which includes the keyboard 14. The keyboard 14 is in electrical communication with the display 16. The display 16 is used to visually indicate which push button switch 18 (shown in FIG. 3) that a player has activated. The keyboard 14 is also in electrical communication with the base module 12. The base module 12 includes a microcontroller 44 that controls an active voice feature and decodes the push button switches 18 that the player has activated. The microcontroller 44 includes a microprocessor 34, a random access memory portion 36 and an erasable programmable read only memory portion
40 that facilitate replaying a hand of bridge from any point at which a game decision is made. The base module 12 is powered by a battery 38.
In one embodiment of the invention, the base module 12 includes a software driven apparatus that controls the game of Bridge. In one aspect of the invention, the microprocessor 34 can be either an 8-bit, 16-bit or 32-bit microprocessor chip The microprocessor 34 includes a read only memory portion (not shown) encoded with data that reflects the rules associated with playing a particular version of the game of Bridge. The microprocessor 34 can also include encoded data used to govern the entire bidding process, and for keeping score. However, the microprocessor 34 of the base module 12 is primarily used to control the game conditions and rules. Some examples of game conditions and rules can include tracking the order of play and ascertaining whether game rules are being followed, shuffling and dealing a virtual deck of cards, and tracking game strategies. In one embodiment of the invention, the microprocessor 34 may also provide alternative game strategies during the replaying of a hand. An 8-bit or 16-bit microprocessor can be selected for use as the microprocessor 34 depending upon the number of variables requiring control. For example, an 8-bit processor can control 28 or 256 different conditions stemming from eight variables. A 16-bit processor can control 216 or 65,536 different conditions stemming from sixteen variables.
In another embodiment, the base module 12 also includes a random access memory portion 36. The random access memory portion 36 is dedicated to generally responding to electrical impulses transmitted from a particular player's keyboard. In particular, the memory portion 36 may be used to store the player's keystrokes. During a particular hand, each player's keystroke corresponds to a game decision.
The base module 12 can further include an interface 35 coupled to the memory portion 40 for enabling at least one other group of game conditions and rules to be loaded into the memory portion 40. The interface 35 can include a data storage peripheral device 38 and a removable storage medium 33 adapted for use with the data storage peripheral device 38.
In other embodiments, the interface can be adapted to accept a smart card (not shown) having the at least one other group of game conditions and rules. Alternatively, the interface 35 can be adapted to accept a template (not shown) having the at least one other group of game conditions and rules.
A number of keyboard interface media can be employed for encoding keyboard keystrokes and for communicating the encoded keyboard strokes to the base module 12. One example of a keyboard interface medium can include an IR interface 42, as shown in FIG 2. Although not shown in FIG. 2, other keyboard interface media can include RF keyboard interfaces, as well as other related optical keyboard interfaces. FIG. 3 shows a diagram of the keyboard 14 that may be used with an embodiment of the present invention. The keyboard 14 includes a plurality of buttons 18 configured to indicate and to encode the numbers 0-10 and the letters A, J, Q, K, C, D, H, S wherein the letters represent the face cards and suits associated with a conventional deck of cards. The keyboard 14 may also include a region 20 that indicates which player is North, East, South, or
West. Further, the keyboard 14 may also include a power switch 19, and a plurality of specialized buttons 26. The specialized buttons 26 are directed to conditions and decisions that occur in the game of Bridge. The specialized buttons 26 may also be used for bidding, or for keeping score. Again referring to FIG. 2, the memory portion 36 automatically stores the encoded version of the keystroke in a memory position. The memory portion 36 can be cleared whenever the base module 12 is turned off. However, in another embodiment of the invention, the memory portion 36 can be a conventional static random access memory device (SRAM), which can maintain information stored thereon for a predetermined period of time after the base module has been turned off.
The memory portion 40 can be a conventional erasable programmable read only memory (EPROM) 40. The EPROM can store one or more game conditions and rules, which are preprogrammed into the EPROM prior to installing the EPROM on the base module 12. Alternatively, the memory portion 40 can be an electrically erasable programmable read-only memory (EEPROM ). The EEPROM is a user-modifiable read-only memory that can be erased and reprogrammed repeatedly through the application of higher than normal electrical voltage. Unlike a standard EPROM, the EEPROM can be modified while remaining in the base module 12.
In an alternative embodiment of the invention, the microprocessor 34, memory portion 36 and memory portion 40 enable an active voice feature. In this embodiment, the microprocessor 34 is in electrical communication with a voice synthesizer 37 and the keyboard 14. When data is inputted through the keyboard 14, the microprocessor 34 initiates a key scan program subroutine utilizing the microprocessor 34 to identify and digitize the value of the selected key. The digital representation of the data is stored in the memory portion 36 under control of the microprocessor 34. The digital representation of the keyed data is then transferred to a voice synthesizer 37 that feeds a loudspeaker 39 via a volume control 41. A similar voice synthesizer has been disclosed in U.S. Patent No. 5,839,958 entitled "Voice Synthesized Bridge Bidding Module and Method of Using Same" issued to Ozarow, which is incorporated herein by reference.
In one embodiment of the invention, the random access memory portion 36, the memory chip 40, and the microprocessor 34 of the base module 12 reside on a single chip. In general, the random access memory portion 36 facilitates replaying a hand from a point at which a game decision was made. In one embodiment of the present invention, the player may include an electronic marker that identifies a point at which a critical game decision was made. The marker is implemented by using a particular keystroke combination. For example, a player might hold a control key (CTRL) located on the keyboard 14 in region 26 while depressing a button 18, or the player may depress the same button 18 at least two times, or a special button 18 dedicated to identifying when a critical decision is made may also be located on the keyboard 14.
In an alternative embodiment, the random access memory portion 36 facilitates providing a numbered list of all keystrokes that occur during a particular hand. In this embodiment, in order to replay a hand, a player is required to input a number that corresponds to a keystroke that identifies when a specific game decision was made. The list of keystrokes may also include information regarding which player made the decision. Alternatively, the random access memory portion 36 may also be configured to only show a list of keystrokes to the player that entered them.
After an entry is made, the microprocessor 34 restarts the game from the point in time when a specific game decision was made, and resumes control of the game by tracking the order of play and ascertaining whether game rules are being followed, shuffling and dealing a virtual deck of cards, and tracking game strategies. Once a first hand has been replayed to completion, the group of players may again replay the first hand from a different point, begin a new game or replay the replayed hand by following a suggested strategy provided by the microprocessor.
In another embodiment of the invention, shown in FIG. 4, each player gamestation (1, 2, 3 ,4) includes another player interface device, such as portable light-weight hand-held instrument 50. The hand-held instrument 50 includes a keyboard 14a, which is similar to the keyboard 14 previously described. The keyboard 14a also includes a region 20a that indicates which player is North, East, South, or West. Further, the keyboard 14a also includes a power switch 19, and at least one specialized button 26. The specialized button 26 is directed to conditions and decisions that occur in the game of Bridge. The specialized button 26 may also be used for bidding, or for keeping score. The hand-held instrument 50 further includes a transceiver 42 that combines the functions of transmitter 30 and receiver 32. In this embodiment, each game station (1, 2, 3, 4) bi-directionally communicates with opposing game stations, via the base module 12, utilizing electromagnetic waves. In one embodiment of the invention, the electromagnetic waves are primarily comprised of infrared wavelengths. The infrared wavelengths are directed to and from an infrared optical transceiver 42 that facilitates bi-directional communication between the base module 12 and the hand-held instrument 50.
In an alternative embodiment, the electromagnetic waves are primarily comprised of radio frequency wavelengths. The radio frequency (RF) wavelengths are directed to and from the transceiver 42 (an antenna). The antenna facilitates bi-directional communication between the base module 12 and the hand-held instrument 50.
However, in still another embodiment, each hand held instrument 50 is connected to the base module 12. The hand-held instrument 50 includes a liquid crystal display screen 16a that displays the hand of cards being played and provides continuous visual updates regarding a status of the game. The hand-held instrument 50 also includes the keyboard section 14a, which is similar to the keyboard 14, as described above. The keyboard section 14a is constructed and arranged for playing the game of bridge.
In a further embodiment of the present invention, the base module 12 includes a plurality of electrical ports 6' that facilitate both transmitting an electrical signal to the gamestations (1, 2, 3, 4), and receiving electrical signals from the gamestations (1, 2, 3, 4). As discussed above, embodiments of a method and apparatus for playing an electronic
Bridge game that overcomes the drawbacks of the prior art have been described. The various embodiments allow a group of players to sit around a card table, to recreate a social environment often associated with playing Bridge, and to play an electronic game of Bridge without cumbersome electronic connections between the players. Variations, modifications, and other implementations of what is described herein will occur to those of ordinary skill in the art without departing from the spirit and the scope of the invention.

Claims

What is claimed is:CLAIMS
1. An electronic gaming system, comprising: a base module; and a plurality of local game stations operatively coupled to the base module, each of the plurality of local game stations having a display adapted to display a plurality of electronic game cards communicated to each of the plurality of local game stations by the base module, wherein the base module is constructed and arranged to receive a plurality of signals from the plurality of local game stations representing player transactions and for processing the player transactions according to at least one group of game conditions and rules stored on the base module.
2. The electronic gaming system of claim 1, wherein the base module includes: a micro-controller; and at least one memory device coupled to the micro-controller for storing the at least one group of game conditions and rules.
3. The electronic gaming system of claim 2, wherein the base module further includes an interface coupled to the at least one memory device for enabling at least one other group of game conditions and rules to be loaded into the at least one memory device.
4. The electronic gaming system of claim 3, wherein the interface is adapted to accept a smart card having the at least one other group of game conditions and rules.
5. The electronic gaming system of claim 3, wherein the interface is adapted to accept a template having the at least one other group of game conditions and rules.
6. The electronic gaming system of claim 3, wherein the interface comprises: a data storage peripheral device; and a removable storage medium adapted for use with the data storage peripheral device.
7. The electronic gaming system of claim 2, wherein the base module further includes: a voice synthesizer circuit that is responsive to annunciation of a player; and a speaker coupled to the voice synthesizer circuit that annunciates information responsive to the annunciation of the player.
8. The electronic gaming system of claim 7, wherein the base module further includes a volume control switch that is coupled to the voice synthesizer circuit.
9. The electronic gaming system of claim 1, wherein each of the plurality of local game stations includes: a keyboard coupled to the base module; and a display coupled to the keyboard.
10. The electronic gaming system of claim 9, wherein the keyboard includes a plurality of controls that are operatively configured to communicate information to the base module.
1 1. The electronic gaming system of claim 10, wherein the plurality of controls include a plurality of buttons.
12. The electronic gaming system of claim 10, wherein the keyboard further includes a wireless communication device that is operatively configured to communicate information to the base module.
13. The electronic gaming system of claim 1, wherein the at least one group of game conditions and rules includes a bridge card game program.
14. A method of using an electronic gaming system, comprising the steps of: dealing a plurality of electronic game cards from a base module to a plurality of local game stations; providing a signal from at least one of the a plurality of local game stations to the base module representing at least one player transaction; and processing the at least one player transaction at the base module according to predetermined game conditions and rules stored on the base module.
15. The method of using an electronic gaming system of claim 1, wherein after the step of dealing, the method further includes the step of displaying the plurality of electronic game cards on a display associated with each of the plurality of local game stations.
16. The method of using an electronic gaming system of claim 1, wherein the step of processing further includes storing the at least one player transaction in a memory device located on the base module.
17. The method of using an electronic gaming system of claim 16, wherein the step of processing further includes storing at least one game score associated with the at least one player transaction in the memory device located on the base module.
18. The method of using an electronic gaming system of claim 17, further comprising the step of storing the at least one player transaction and the at least one game score on a removable storage medium located on the base module for enabling a player to remove and transport the removable storage medium.
PCT/US2001/001070 2000-01-12 2001-01-12 A method and apparatus for playing an electronic bridge game WO2001051141A1 (en)

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