A METHOD AND MACHINE FOR IMPROVING POKER PLAY
FIELD AND BACKGOUND OF THE INVENTION
The present invention relates to equipment for the improvement of poker playing skills. More particularly, the invention provides an electronic machine or home computer or TV set allowing a player to practice the arrangement of (simulated) card combinations in the optimum manner in compliance with the rules of the game.
Poker is a widely played card game using a standard pack of playing cards. Each player places an ante (a fixed amount of money or other units) into a central pot. A dealer, who also plays, distributes cards to players who try to assemble a desirable set of cards such as a series of one suit, or numerical combinations of different suits, and the game is played according to rules which define which combination of cards wins at "showdown".
Bets are placed between turns using money or tokens or other units, the decision regarding whether to bet and how much to bet depending not only on the strength of the cards held by the player but also on estimates or guesses regarding the strength of the hands held by other players. The best hand wins the money in the jackpot. In practice there are several variations of the game, such as Texas Hold' em, Omaha Hold' em,
Seven-Card Stud and others, which differ in details of the game: how many stages of play, how the cards are distributed, the value of the allowed bets, bet options such as checking, calling, raising or folding and so on.
As the game is usually played for money, it is not surprising that there is a demand for electronic machines programmed to play poker and against which players can hone their skills, winning or losing virtual but not real money. Naturally, such machines also serve the further purpose of providing entertainment to players. Examples of poker playing machines are seen in the following US Patents: Nos. 4,948,134 and 5,022,653 to Suttle et al., No. 5,332,219 to Marnell,II, et al., and no. 5,971,849 to Falciglia.
For those learning to play there is little learning benefit in being notified by the screen after the game, that the player won or lost this or that many coupons, points or monetary
units. Those learning to play, as well as players wishing to improve their skills, need above all to practice forming combinations of cards which are the strongest and the best possible according to the rules of the game using the particular cards which have been put into play.
OBJECTS OF THE INVENTION
It is therefore one of the objects of the present invention to obviate the disadvantages of prior art poker playing machines and to provide an electronic machine which allows the user to try different card combinations and finally displays the best combination or hand which could have been assembled by the player.
It is a further object of the present invention to retain the interest of the player by optionally allowing the wagering of virtual tokens or virtual money.
It is yet a further object of the invention to enable the player to play by using his PC or TV set.
Yet a further object of the present invention is to provide a machine and method which will allow the player to limit the time and moves possible.
SUMMARY OF THE INVENTION
The present invention achieves the above objects by providing an electronic machine arranged to allow a single person to improve poker playing, said machine comprising a housing; a display screen held in said housing, said screen being sized to allow the display of at least one array of 3 rows and 5 columns to display 15 playing cards face up; a plurality of user controls allowing the player to move any card in the upper row of said array downwards and to move any card in the lower row upwards; and comparator, calculation and screen display means for comparing the combination achieved by the user to the best combination possible by use of the displayed cards.
hi a preferred embodiment of the present invention there is provided a machine wherein the machine is programmed to demonstrate the correct moves to achieve the best or better possible combination if the user has failed to achieve said best combination.
In a more preferred embodiment the machine could be programmed to limit the time of a play and/or to limit the number of moves possible.
In a further preferred embodiment the player could use a PC or TV set using the remote control for playing.
In a most preferred embodiment of the present invention there is provided a method of improving poker game playing by means of an electronic machine, the method comprising the steps: a) providing a machine or PC or TV as defined above; b) starting said machine to display a 3-row 5-column array of face-up playing cards; c) using machine controls or remote control or keyboard for setting the time allowed value; d) optionally using machine controls or remote control or keyboard for entering sums to be wagered; e) using machine controls or remote controls or keyboard for moving screened cards up or down in an attempt to get the best possible combination, ranked according to scoring rules defining poker concepts of royal flush, straight flush, flush, full house, the value of the ace and the like; f) viewing the result obtained in comparison with better or best possible combination as demonstrated by said machine; and g) optionally reviewing the monetary state of the player regarding virtual money won/lost as calculated by said machine.
Yet further embodiments of the invention will be described hereinaf er.
It will thus be realized that the novel machine and method of the present invention serves to teach by trial and error, and allows a player to hone his/her skills without the mental pressure of a game against human or machine opponents. During competitive play the predominant questions concerning participants concern betting, and at the end of the game players are likely to have learnt little more than that some money, usually more than originally expected, has been won or lost. The present invention enables players to learn in a less stressful environment, cards can be moved for trial purposes, and unlike in the real game, the player can see the open cards both of those that are coming up and those that have already been played. At the start of practice the player learns the rules regarding what constitutes a winning hand. These rules are best printed on paper, but could be displayed on screen.
There are some rule variations, but it matters little what rules are played to as long as these rules are known to and understood by the player.
SHORT DESCRIPTION OF THE DRAWINGS
The invention will now be described further with reference to the accompanying drawings, which represent by example preferred embodiments of the invention.
Structural details are shown only as far as necessary for a fundamental understanding thereof. The described examples, together with the drawings, will make apparent to those skilled in the art how further forms of the invention may be realized.
In the drawings:
FIG. 1 is a perspective view of a preferred embodiment of the machine according to the invention;
FIG. 2 is a perspective view of an embodiment of the machine including a time limiting option;
FIG. 3 is a perspective view of an embodiment of the machine including a betting option; and
FIG. 4 is a perspective view of an embodiment of the machine programmed to initially display a central row representing the first 5 cards dealt which are all of the same suit.
FULL DESCRIPTION OF THE INVENTION There is seen in FIG. 1 an electronic machine 10 arranged to allow a person to improve poker playing.
A housing 12 holds the screen 14, user controls 16, and the electronics 18. A display screen held in the housing, the screen being sized to allow the display of at least one array 20 of 3 rows and 5 columns to display 15 playing cards face up. The upper row 22 and lower row 24 represents cards to become available for the player. The middle row represents the player's "hand".
Five user control buttons 17a allow the player to move any card in the upper row of the array downwards and to move any card in the lower row upwards. Cards are moved up by pressing the button 17a under the card. Cards can be moved down by additionally pressing the first button on the right 17b.
A processor 26 handles comparator and calculation tasks and a display control 28 handles the screen display. The comparator handles tasks such as comparing the combination achieved by the user to the best combination possible by use of the displayed cards. If successful, the player is awarded points 30 as an encouragement. The machine memory 32 is programmed with the appropriate rules and to demonstrate the correct moves to achieve the best or better possible combination if the user has failed to achieve this.
The player is limited to a certain number of moves. It is the scope of the invention to provide means for changing the number of moves available.
With reference to the rest of the figures, similar reference numerals have been used to identify similar parts.
Referring now to FIG. 2, there is seen an embodiment of the machine 34 wherein a further control 35 is provided allowing the user to set the degree of difficulty of play by
limiting time allowed 36 for each move. The player chooses time allowed as 20, 25 or 30 seconds.
FIG. 3 illustrates a third embodiment of the machine 38 wherein a further control 17c is provided allowing the user to set the sum of money to be wagered on each round. The size of the bet of virtual money can be set on a scale of 1 - 10.
Seen hi FIG. 4 is a machine 40 wherein on starting the five cards displayed in the central row 42 are all of one suit, for example hearts.
The above description refers to a stand alone machine however a kit which comprises the processor and hand controls could be used by connection of same to a PC or a TV set.
The invention also provides a method of improving poker game playing by means of an electronic machine.
The method comprises the following steps:
A. Providing a machine or PC or TV set as described above.
B. Starting the machine to display a 3-row 5-column array of face-up playing cards.
C. Using machine controls or keyboard or remote control for setting the time allowed value.
D. Optionally using machine controls or keyboard or remote control for entering sums to be wagered.
E. Using machine controls or keyboard or remote control for moving screened cards up or down in an attempt to get the best possible combination, ranked according to scoring rules defining poker concepts of royal flush, straight flush, flush, full house, the value of the ace and the like;
F. Viewing the result obtained in comparison with a better or best possible combination as demonstrated by the machine.
G. Optionally reviewing the monetary state of the player as represented by points calculated by the machine.
The scope of the described invention is intended to include all embodiments coming within the meaning of the following claims. The foregoing examples illustrate useful forms of the invention, but are not to be considered as limiting its scope, as those skilled in the art will readily be aware that additional variants and modifications of the invention can be formulated without departing from the meaning of the following claims.